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

I checked, and right now the decal is affected by the night in Add mode but not in normal. So the setting is backwards. :slightly_frowning_face: I still think we need a different method for the Decal. :wink:

Edit: I was forgetting the reason behind Add mode determining the night layer effect. I think the setting just needs to be flipped.

@HyperspaceMadness It turns out the setting is as it should be. (Not backwards) It is the default blending mode in the Standard that is wrong. It is Add by default so all my decals show at night.

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I’ll fix this so it’s correct

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I’m pretty sure I noticed it while I was doing my V.Smile preset but there is always a slim chance I have inadvertently included an erroneous setting.

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In case you missed the important part of my message to HSM, it is supposed to not be affected when it is in Add mode. The Top layer has this feature also, so they can be used for things like LEDs.

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Just playing around. :crazy_face:

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Reflections in the bezel? what black magic is that? :scream:

Probably a modified TopLayerImage_Night that used for Night mode :thinking:

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Yeah, it’s a Top Layer Image ordered under the bezel and CRT. I was wanting to see what God Rays would look like coming from behind the bezel.

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With the latest HSM Shader update I guess some parameters mismatched. I found Bezel Width and Height parameters under [Brighthess & Gamma] parameter set.

Edit: After checking out other system setups I found the labeling issue persists only with some presets that uses LCD Grid shaders. In that case these shows [Brighthess & Gamma] instead of [Slot Mask].


This one is solved but looks like NEC PC-88 also has the exact same confusion :upside_down_face:

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I’ll take a look into this, this is kind of strange, what base shader preset is this using?

This actually won’t affect the loading of the parameters though, just where they are displayed.

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Yeah exactly. It’s all functional but just labeling issue. Just updated my previous post with some more info.

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Thanks, but specifically which base Mega Bezel preset is being used from Base_CRT_Presets?

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I’ve checked GBC preset and it leads to the MBZ__2__STANDARD__LCD-GRID.slangp inside of Base_CRT_Presets folder

I thought Nintendo Pokemon Mini also using LCD grid because of that I was confused at first that it didn’t affected with same labeling confusion but now I checked its presets and I find it actually using MBZ__2__STANDARD__GUEST-DrVENOM.slangp shader instead of MBZ__2__STANDARD__LCD-GRID.slangp. So that’s why it didn’t affected.


Also wanna report that NDS_Vertical_Alt-[STD]-[Guest] and NDS_Vertical_Alt-[STD]-[Guest]-[Night] which uses MBZ__2__STANDARD__GUEST-DrVENOM.slangp base shader gets blurry screen result.

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Thanks for the detailed feedback :smiling_face_with_three_hearts:, I’ll check all these out

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This one was me. :innocent:

In all the bouncing around between LCD-GRID and GUEST during graphics development, some errant scanline direction multiplier got left in.

I checked and it was also in the 3DS Vertical Alt presets.

The PC-8801, NDS, and 3DS are all fixed.


It sure is awesome getting this great feedback! Thank you! @Unparallell

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@HyperspaceMadness

I took a look at this to verify and it is worse than this. The Bezel and Frame parameters are mostly missing altogether. Probably something that happened when you did the recent surgery on LCD-GRID. :frowning_face:

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I figured out what this is, I’ll update with a fix tonight. The parameters are there, they just show up in the wrong place.

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I was trying out NDS presets, NDS_Vertical-[STD]-[LCD-GRID]-[Integer] and NDS_Vertical_Alt-[STD]-[Guest] in particular and since the Alt version using base MBZ__2__STANDARD__GUEST-DrVENOM.slangp shader it’s blurry compared to NDS_Vertical-[STD]-[LCD-GRID]-[Integer] preset. I don’t know if it’s a natural result but LCD Grid version looks better imho.

NDS_Vertical-[STD]-[LCD-GRID]-[Integer] preset :point_down:

NDS_Vertical_Alt-[STD]-[Guest] preset :point_down:

NDS_Vertical_Alt-[STD]-[Guest] with MBZ__2__STANDARD__LCD-GRID.slangp :point_down:

I did change NDS_Vertical_Alt-[STD]-[Guest] base shader to use MBZ__2__STANDARD__LCD-GRID.slangp instead of MBZ__2__STANDARD__GUEST-DrVENOM.slangp and looks like it gave the best result out of two different preset. If you compare close up NDS_Vertical-[STD]-[LCD-GRID]-[Integer] to NDS_Vertical_Alt-[STD]-[Guest] with MBZ__2__STANDARD__LCD-GRID.slangp you can see that NDS_Vertical-[STD]-[LCD-GRID]-[Integer] is actually resulting some color shits especially on some text areas.

Like this;

NDS_Vertical-[STD]-[LCD-GRID]-[Integer]- color shift :point_down: NDS_Vertical-STD-LCD-GRID-Integer- color shift

NDS_Vertical_Alt-[STD]-[Guest] with MBZ__2__STANDARD__LCD-GRID.slangp - No color shift :point_down: NDS_Vertical-STD-LCD-GRID-Integer- No color shift

I guess it’s due to scaling affect scanlines somehow :thinking:

For the record I’m using 1x resolution in core settings. All these results are consists on similar tiers of Advanced version of the presets and of course the Night versions.

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Yeah. The Guest is used in non-integer situations because it doesn’t suffer as much as LCD-GRID. The recent fixes to LCD-GRID sub pixel alignment may improve this. (Although I am seeing some artifacts that might show up more in different games.) The second reason Guest was used was due to color, and that has been fixed.

In the end this is what the simple presets are for, so you can tweak to your hearts content. :innocent:

I am happy you are making use of all the parameters. Many will just use the defaults and miss out on all the fun! :grin:

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And the best thing is precisely that, touch the parameters to see the possibilities and leave it to your liking, what’s more, it is totally recommended and even mandatory to touch all the parameters to familiarize yourself, see the possibilities and understand everything better. :+1: :+1: :smiley:

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