Thank you for this advanced setup option. I’ve been playing around with this method the last two nights to see the results on some games with orionsangel bezels. I know you and I have had a side convo on this but I figured it’s good to move it to your main thread now that you have it in here as well.
#1 - In each of the horizontal and vertical _base.params files, are these options below more or less tied together based on the values you go with?
HSM_NON_INTEGER_SCALE_OFFSET = “93”
HSM_BZL_WIDTH = “200.000000”
HSM_BZL_HEIGHT = “200.000000”
For example, if you wanted to decrease the bezel width and height to say 125 for each, do we need to try out different values for that HSM_NON_INTEGER_SCALE_OFFSET?
I’m thinking that fatter 200 bezel might have been done on purpose to account for different overlay scenarios?
I’m currently testing out what exact shader parameters while in the game are the ones we want to start off tweaking when we do additional changes to fine tune each game.
#2 Is the point of the move of the additional .slangp file out of the /retroarch/config directory and into the \RetroArch\shaders\Mega_Bezel_Packs\OrionsAngel_Arcade\CORE-ASPECT-ORIENT-HORZ (and the rename plus reference edit inside) just for cleanliness to keep all config files in one central location (shaders)? The reason I ask is because the individual game .slangp file that is saved in retroarch/config appears to work just fine in there from my testing as long as it references the Multigame.slangp thats in the shaders location. Just curious.
Thanks!