GCE Vectrex Overlay Misalignment

Hi All - I’m looking for some help here, I’ve tried everything to get these vectrex overlays to align with the vectrex lines on the screen but nothing i try seems to work, when i adjust the X,Y in video settings using the custom video settings it simply moves both the overlay and the lines and i cannot make them aligned. Not sure where I’m going wrong here. can someone help? 20210326045724

As a follow up to this, I ended up switching the emu to paraJVE …problem solved.

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Hi there, I’m case you are interested @Duimon has done some nice Vectrex graphics, and if you use the Mega Bezel you can get a gel color overlay effect:

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What’s a “Mega Bezel”? I don’t want the full console, just the overlays to match the internal resolution

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It’s a general shader which helps manage screen scaling and graphics, so you can use whatever graphics you like with it, so you could just have the gel overlay on the screen with nothing else, or whatever graphics suit your taste. When you use the gel image it will scale to match the screen.

Here’s the thread:

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Thanks I’ll have a look

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Just installed Mega Bezel on 1.9.2 (fresh install) I can’t seem to get any of the presets to work. The only one that works is MBZ4BASIC-BORDER, I installed per instructions…not sure what the issue is

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Which Video Driver are you using?

Vulkan is recommended and GLCore works as well.

If you switch to either of these and they are just failing to load, take a look in the readme for instructions on outputting a log and post it here so we can see what might be going on.

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yep, vulkan. I looked at the first few pages of the readme, but didn’t get that far. I’ll have a closer look

I see this in the log … sorry if it’'s messy, not quite sure how to copy log info into this forum

[INFO] [Shaders]: Finding Parameters in Shader Passes (#pragma parameter) [ERROR] Failed to open shader file: “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\include\compat_macros.inc”. [INFO] [Shaders]: Loading base parameter values [INFO] [Shaders]: Load parameter value: HSM_SCREEN_EDGE_SHARPNESS = 90.000000. [INFO] [Shaders]: Load parameter value: HSM_TUBE_BLACK_EDGE_THICKNESS = -7.000000. [INFO] [Shaders]: Load parameter value: HSM_BZL_INNER_CORNER_RADIUS_SCALE = 100.000000. [INFO] [Shaders]: Load parameter value: HSM_BZL_WIDTH = 3000.000000. [INFO] [Shaders]: Load parameter value: HSM_BZL_HEIGHT = 3000.000000. [INFO] [Shaders]: Load parameter value: HSM_BZL_INNER_EDGE_THICKNESS = 350.000000. [INFO] [Shaders]: Load parameter value: HSM_BZL_INNER_EDGE_SHARPNESS = 30.000000. [INFO] [Shaders]: Load parameter value: HSM_BZL_INNER_EDGE_SHADOW = 0.000000. [INFO] [Shaders]: Load parameter value: HSM_FRM_OPACITY = 100.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_GLOBAL_AMOUNT = 50.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_GLOBAL_GAMMA_ADJUST = 0.900000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_FULLSCREEN_GLOW = 30.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_FULLSCREEN_GLOW_GAMMA = 1.500000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT = 60.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW = 40.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_FADE_AMOUNT = 20.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_RADIAL_FADE_WIDTH = 500.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_RADIAL_FADE_HEIGHT = 300.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_LATERAL_OUTER_FADE_POSITION = 500.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_VIGNETTE_AMOUNT = 55.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_CORNER_FADE = 0.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_BLUR_MIN = 30.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_BLUR_MAX = 60.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_NOISE_AMOUNT = 100.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_NOISE_SAMPLES = 4.000000. [INFO] [Shaders]: Load parameter value: HSM_REFLECT_NOISE_SAMPLE_DISTANCE = 15.000000. [INFO] [Shaders]: Load parameter value: HSM_GLASS_BORDER_ON = 1.000000. [INFO] [Shaders]: Load parameter value: HSM_BG_OPACITY = 1.000000. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-prep-info-cache-glass.slang”. [INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #0. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-prep-intro.slang”. [INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #1. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-dogway\hsm-grade.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #2. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-mdapt\hsm-mdapt-pass0.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #3. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-mdapt\hsm-mdapt-pass1.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #4. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-mdapt\hsm-mdapt-pass2.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #5. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-mdapt\hsm-mdapt-pass3.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #6. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-mdapt\hsm-mdapt-pass4.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #7. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-sgenpt-mix\hsm-sgenpt-mix.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #8. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-ps1dither\hsm-PS1-Undither-BoxBlur.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #9. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-scalefx\hsm-scalefx-pass0.slang”. [INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #10. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-scalefx\hsm-scalefx-pass1.slang”. [INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #11. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-scalefx\hsm-scalefx-pass2.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #12. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-scalefx\hsm-scalefx-pass3.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #13. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-scalefx\hsm-scalefx-pass4.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #14. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-gtu\hsm-gtu-pass1.slang”. [INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #15. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-gtu\hsm-gtu-pass2.slang”. [INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #16. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-phosphor-persistence.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #17. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-guest\hsm-guest-linearize.slang”. [INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #18. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-guest\hsm-guest-linearize_scanlines.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #19. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-guest\hsm-get-linearize-pass.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #20. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-guest\hsm-guest-blur_horiz.slang”. [INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #21. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-guest\hsm-guest-blur_vert.slang”. [INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #22. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-guest\hsm-crt-guest-dr-venom-with-scaling.slang”. [INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #23. [INFO] [slang]: Compiling shader “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-linearize-crt.slang”. [ERROR] Failed to open shader file: “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\include\compat_macros.inc”. [ERROR] [GLCore]: Failed to compile shader: “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\shaders\HyperspaceMadness\hsm-linearize-crt.slang”. [ERROR] [GLCore]: Failed to create preset: “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\Presets\MBZ__2__GLASS.slangp”. [ERROR] [GLCore]: Failed to create filter chain: “D:\HyperspinMasterbuild\Emulators\RetroArch 5-5-2021\shaders\shaders_slang\Mega_Bezel\Presets\MBZ__2__GLASS.slangp”. Falling back to stock. [INFO] [slang]: Building pass #0 (N/A) [INFO] [GLCore]: Not using frame history. [INFO] [GLCore]: Not using framebuffer feedback. [INFO] [Shaders]: Finding Parameters in Shader Passes (#pragma parameter) [INFO] [Shaders]: Finding Parameters in Shader Passes (#pragma parameter)

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Ok I see the problem, you have put the Mega_Bezel folder in the shaders_slang folder. Your stuff should be in

shaders/shaders_slang/bezel/Mega_Bezel

yep, that was it , missed the /bezel/ dir. Thanks for pointing that out. Looks pretty neat Lot of params to set…need to figure out to specific dimensions without messing up the scheme. Or size up/down the outter bezel without destroying the reflection part

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What I’ve come up with so far… Outter bezel is displayed via Rlauncher so it changes randomly, Resized the inner bezel to fit properly

with sizing to outter most edges to increase screen real estate

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!

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Nice to see someone using the Mega Bezel with RLauncher.

If your’e interested, I have Hybrid overlays for all my Mega Bezel graphics that just have the frame. They should work like your first Genesis shot and are all the same size so one bezel.ini will work with all of them.

https://github.com/Duimon/Duimon-Mega-Bezel/tree/master/Graphics/_Hybrid/Overlays

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Nice stuff! :smiley:

if you want to reduce gpu usage something you can do with this sort of setup where the side graphics are applied by rocket launcher or a standard retroarch overlay is you can set the retroarch video aspect ratio to 4:3 or in your particular usage perhaps 5:4 which will reduce the amount of screen rendered by retroarch.

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I tried out the N64 bezel from your repo, pretty amazing! I really need to start a github also…I have an account, just never did anything with it. I’m going to look into the specifics of github and upload my bezels also…it’s quite a large collection so need to look further into the process. Once i upload them I’ll circle back and post a link to share also. Thanks for shareing

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I don’t really have the time (or patience) to try and wrap my head around github atm, so as a workaround I’ve uploaded them all to my onedrive, I’ll keep them up for a while. All bezels are stuff I’ve just collected over the years and just recently organized and resized into proper dimensions and also a consistent naming convention.

Here is a link (untested at this time): https://1drv.ms/u/s!AlEiY4v9CB-3hiomCN6t9IWRK8eJ?e=M9vJEP

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Thanks for sharing all of those…quite the selection box of bezels you’ve got there!

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