Fercho Super Nintendo Animated Border
HSM_USE_IMAGE_FOR_PLACEMENT = "1.000000"
HSM_NON_INTEGER_SCALE_OFFSET = "93.000000"
HSM_SCREEN_POSITION_Y = "-6.000000"
Potato
HSM_VIEWPORT_ZOOM = "110.000000"
HSM_USE_IMAGE_FOR_PLACEMENT = "1.000000"
HSM_NON_INTEGER_SCALE_OFFSET = "93.000000"
HSM_SCREEN_POSITION_Y = "-6.000000"
HSM_VIEWPORT_ZOOM = "110.000000"
I am going to be releasing Lite and Smooth versions of the Variation presets, except Duimon Graphics he already has the lite set. I am also updating my previous posts to use the newer post layout style.
Somehow I forgot/missed Duimon Super Nintendo PAL. The colors are going to be the same as the Super Famicom variations.
I figured might as well do the shader files to make it easier.
Global Settings
---------------
[Decal Layer]
Opacity: 0
[Cabinet Glass Layer]
Opacity: 100
It is also possible, using the split scale feature and X width, to center the buttons and logo.
I may do this to my custom bezel 1 presets at some point.
Just placed the Lite and Smooth variations on Github. I only did them for lfan and OrionsAngel Overlays.
While trying to do the Wide Frame set, I have found it’s better to use Non-Integer Scale Only.
HSM_NON_INTEGER_SCALE = "88.000000"
HSM_CURVATURE_2D_SCALE_LONG_AXIS = "60.000000"
HSM_CURVATURE_2D_SCALE_SHORT_AXIS = "65.000000"
HSM_BZL_WIDTH = "55.000000"
HSM_BZL_HEIGHT = "55.000000"
HSM_BZL_INNER_CORNER_RADIUS_SCALE = "150.000000"
HSM_BZL_INNER_EDGE_THICKNESS = "700.000000"
HSM_BZL_OUTER_CURVATURE_SCALE = "105.000000"
HSM_BZL_OUTER_CORNER_RADIUS_SCALE = "300.000000"
HSM_FRM_NOISE = "25.000000"
HSM_FRM_TEXTURE_OPACITY = "4.999997"
HSM_FRM_TEXTURE_BLEND_MODE = "1.000000"
HSM_FRM_THICKNESS = "135.000000"
HSM_FRM_THICKNESS_SCALE_X = "200.000000"
HSM_FRM_OUTER_EDGE_THICKNESS = "300.000000"
HSM_FRM_OUTER_EDGE_SHADING = "75.000000"
HSM_FRM_SHADOW_OPACITY = "200.000000"
HSM_FRM_SHADOW_WIDTH = "60.000000"
I thought it would be interesting as well to turn down the ambient lighting to 50 and turn the Frame Texture off, for the Bezel and Decal.
Edit: Had to change the Background Ambient Lighting to 75 as well.
I figured why not do @lfan’s DOSBox overlays next since they have just been updated. The pictured shader file might be curved too much.
Edit: FIXED IT
Global Settings
---------------
HSM_ASPECT_RATIO_EXPLICIT = "1.321300"
HSM_USE_IMAGE_FOR_PLACEMENT = "1.000000"
HSM_NON_INTEGER_SCALE_OFFSET = "94.500000"
HSM_SCREEN_POSITION_Y = "-8.000000"
HSM_CURVATURE_2D_SCALE_LONG_AXIS = "40.000000"
HSM_CURVATURE_2D_SCALE_SHORT_AXIS = "60.000000"
HSM_BZL_OPACITY = "0.000000"
HSM_BZL_WIDTH = "88.000000"
HSM_BZL_HEIGHT = "74.000000"
HSM_BZL_OUTER_CORNER_RADIUS_SCALE = "100.000000"
HSM_BZL_NOISE = "10.000000"
HSM_FRM_OPACITY = "0.000000"
HSM_REFLECT_GLOBAL_GAMMA_ADJUST = "0.750000"
I don’t think the Wide Frame would look good with Duimon’s Graphics that have keyboards. The Bezel would block most of the keys out and the look of the standard bezel is close to an actual monitor bezel, to me.
I struggle with the same thing on my Custom_Bezel_001 presets. Lately I have been using the split scale/X Scale solution to compensate a bit but there are some times when it just isn’t possible to make it look 100% right.
I create them anyway for consistency.
I think your bezel looks fine.
In the end it is all subjective. There are quite a few Batocera users that use my Custom_Bezel_001 exclusively.
I just don’t want the bezel to overpower the Graphic in anyway. I don’t doubt there are setting changes that would make it look a lot better with them. I will be messing with the settings to see if it possible to get a real good look with the keyboard graphics.
Edit: After a quick setting change, I think I found the right settings.
Thanks to @Duimon I will be doing the Wide Frame for the keyboard graphics too. I thought making the Wide Frame look like a monitor with these would be better. The shaders will be placed in the Wide Frame folder, since they are technically still Wide Frame but with a slight few changes.
These DOSBox overlays might also go well with a nice fine pitch Dotmask/Shadowmask or SlotMask as opposed to heavy PVMish scanlines.
When I reach to emulating DOS Games, I might make something along those lines but I’ve heard that great results can be obtained by using a certain mask with a certain offset combination.
While I am creating the folders for the “keyboard” shaders, I thought I should clarify that the system will follow the other naming, Maker – System. I want to make sure people know that since BBC Master and Micro are by Acorn and Laser 310 is by VTech. They will be Acorn – BBC Master and VTech – Laser 310.