Koko-aio shader discussions and updates

There’s no way to have both, because usually there’s no need for it. You already did 90% of the job, just use something like this as your foreground image (i just removed the inner bezel via gimp to make it transparent (which is the way shipped 1084S* presets are made)

The repeating issue when you zoom out can be worked out by either adding content to the borders so that they show up as you wish on a different zoom, or make it appear as black (instead of repeating), by operating on the following parameter:

So that instead of this:

…you get this:

PS: I’m one of the fools who owned (and still have, but broken) that CDTV fiasco, but I love it, so when you’ve done, it would be very nice to see the final result!

I suggest you, to use the outer bezel from a real 1084S black model if you manage to find a straight one, or maybe retouching a white one.

So ahead of time, too much.

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Thanks for all the explanation!!! TheNamec actually has a 1084S black model. Maybe I can do some editing with GIMP and put the monitor over the console background, the lable over the edges, and then add the transparent inner part. I suppose HSM-MB do all that, and that is why koko-aio is much more simple and fast.

PS: I haven’t had that console. Yeah, so ahead of time, although optical media didn’t last that long…even less than magnetic.

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It’s a shame both of the Commodore consoles/media players never really showed off what they could do, since the game libraries were so dominated by Amiga 500 ports without CD enhancements. I’ve never really looked into them myself, but I’m actually reading up on them as we speak since I’m about to do some presets for 90s CD based consoles.

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I’m currently squaring up and cleaning the first screenshot from this page:

I’m also adding a door for the controls, since that’s missing in the photo.

If you want a more photo-looking asset, I can get you a png once I’m done with that part.

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Wow! That’s beatiful @Vriom!!! I’ll look forward for your .png!!!

OK, I think I’m done. There are variants with and without the screen and with and without the lid. I’ve also included a shadow that can be placed behind the image and set to multiply blend mode against the background. There’s also an LED light.

The pngs are 5,000x5,000 pixels.

The red background is just for the preview.

Running a game in my unfinished preset:

EDIT: Decided to skip using a transfer link that expires in 24 hours, made a repo instead.

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I love your work @Vriom!! Thanks!!!

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No problem! It’s not perfect, and I might update the asset once I’m actually done with the preset, but for now hopefully you can find some use for it.

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Have you tried the LEDs plugin?

It’s a new feature I’d like to push in the next stable release, so It would be nice to have some feedback about it.

I have not, no. I’m still pretty new to all of this, so I’m kind of just pushing buttons to see what they do a lot of the time. This would be a plug-in for Koko-aio?

I do like experimenting with lights, and have been wondering about using Koko for that stuff. Especially presets with translucent/transparent elements like the Saturn Skeleton.

I’m also toying with the idea of doing a full collection of Vectrex overlays down the road, and I’d like to shop around for a good pipeline for that.

I can’t give much technical feedback, but I do have a lot of experience with visuals in general, so I’d be interested in checking it out.

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What a nice overlay!

Yeah, it is a plugin (config/plugins/disabled/led#.txt)

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Ah, I see it now. I’ll try to check it out this weekend. :+1:

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This seems really neat. It’s a bit of a pain to dial in the spread/opacity of LED glow in Photoshop, export it, try it, go back to Photoshop to adjust, export it… Being able to just mess around in the preset menu until you get it right is very nice in comparison. Especially when you can make adjustments to height, width and shape. One thing that could be good to have is an opacity setting, but it certainly works as is.

It’s also not super intuitive to me that the hue setting uses 0-1 decimal values, since I’m used to graphics software where hue is defined by degrees. Then again, it’s not really an issue, I immediately understood green would be 0.33, blue 0.66, etc.

Like I said, I’m kinda clueless when it comes to code, and I barely understand my own Mega Bezel pipeline. But I’m gonna play around with Koko-aio some more and see if I can get my head around it. I think it’s the right tool for some presets I’m planning to do in the future. Vectrex in particular, and I want to do some NeoGeo arcade presets when I get around to that system family.

Just a quick question: Koko-aio can’t disable the bezel geometry and still project the reflection onto the background, right? Cause I like to experiment with different shapes and materials.

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Hey, thanks for the feedback!

Yeah, it would be fine to have more knobs, like opacity; I decided to let it be managed by the image alpha channel to spare a parameter.

Hue was left in 0…1 range to spare an operation in the shader (x/360), but I suppose I can at least add some notes/doc about it.

About the reflection question, if they stay the same size (so not too large), it is certainly possible by editing the bezel pngs (monitor-body).

from the docs:

The monitor frame is an image loaded by the shader and is shipped<br>
in the "textures" shader subdirectory, named:<br>
monitor_body_curved.png and monitor_body_straight.png<br>
It has been made with the following rules that may come handy
only if you want to edit it; otherwise go on:<br>
* The red channel represents the luminance information<br>
* The green channel represents the highlights<br>
* The alpha channel in the inner frame represents the part of the bezel that will be filled by the game.<br>
* The blue channel represents the part of the bezel that will be filled by the game reflection.<br>

So if you disable all but the blue channel, you should have just reflections.

But maybe emulating different ,aterials is easier and just requires a foreground overlay image with transparency over the reflective area.

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Cool beans, I’ll have a look.

But yeah, I think the LED stuff is solid.

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Nice work everyone on the Game & Watch performance fix and presets

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Hello Koko,

Thank you for these shaders, Hmask-Screen_Slotmask_Taller preset is excellent for 1080p gaming, however I would like to use it at 4k; which settings should I change to adapt it to that resolution? Is it just cell size multiplier and phosphor width adjustments under horizontal mask section?

Horizontal mask -> Cell size multiplier

and

Vertical mask -> Height divider

My advice is to keep them integer for better result.

Also the Clears hives patterns parameter can be lowered, probably to 0.0 too as its purpose is to hide weird slotmask patterns visible at 1080p.

Phosphor width is resolution agnostic and represent how much each rgb phosphor is allowed to glow/grow overflowing in another cell.

keeping it to the default 0.05 will keep it strict inside its space.

Also keep in mind that 4k itself is not telling much, as making everything bigger also requires a bigger visual -> a bigger screen seen at the same distance.

at 4K you may play with Monitor-slotmask-TVL500-for_1080p which curves the phosphors over X and Y axis if you like it. That preset is labeled 1080p because the phosphor width is big on purpose to avoid moire patterns, but on 4K I think you can shrink it, if you like.

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Monitor-slotmask-TVL500-for_1080p indeed works well at 4k. Slotmask_Taller however doesn’t look right if I don’t increase phosphor width, becomes too dark and mask is not visible. I have to increase it to 0.15 or 0.20.

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Oh thanks, good find!

Maybe it depends on the mask width multiplier. I’ll see If I can fix in automatically.

-EDIT-

Nope :confused: