Duimon - HSM Mega Bezel Graphics and Presets - Feedback and Updates

Great, I’m already looking forward to seeing what you surprise us with next time :grinning:

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Here’s a sneak peek inside Illustrator at the 3DS WIP. I chose the 3DS XL because I think it has a cleaner design.

There is obviously a lot of work left to be done. :grin:

Question for everyone…

The LEDs are hidden off screen to maximize game screen size. How does everyone feel about my moving them to the hinge? (Even though it wouldn’t look like the real thing.)

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The 3DS already has an LED on the hinge, it is to let you know that a friend has connected, if you put it in green it will look good the same so go ahead for me.

Looks great, great job as always.

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In that case we wouldn’t had a chance for the horizontal versions. So go ahead it’s all fine I’d say :wink:

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That thing is an LED? :astonished:

Apparently nobody ever takes a shot of the thing when a friend is connected. :grin:

All I need is one to make me happy. Thanks!

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You are exactly right. :innocent: I guess lately I’ve been taking less liberties and trying for more realism. I think I need to remind myself that these just need to be representative, although the handhelds usually provide more opportunity for the former.

Thanks for the feedback guys! :grin:

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Found a kind of crappy screenshot with all the LEDs…maybe it’ll be enough to justify your creative direction!

I found my way here from the HSM Mega Bezel thread and I’ve been updating my shaders over the last few days…really great stuff! @Duimon thank you for all the effort here, it’s very cool!

I was coming in here to ask about a vertical shader for the NDS but you’ve got that covered now. I also wanted to ask how I can get my Gameboy games looking like Pea Soup (OG Green) but it sounds like thats a fix over with @HyperspaceMadness. I’ll wait and see how that plays out.

I’m still a little confused on how to get the night mode going and also the 4K verticals don’t populate when I move the main Presents folder over to my RA folders. Any tips or posts I should be reading to figure these two out? I’m sure it’s relatively simple.

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For that you have to download a custom palette, if you search a bit in google you will find it, then in the Retroarch directory inside the System folder you create a folder called Palettes, you put your custom palette in that folder and rename it to Default.pal, then when you run the core (in my case the Gambatte) you go to options and choose the custom option in GB colorization.

This is how I get my pea green palette from the original game boy. :smiley: :+1:

I leave a capture of what I have achieved with the night mode, a custom palette and touching on the shader parameters, especially what is CRT Gamma, Brightness and green tone.

The capture looks a bit dark but live it looked very good and nothing dark.

For the night mode it is very easy, once you apply the desired preset you go to the shader parameters and look for the Night Lighting option, you raise it to 100 and you already have night mode . :+1: :grinning:

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The 4K Verticals are not updated yet to work with the current shader. It occurs to me I have never done presets for them.

With the new features in the latest Retroarch I am diving deeper into releasing presets. As you learn more about the shader you can create your own, there is nothing magical about my presets I am just creating them to save users some effort.

Since I have been working with the alpha version of the shader for a few months now, and personally requested a lot of the features, some things may seem a bit magical.

Fot the Gameboy, for now I am using a greenish image in the GEL layer and fiddling with the screen colors a bit. You can see a shot a few posts back.

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Cool! I didn’t know Gambatte supported custom palettes.

Yeah, the bottom two LEDs will be off screen but the one on the hinge will be there! I am going with a green led. Thanks for the shot.

Thank you very much for the information. I’ll do some digging for the palette and follow your instructions. I’ll let you know how it goes. Your screenshot looks great…for me, it’s just not right for the OG Gameboy if it isn’t green…ugly as it may be!

I’ll take a look at the shader parameters, when I looked before I must have missed it…there’s a lot of options in there.

Thanks again for the very helpful reply.

Ok cool, that makes sense. I messed about a bit with presets, combing the experimental HD-Core presets with your graphics for the N64…got that to work but I still have a lot to get my head around.

You’re more than welcome for the screenshot…least I can do is a little googling, given all of the amazing work that’s handed out here!

I have one more question for you. I updated to the latest shader folder you released, so that I can set up the NDS Vertical preset. However, when I try to load it, it’s failing everytime…it’s the only preset that won’t load for me. Any idea what might be causing the issue?

Here is the log error:

[ERROR] [GLCore]: Failed to load LUT "C:\Emulation\Front Ends\LaunchBox\Emulators\RetroArch\overlays\bezel\Duimon\Logo_Advanced\NDS_Vertical_Advanced_Glass.png".
[ERROR] [GLCore]: Failed to create preset: "C:\Emulation\Front Ends\LaunchBox\Emulators\RetroArch\shaders\Duimon\Advanced\NDS_Vertical.slangp".
[ERROR] [GLCore]: Failed to create filter chain: "C:\Emulation\Front Ends\LaunchBox\Emulators\RetroArch\shaders\Duimon\Advanced\NDS_Vertical.slangp". Falling back to stock.

I’m using the DeSmuME core. Looking at the log the core running GLCore for the driver, despite me setting it to Vulkan. The other NDS Shader works no problem though…so I’m not sure the driver is the issue.

EDIT - Figured it out…I hadn’t updated the overlays folder where the new images live. I just updated the presets. First time updating these, lesson learned!

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Just wanted to report that the new PalmOS preset loads like this as default;

While the old preset loads as expected by default with exact same settings;

Oops! I had the “BackgroundImage =” path but HSM updated the Standard shader and added back in the “BackgroundVertImage =”.

It is fixed and should be the only preset affected. Thanks for the heads up! :grin:

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Here’s a WIP on the 3DS.

There are some really cool details on this thing, like the slider switches. It was a lot of fun. :partying_face:

In the end I pretty much had to do it from scratch, although I was able to use the controls source from the NDS. (With a fair bit of modification.)

Obviously the screen size and positions are reversed, awaiting an update from @HyperspaceMadness.

BTW. @HyperspaceMadness. My background was upside down and I had to flip the viewport. Is this taken into account with the fix?

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Congratulations!! the result It’s beautiful!!! :heart_eyes: :clap: :clap: :clap: :clap: :raised_hands:

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Thank you. I am pretty happy with it, although I have yet to do my infamous OCD pass. :innocent:

After that, the next step is converting it to the Advanced preset, which will mean giving it some color.

This will not be as hard as it once was, thanks to my HSV R&D. Since all the colors in this are already at 0% Hue and Saturation, it will just be a matter of stepping through the objects and layers and changing the Saturation to 50%, then adding some brightness boost when it starts getting washed out. :grin: (There are well over 100 objects though, and most of them have strokes. :grimacing:)

After that I need to create a Horizontal version, but I am hoping that will only require masking, scaling, and moving some stuff around.

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Yeah, basically the preset will need to have flip viewport on, when I update, the 3ds preset should be set up with any of the switches necessary that you can use as reference

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@HyperspaceMadness @Duimon

I really like the new NDS Vertical Shader presets…except for this bit. I’ve been playing with it and I can’t get the scan lines looking clean and even. I either have banding or uneven scan lines when playing with resolutions and the scan line multiplier parameter.

I think this is an issue that integer scaling is supposed to help you avoid but the HSM shader doesn’t use that and for everything else doesn’t need to. It also seems to be an issue at native res so I’m confused as to where to look to solve this @HyperspaceMadness Any suggestions on how to get a clean image going for the NDS?

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