Duimon koko-aio Presets

I use an early version of @hgoda90’s bezel color converter. (Now a preset editor.) I had created a python script that took a hex value input but abandoned it.

The current preset editor should work just fine.

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The latest koko-aio update is now merged into main RetroArch.

I’m excited for your upcoming update.

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That is good news. I have some work to finish, then some testing… it should happen fairly soon. :innocent:

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Wrong thread I think. :wink:

Oh lol

This is my own fault for trying to multitask. My time has been totally overtaken by schoolwork lately, and the one time I decide to post something on here… I done goofed.

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Hi everyone, I wanted to report this resizing problem. I use a POCO M4 Pro smartphone. Of course everything is updated to the latest available version and I have set the resizing aspect to “full”, I also use the Vulkan libraries. I attach some example images with the first one only with Kokoaio and the other two (where you can see the problem) with duimon-kokoaio:

https://imgur.com/gallery/UceJK7H

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What is it that you expect exactly? koko-aio doesn’t adapt to screen aspects like the Mega Bezel.

I have plans for a 21:9 pack but other aspects are probably off the table.

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Ok thanks, I had the chance to try your package only on smartphone and not on Computer, since on Smartphone I can only use koko-aio. So in this scenario it’s normal, I understand. Thanks for the answer.

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It seems LRS2 is finally out of Alpha: Screenshot_1

This requires some file renaming for the glcore flip params.

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Is the next update coming soon? just checking to see if I should manually fix the broken parameters from the older koko-aio versions, or wait.

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If you are talking about the auto flip wildcards… they all use the $CORE$ wildcard… which is broken ATM.

I fully plan on updating anyway but it has been so long that I will need to do a deep dive into koko-aio to at least add new base presets. (I will assume that the wildcard will be fixed at some point so leave that as is and add a new LRPS2 entry to the list.)

I have been waiting for my new glasses to arrive, which they have.

We’ll see what I can find time for in the very near future.

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So… I started digging into this and it turns out I left it in a very incomplete state. I think I had some questions that have since been answered. (About updates that were recent at the time.)

There are a lot of wildcard references that may not be required so I need to dig into my presets a bit to clean things up.

Rest assured that I am in elbow deep now and will stay there until I get this thing updated. :grin:

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Thank you for your hard work!

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So… I think I am stuck. :frowning_face:

I just tested the nightly and the $CORE$ wildcard bug is still there.

Changes koko made will let me eliminate flipped versions of my bezels (Since the shader handles the bezel color variations now.)

The problem is that I have no way of testing my wildcards to verify that the shader handles the bezel correctly. (Or if I need to add some parameters to handle it.)

The user can fix the flipping and save a new preset. It’s inconvenient but not out of the ordinary. (That’s the way things were before wildcards.) I just don’t want them to also have to tweak the bezel.

Going in and blindly removing seemingly unnecessary bezel graphics and parameters seems like a bad move at this point.

My only hope is that @HyperspaceMadness, or the dev who performed the wildcard “cleanup” can fix it sooner than later.

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@hunterk was bisecting that some day ago.

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I wasn’t able to reproduce any issues on my end (linux 64-bit) so was unable to bisect effectively, unfortunately. All of the test presets loaded correctly for me. :frowning:

So, it may be something specific to Windows…? In any event, it will need to be bisected by someone who can reproduce it.

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In my personal pack tests, I found that koko-aio now handles all rotation instances (90 vs 270 vs 180), by taking care of bg, spot, and bezel shade (side_shade-helper.png) accordingly. However, it DOES NOT handle the infamous glcore flipping issue, everything remains flipped upside-down, so Wildcards are still needed in this case.

I feel I’m misunderstanding your comment though.

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When the color variations on the bezel (Darker at the top, lighter at the bottom, etc.) were static… I had to create custom bezels that were shaded correctly for the rotation.

Now I don’t need them.

When you say “Personal Pack” are you referring to my pack that you are using?

I’ll dig a little deeper into my presets. The flipping wildcards “should” be the only place I am using the $CORE$ variable. If this is indeed the case, I can move forward and just ignore the flipping errors for now.

I am insecure about this only because the solution to the bug may not directly mirror the old behavior.

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No no, I meant the packs on my GitHub.

If the new bundled side_shade-helper.png is working fine with your custom bezels under normal rotation conditions (not related to glcore flipping), and if it’s correctly shading the bezel sides, even with 90/270 degree rotated games; then all you’ll need to do for the glcore flip issue is to remove the old flipped custom bezels, and instead reference the extra bundled side_shade-helper-flip-y.png.

This worked great for me in the previous RA version when $CORE$ was not broken. I thank @kokoko3k for including that file by default.

But maybe you already know all of this, and have some exceptions, so I will just wish you good luck.

EDIT:

Oh there’s one instance, specifically with flipped + rotated games (like Ikaruga with Flycast on glcore), where I had to NOT use the side_shade-helper-flip-y.png and instead use the normal side_shade-helper.png .

The flipped side shade helper should only be used with CORE-REQ-ROT-0 and not with CORE-REQ-ROT-90 which should just use the default.

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I’m not at all familiar with the helper png. I’ll have take a look and see how well it works with my custom bezels.

In the very least there will have to be some editing to my references to include it.

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