Hgoda90 - Mega Bezel Graphics + Varieties

I have added the variations to Console Monitor and moved most of the Monitor variations under Duimon Mega Bezel to Console Monitor. I fixed a few other preset files along the way.

1 Like

Testing the Append and Prepend shader feature, I was able to get the GB monitor to work with the shader handheld/gameboy.slangp

shaders = "36"
feedback_pass = "0"
shader0 = "shaders_slang/handheld/shaders/gameboy/shader-files/gb-pass0.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "PASS0"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "viewport"
scale_x0 = "1.000000"
scale_type_y0 = "viewport"
scale_y0 = "1.000000"
shader1 = "shaders_slang/handheld/shaders/gameboy/shader-files/gb-pass1.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "PASS1"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/handheld/shaders/gameboy/shader-files/gb-pass2.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "PASS2"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/handheld/shaders/gameboy/shader-files/gb-pass3.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "PASS3"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/handheld/shaders/gameboy/shader-files/gb-pass4.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "PASS4"
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/bezel/Mega_Bezel/shaders/base/add-params-all.slang"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "CorePass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
shader6 = "shaders_slang/bezel/Mega_Bezel/shaders/base/stock.slang"
filter_linear6 = "false"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "DerezedPass"
float_framebuffer6 = "false"
srgb_framebuffer6 = "true"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/bezel/Mega_Bezel/shaders/base/add-negative-crop-area.slang"
filter_linear7 = "false"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "NegativeCropAddedPass"
float_framebuffer7 = "false"
srgb_framebuffer7 = "true"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/bezel/Mega_Bezel/shaders/base/cache-info-all-params.slang"
filter_linear8 = "false"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "InfoCachePass"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/bezel/Mega_Bezel/shaders/base/text-std.slang"
filter_linear9 = "false"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "TextPass"
float_framebuffer9 = "true"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/bezel/Mega_Bezel/shaders/base/intro.slang"
filter_linear10 = "false"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "IntroPass"
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders_slang/bezel/Mega_Bezel/shaders/base/stock.slang"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = "DeditherPass"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
shader12 = "shaders_slang/bezel/Mega_Bezel/shaders/base/stock.slang"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = "PreCRTPass"
float_framebuffer12 = "false"
srgb_framebuffer12 = "false"
shader13 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/hsm-afterglow0.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = "AfterglowPass"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/hsm-pre-shaders-afterglow.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "true"
alias14 = ""
float_framebuffer14 = "false"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders_slang/bezel/Mega_Bezel/shaders/dogway/hsm-grade.slang"
filter_linear15 = "false"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "ColorCorrectPass"
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "source"
scale_x15 = "1.000000"
scale_type_y15 = "source"
scale_y15 = "1.000000"
shader16 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/hsm-custom-fast-sharpen.slang"
filter_linear16 = "true"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "source"
scale_x16 = "1.000000"
scale_type_y16 = "source"
scale_y16 = "1.000000"
shader17 = "shaders_slang/bezel/Mega_Bezel/shaders/base/stock.slang"
filter_linear17 = "true"
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "true"
alias17 = "PrePass"
float_framebuffer17 = "false"
srgb_framebuffer17 = "false"
scale_type_x17 = "source"
scale_x17 = "1.000000"
scale_type_y17 = "source"
scale_y17 = "1.000000"
shader18 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/hsm-avg-lum.slang"
filter_linear18 = "true"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "true"
alias18 = "AvgLumPass"
float_framebuffer18 = "false"
srgb_framebuffer18 = "false"
scale_type_x18 = "source"
scale_x18 = "1.000000"
scale_type_y18 = "source"
scale_y18 = "1.000000"
shader19 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/hsm-interlace-and-linearize.slang"
filter_linear19 = "true"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = "LinearizePass"
float_framebuffer19 = "true"
srgb_framebuffer19 = "false"
scale_type_x19 = "source"
scale_x19 = "1.000000"
scale_type_y19 = "source"
scale_y19 = "1.000000"
shader20 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/hsm-gaussian_horizontal.slang"
filter_linear20 = "true"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "true"
srgb_framebuffer20 = "false"
scale_type_x20 = "absolute"
scale_x20 = "800"
scale_type_y20 = "source"
scale_y20 = "1.000000"
shader21 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/hsm-gaussian_vertical.slang"
filter_linear21 = "true"
wrap_mode21 = "clamp_to_border"
mipmap_input21 = "false"
alias21 = "GlowPass"
float_framebuffer21 = "true"
srgb_framebuffer21 = "false"
scale_type_x21 = "absolute"
scale_x21 = "800"
scale_type_y21 = "absolute"
scale_y21 = "600"
shader22 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/hsm-bloom_horizontal.slang"
filter_linear22 = "true"
wrap_mode22 = "clamp_to_border"
mipmap_input22 = "false"
alias22 = ""
float_framebuffer22 = "true"
srgb_framebuffer22 = "false"
scale_type_x22 = "absolute"
scale_x22 = "800"
scale_type_y22 = "absolute"
scale_y22 = "600"
shader23 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/hsm-bloom_vertical.slang"
filter_linear23 = "true"
wrap_mode23 = "clamp_to_border"
mipmap_input23 = "false"
alias23 = "BloomPass"
float_framebuffer23 = "true"
srgb_framebuffer23 = "false"
scale_type_x23 = "source"
scale_x23 = "1.000000"
scale_type_y23 = "source"
scale_y23 = "1.000000"
shader24 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced.slang"
filter_linear24 = "true"
wrap_mode24 = "clamp_to_border"
mipmap_input24 = "false"
alias24 = ""
float_framebuffer24 = "true"
srgb_framebuffer24 = "false"
scale_type_x24 = "viewport"
scale_x24 = "1.000000"
scale_type_y24 = "viewport"
scale_y24 = "1.000000"
shader25 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/hsm-deconvergence.slang"
filter_linear25 = "true"
wrap_mode25 = "clamp_to_border"
mipmap_input25 = "false"
alias25 = "CRTPass"
float_framebuffer25 = "true"
srgb_framebuffer25 = "false"
scale_type_x25 = "viewport"
scale_x25 = "1.000000"
scale_type_y25 = "viewport"
scale_y25 = "1.000000"
shader26 = "shaders_slang/bezel/Mega_Bezel/shaders/base/post-crt-prep-image-layers.slang"
wrap_mode26 = "clamp_to_border"
mipmap_input26 = "true"
alias26 = "PostCRTPass"
float_framebuffer26 = "true"
srgb_framebuffer26 = "false"
scale_type_x26 = "viewport"
scale_x26 = "1.000000"
scale_type_y26 = "viewport"
scale_y26 = "1.000000"
shader27 = "shaders_slang/bezel/Mega_Bezel/shaders/base/bezel-images-under-crt.slang"
filter_linear27 = "true"
wrap_mode27 = "clamp_to_border"
mipmap_input27 = "false"
alias27 = "BR_LayersUnderCRTPass"
float_framebuffer27 = "true"
srgb_framebuffer27 = "false"
scale_type_x27 = "viewport"
scale_x27 = "1.000000"
scale_type_y27 = "viewport"
scale_y27 = "1.000000"
shader28 = "shaders_slang/bezel/Mega_Bezel/shaders/base/bezel-images-over-crt.slang"
filter_linear28 = "true"
wrap_mode28 = "clamp_to_border"
mipmap_input28 = "false"
alias28 = "BR_LayersOverCRTPass"
float_framebuffer28 = "true"
srgb_framebuffer28 = "false"
scale_type_x28 = "viewport"
scale_x28 = "1.000000"
scale_type_y28 = "viewport"
scale_y28 = "1.000000"
shader29 = "shaders_slang/bezel/Mega_Bezel/shaders/base/linearize-crt.slang"
filter_linear29 = "true"
wrap_mode29 = "clamp_to_border"
mipmap_input29 = "true"
alias29 = "BR_MirrorLowResPass"
float_framebuffer29 = "true"
srgb_framebuffer29 = "false"
scale_type_x29 = "absolute"
scale_x29 = "800"
scale_type_y29 = "absolute"
scale_y29 = "600"
shader30 = "shaders_slang/bezel/Mega_Bezel/shaders/base/blur-outside-screen-horiz.slang"
filter_linear30 = "true"
wrap_mode30 = "clamp_to_border"
mipmap_input30 = "true"
alias30 = ""
float_framebuffer30 = "true"
srgb_framebuffer30 = "false"
shader31 = "shaders_slang/bezel/Mega_Bezel/shaders/base/blur-outside-screen-vert.slang"
filter_linear31 = "true"
wrap_mode31 = "clamp_to_border"
mipmap_input31 = "false"
alias31 = "BR_MirrorBlurredPass"
float_framebuffer31 = "true"
srgb_framebuffer31 = "false"
shader32 = "shaders_slang/blurs/shaders/royale/blur9x9.slang"
filter_linear32 = "true"
wrap_mode32 = "clamp_to_border"
mipmap_input32 = "true"
alias32 = "BR_MirrorReflectionDiffusedPass"
float_framebuffer32 = "true"
srgb_framebuffer32 = "false"
scale_type_x32 = "absolute"
scale_x32 = "128"
scale_type_y32 = "absolute"
scale_y32 = "128"
shader33 = "shaders_slang/blurs/shaders/royale/blur9x9.slang"
filter_linear33 = "true"
wrap_mode33 = "clamp_to_border"
mipmap_input33 = "true"
alias33 = "BR_MirrorFullscreenGlowPass"
float_framebuffer33 = "true"
srgb_framebuffer33 = "false"
scale_type_x33 = "absolute"
scale_x33 = "12"
scale_type_y33 = "absolute"
scale_y33 = "12"
shader34 = "shaders_slang/bezel/Mega_Bezel/shaders/base/reflection.slang"
wrap_mode34 = "clamp_to_border"
mipmap_input34 = "false"
alias34 = "ReflectionPass"
float_framebuffer34 = "false"
srgb_framebuffer34 = "false"
scale_type_x34 = "viewport"
scale_x34 = "1.000000"
scale_type_y34 = "viewport"
scale_y34 = "1.000000"
shader35 = "shaders_slang/bezel/Mega_Bezel/shaders/base/combine-passes.slang"
wrap_mode35 = "clamp_to_border"
mipmap_input35 = "false"
alias35 = "CombinePass"
float_framebuffer35 = "false"
srgb_framebuffer35 = "false"
scale_type_x35 = "viewport"
scale_x35 = "1.000000"
scale_type_y35 = "viewport"
scale_y35 = "1.000000"
screen_light = "1.500000"
HSM_ASPECT_RATIO_MODE = "1.000000"
HSM_ASPECT_RATIO_EXPLICIT = "1.109000"
HSM_NON_INTEGER_SCALE = "70.000000"
HSM_SCREEN_POSITION_Y = "16.000000"
HSM_CROP_PERCENT_TOP = "2.000000"
HSM_CROP_PERCENT_BOTTOM = "2.000000"
HSM_CROP_PERCENT_LEFT = "20.000000"
HSM_CROP_PERCENT_RIGHT = "20.000000"
no_scanlines = "1.000000"
HSM_CURVATURE_MODE = "0.000000"
HSM_MONOCHROME_MODE = "3.000000"
HSM_MONOCHROME_BRIGHTNESS = "68.000000"
HSM_MONOCHROME_HUE_OFFSET = "-40.000000"
HSM_MONOCHROME_SATURATION = "97.000000"
HSM_BZL_WIDTH = "35.000000"
HSM_BZL_HEIGHT = "35.000000"
HSM_BZL_INNER_CORNER_RADIUS_SCALE = "40.000000"
HSM_BZL_INNER_EDGE_THICKNESS = "400.000000"
HSM_BZL_OUTER_CURVATURE_SCALE = "50.000000"
HSM_BZL_OUTER_CORNER_RADIUS_SCALE = "70.000000"
HSM_FRM_OPACITY = "0.000000"
HSM_LED_LAYER_ORDER = "8.000000"
HSM_DECAL_LAYER_ORDER = "4.000000"
HSM_LED_BRIGHTNESS = "70.000000"
HSM_LED_GAMMA = "1.750000"
HSM_LED_FOLLOW_LAYER = "4.000000"
HSM_DEVICE_COLORIZE_ON = "1.000000"
HSM_DEVICE_HUE = "240.000000"
HSM_DEVICE_SATURATION = "4.000000"
HSM_DEVICE_BRIGHTNESS = "87.000000"
HSM_DEVICE_SCALE = "120.000000"
HSM_DEVICE_POS_Y = "-1.500000"
HSM_DECAL_FOLLOW_LAYER = "4.000000"
HSM_CAB_GLASS_HUE = "185.000000"
HSM_CAB_GLASS_SATURATION = "94.000000"
HSM_CAB_GLASS_BRIGHTNESS = "30.000000"
HSM_CAB_GLASS_FOLLOW_LAYER = "4.000000"
textures = "COLOR_PALETTE;BACKGROUND;SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage"
COLOR_PALETTE = "shaders_slang/handheld/shaders/gameboy/resources/palette.png"
COLOR_PALETTE_wrap_mode = "clamp_to_border"
COLOR_PALETTE_mipmap = "false"
BACKGROUND = "shaders_slang/handheld/shaders/gameboy/resources/background.png"
BACKGROUND_wrap_mode = "clamp_to_border"
BACKGROUND_mipmap = "false"
SamplerLUT1 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/lut/trinitron-lut.png"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/lut/inv-trinitron-lut.png"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/lut/nec-lut.png"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/bezel/Mega_Bezel/shaders/guest/lut/ntsc-lut.png"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
IntroImage = "shaders_slang/bezel/Mega_Bezel/shaders/textures/IntroImage_MegaBezelLogo.png"
IntroImage_wrap_mode = "clamp_to_border"
IntroImage_mipmap = "false"
ScreenPlacementImage = "shaders_slang/bezel/Mega_Bezel/shaders/textures/Placeholder_Transparent_16x16.png"
ScreenPlacementImage_wrap_mode = "clamp_to_border"
ScreenPlacementImage_mipmap = "false"
TubeDiffuseImage = "shaders_slang/bezel/Mega_Bezel/shaders/textures/Tube_Diffuse_2390x1792.png"
TubeDiffuseImage_wrap_mode = "clamp_to_border"
TubeDiffuseImage_mipmap = "false"
TubeColoredGelImage = "shaders_slang/bezel/Mega_Bezel/shaders/textures/Colored_Gel_Rainbow.png"
TubeColoredGelImage_wrap_mode = "clamp_to_border"
TubeColoredGelImage_mipmap = "false"
TubeShadowImage = "shaders_slang/bezel/Mega_Bezel/shaders/textures/Tube_Shadow_1600x1200.png"
TubeShadowImage_wrap_mode = "clamp_to_border"
TubeShadowImage_mipmap = "false"
TubeStaticReflectionImage = "shaders_slang/bezel/Mega_Bezel/shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png"
TubeStaticReflectionImage_wrap_mode = "clamp_to_border"
TubeStaticReflectionImage_mipmap = "false"
BackgroundImage = "Mega_Bezel_Packs/Hgoda90-Graphic-Varieties/Graphics/Console-Monitor/Backgrounds/Brick.png"
BackgroundImage_wrap_mode = "clamp_to_border"
BackgroundImage_mipmap = "false"
BackgroundVertImage = "shaders_slang/bezel/Mega_Bezel/shaders/textures/Placeholder_Transparent_16x16.png"
BackgroundVertImage_wrap_mode = "clamp_to_border"
BackgroundVertImage_mipmap = "false"
ReflectionMaskImage = "shaders_slang/bezel/Mega_Bezel/shaders/textures/Placeholder_White_16x16.png"
ReflectionMaskImage_wrap_mode = "clamp_to_border"
ReflectionMaskImage_mipmap = "false"
FrameTextureImage = "shaders_slang/bezel/Mega_Bezel/shaders/textures/FrameTexture_2800x2120.png"
FrameTextureImage_wrap_mode = "clamp_to_border"
FrameTextureImage_mipmap = "false"
CabinetGlassImage = "Mega_Bezel_Packs/Hgoda90-Graphic-Varieties/Graphics/Console-Monitor/Decals/GB_Alt.png"
CabinetGlassImage_wrap_mode = "clamp_to_border"
CabinetGlassImage_mipmap = "false"
DeviceImage = "Mega_Bezel_Packs/Hgoda90-Graphic-Varieties/Graphics/Console-Monitor/Device/GB.png"
DeviceImage_wrap_mode = "clamp_to_border"
DeviceImage_mipmap = "false"
DeviceVertImage = "shaders_slang/bezel/Mega_Bezel/shaders/textures/Placeholder_Transparent_16x16.png"
DeviceVertImage_wrap_mode = "clamp_to_border"
DeviceVertImage_mipmap = "false"
DeviceLEDImage = "shaders_slang/bezel/Mega_Bezel/shaders/textures/Placeholder_Transparent_16x16.png"
DeviceLEDImage_wrap_mode = "clamp_to_border"
DeviceLEDImage_mipmap = "false"
DecalImage = "Mega_Bezel_Packs/Hgoda90-Graphic-Varieties/Graphics/Console-Monitor/Bezels/GB.png"
DecalImage_wrap_mode = "clamp_to_border"
DecalImage_mipmap = "false"
NightLightingImage = "shaders_slang/bezel/Mega_Bezel/shaders/textures/NightLightingClose_1920x1080.png"
NightLightingImage_wrap_mode = "clamp_to_border"
NightLightingImage_mipmap = "false"
NightLighting2Image = "shaders_slang/bezel/Mega_Bezel/shaders/textures/NightLightingFar_1920x1080.png"
NightLighting2Image_wrap_mode = "clamp_to_border"
NightLighting2Image_mipmap = "false"
LEDImage = "Mega_Bezel_Packs/Hgoda90-Graphic-Varieties/Graphics/Console-Monitor/LED/GB.png"
LEDImage_wrap_mode = "clamp_to_border"
LEDImage_mipmap = "false"
TopLayerImage = "shaders_slang/bezel/Mega_Bezel/shaders/textures/Placeholder_Transparent_16x16.png"
TopLayerImage_wrap_mode = "clamp_to_border"
TopLayerImage_mipmap = "false"
2 Likes

I went ahead and made a Game Boy Light monitor variation since there was a Game Boy Light shader under handhelds. I just have to do the Gold variation and add it to the repo.

2 Likes

Game Boy Light has been added to Console Monitor and I fixed the shading on the Game Boy Monitor devices.

3 Likes

wasn´t the gameboy light blueish :sweat_smile:

1 Like

Thanks @p3st. The color was able to be changed through the Monochrome setting under Mega Bezel settings. I have added the change to the repo.

4 Likes

this looks right now awesome ^^

2 Likes

Thought about adding a GBA Monitor with the proper bezel.

I have the general image and settings done. I will be releasing it to the repo tomorrow because I have a few more touch ups I want to do on it first.

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Game Boy Advance has been added to the Console Monitor in the repo.

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Had an idea to have art based on the generic box art of systems, it is literally still just an idea as of right now.

I will be working on Nintendo Switch variations of Console Arcade and Console Monitor around the Switch Lite.

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I have thought of the Box Art style and decided it would be better to periodically release designs instead of doing them all at once. I added the NES variation to the repo and decided to name it Mega Bezel Box.

Feedback is welcome.

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maybe keep the nintendo entertaiment system logo centered looks kinda out with so much place betwenn otherwise its fine

but just an idea that just came up ,

maybe just maybe

get rid of the nintendo logo,

keep just the gold from the seal so delete the white

and use this logo on the side(s?)

its up to you like say like it already ^^

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I made a few adjustments and I want to keep the Nintendo logo since that is what is on the boxes.

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ok i only thought to add the sleeve logo on the sides cuz it looks kinda like you can pull it out of an boxes^^

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The new NES Box graphic and Super Nintendo variation have been added to the repo.

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@p3st, I have messed around with the dust sleeve and thought it could be set as an alternative.

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i like the snes ntsc box art overlay alot

but the pal version looks very off tbh …even i know you based it on the original stripe template this was barley used at least around here in my region ^^

from out of 25 game i would say 20 follow this template image

5 use the one style yours based on

and the rereleased games follow this

i maybe would go like this …"quick mock up "

the green i use cuz this is nintendos “pal color” they use this since n64 or gba i think

“on the spine this little triangle flag”

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hope you don´t take my suggestion not as rude ^^ just saying what i think is the more used style back than

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It’s fine. I am not used to seeing PAL format box art, of course.

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