MagicHat's OrionsAngel Mega Bezel MAME Arcade Setup - Pack 6 Out

I have some added settings.

[TUBE DIFFUSE IMAGE]:
	HSM_TUBE_DIFFUSE_MODE = "1.000000"
	HSM_TUBE_DIFFUSE_IMAGE_AMOUNT = "50.000000"

[TUBE SHADOW IMAGE]:
	HSM_TUBE_SHADOW_IMAGE_POS_Y = "14.000000"

[TUBE GLASS STATIC REFLECTION IMAGE]:
	HSM_TUBE_STATIC_REFLECTION_IMAGE_ON = "1.000000"
	HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY = "10.000000"
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I don’t make a public pack of these things… I just do it for my own private use/enjoyment, so I don’t know how relevant my responses are to you, however… I do roughly method #1. I aim to get the most screen space possible for the game, so I reduce the bezel sizes and allow parts of the artwork to go off-screen. The game itself is my main object. I think not many people would like the way I set mine up (I also don’t use curvature), but it’s ok because they are just for my own use.

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Sorry if I missed this, but did you guys come up with a specific explicit ratio to use for those games like Burger Time that are more blocky than the standard vertical game? As opposed to using auto-aspect, I mean?

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As far as I am aware the talk around Burger Time was simply the Orientation and not of its aspect ratio.

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The thing I was thinking of was the info you posted above about the different aspect ratios for certain vertical games. I may have misunderstood that, but if there are some freak aspect ratio games we could just change the explicit aspect ratio setting for those?

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You can change the aspect ratio for those, which the exact explicit aspect ratio would be 1.000000.

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Thanks… I was interested in seeing how these games looked, but it doesn’t look like that article lists the names of the games.

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You can follow the instructions on the following webpage and produce a xml that has all the info for the games. The xml for me was about 515mb and 5844274 lines.

https://pleasuredome.miraheze.org/wiki/MAME_XML

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Thanks… I’ll check it out. The odd thing with Burger time is at 1:1 it doesn’t seem to match the artwork cutout properly. I can change it to something like 1.16 and it looks less squished vertically and still works with the artwork. Not sure if I will end up going full authentic with this. Also, just noticed the Burger Time artwork needs color correction… hrmm… must remember to investigate further.

edit Just realized I don’t have a command line MAME set up. Will have to work on that later.

edit Megabezel ambient lighting seems like it adds a lot of red to the artwork. Burger Time art is ok, just looks a lot more red when playing.

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Found a formula that somebody made that might help.

The proper horizontal resolution to display a vertical game on a 4:3 horizontal monitor with the correct aspect ratio is  **16/9 x height** .

Example: 1942, 224x256 (256x224 vertical)
height: 224 -> 16/9 x 224 = 398,22 -> 400 (round to 8-multiple)

So the correct resolution is:  **400x256**
Or any multiple: 800x512, 1200x768, etc.

Edit: Drybonz, half-way between 1:1 and 4:3 might be the sweet spot for them. So that would be, as you put it earlier, 1.166667.

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I was in the same position myself. I found OrionsAngels work on youtube and lead me down the rabbit hole. Got me into MAME in general, retroarch and overlays. Then came the Mega Bezel added to the mix. It was information overload in the beginning for all of these but I managed to figure out enough needed. But the #1 reason I got into even doing any customizing is because of Orion’s normal method of releasing his work. His first few packs he did specifically for the mega bezel were fully sized to each image but all of that work he did with sizing was broken after a major version update to the mega bezel. So it forced him to make a decision at the time - update to the latest mega bezel, redo all of his prior games, or just stop releasing them fully customized and positioned and focus more on the art side of it and leave it up to the community to tweak them how they wanted using his art (which is what he went with).

After I found myself investing a shit ton of time configuring things for my own personal setup, I figured I might as well spend the time to document it in a nice way and find a way to package the whole collection up to make it easier on others who were looking for an “extract this stuff here, and do these small steps with it and be on your way to playing fully setup and positioned games”.

I’m not here for any fame or glory haha. I’m just doing what I originally came to this forum seeking to find myself but it wasn’t quite there for what I was looking for.

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To put my two cents in, my main goal was to talk with similar people and be of some help. Honestly the first time I saw OrionsAngel use Mega Bezel in his videos I didn’t like it too much. It has grown on me, of course, like a few other things that I didn’t use to like but now do. I think the main thing that made me change my mind was when I saw Duimon’s graphics with it.

But none the less here I am going on two years, a few topics of my own and a lot of presets.

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The nice thing about setting up everything for your private use and not releasing a pack is that you can do it completely how you want it. But it is a very nice service to set them up for other people, and I’m sure they appreciate it.

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True but also keep in mind how much time and effort you spent on your setup.

  1. If you packaged all of your own personal collection up and released it for others, you give others an extremly simplified pack as an option for them to use saving them a shit ton of time. (like me coming in!)

  2. Even though it’s to your liking, others might like it as well!

If no one attempts things like this, everyone is forced to go down that very time consuming process of learning all the ins and outs to get it done on their own and many might just give up and leave the community. It’s a healthy for the space to have options. Don’t be afraid to whip up your own thread. :mechanical_arm:

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I think the biggest thing that would hurt is not making the graphics public. There weren’t too many people doing them when I started on here, now there are so many to choose from.

I wouldn’t doubt that there a lot of people who have custom presets that don’t make topics though.

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The look of Burger Time at 1.166667, 7:6.

HSM_ASPECT_RATIO_EXPLICIT = "1.166667"
HSM_NON_INTEGER_SCALE_OFFSET = "61.600000"
HSM_SCREEN_POSITION_X = "-3.000000"
HSM_SCREEN_POSITION_Y = "-19.000000"
HSM_BZL_WIDTH = "250.000000"
HSM_BZL_HEIGHT = "375.000000"
HSM_REFLECT_CORNER_ROTATION_OFFSET_TOP = "5.000000"
HSM_REFLECT_CORNER_ROTATION_OFFSET_BOTTOM = "5.000000"

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The thing to consider about the aspect ratio of the tube is that physically all the tubes were 4:3 or 4:3 rotated.

Then there would probably be controls on the monitor for adjusting the picture to however you wanted it to appear.

My guess is that most machines had the picture adjusted to fill the entire visible part of the monitor not hidden by the bezel so the picture could be as big as possible, but this is my guess.

Maybe @ArsInvictus has an opinion on this since he’s been building his own arcade and I think has some original machines with CRTs in them

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Arcade CRTs have knobs for adjusting geometry, mainly horizontal and vertical deflection, so yes, they need to be adjusted according the game connected to the CRT board. Remember games have different number of horizontal lines (vertical when rotated of course) and scanning frecuencies, so for maximize screen area, those adjustment has to be made. Actually that is a pain in the “neck” for real CRT (no pun intended :grin:) in multigame setups because you have to adjust the monitor for every mode to be displayed, even weird frecuencies and resolutions. Sometimes that leads to having a small screen area for most common vertical resolution like 240 or 224. I guess some of you know CRT_Emudriver and GroovyMAME.

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Thought to share the manual for BurgerTime’s Arcade Cabinet to show the insides and details of the cabinet. It used a 19" Dual Sync Horizontal MTG Monitor.

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I agree with that @HyperspaceMadness. The bezels themselves often had nothing to do with the aspect ratio of the actual monitor. There didn’t seem to be a huge emphasis back in those days of getting this exactly right. The monitor itself would be recessed back from the artwork bezel with a piece of black cardboard to shroud the monitor so the borders would be hidden and clean.

The arcade operator would just adjust the pots on the back of the monitor so that it filled the screen area as much as possible so long as it was visible, as @HyperspaceMadness was saying.

Oftentimes, the aspect ratio that was output by the device doesn’t represent how it would have looked in practice, because it would have been stretched to fill the monitor in a 4:3 ratio anyway.

I think the Neo Geo was actually one good example of this (and I think HSM is actually handling this in the shader in some way?), because it had a border that often contained some garbage in it, which the operator would just crop out by expanding the image. It’s a bit more weird than that though, because some games like Puzzle Bobble actually used that space for game content. So it was a case by case basis.

There are a lot of other examples out there of oddball hardware aspect ratios, but I believe that in every case it was assumed by the game designers that the operator would just adjust the image to 3:4 or 4:3.

So, for the purpose of these overlays, I think the most realistic thing to do is have a 4:3 aspect ratio for the image itself and then use the HSM shader to fill the gaps behind the artwork for a clean look.

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