only with the configurations in retroarch, when launching the game it looks like this, before applying shader
Load the Shader Preset, apply the correct settings to rotate the game then Save the preset as a game preset.
If you keep all of your vertical games in the same folder, you can save a Directory preset instead.
I see that “Up” is on the left and in my case “Up” is on the right. I have not been able to try another game
Yeah, I tried Donkey Kong and it was the same way as Dig Dug. I did do the 1942 game and it was the same way as you had it. I think it is a game by game situation.
I found this and it will help me to generate an exclusive folder for that type of games
(It’s from 2020 but I don’t think much has changed so far.) (user Rion) https://drive.google.com/drive/folders/1OaPlolp84jjTCRHq84-mbLgGwazHP2nz
Mega Bezel is updated to V 1.0.003 2022-07-28 Rev 1
Changes:
- Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1
- Changed Guest mask size to 1 by default so that there isn’t inconsistency using guest settings in the Mega Bezel
- Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look:
- HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
- HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
- HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
- HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
- Added Shift Sampling Relative to Scanlines to shift the image relative to the scanlines
- The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list
- Fixed Double image when using cropping in NTSC presets reported by @JHorbach1
- Updated to crt-guest-advanced-2022-07-17-release1
- Includes Scanline Gamma
- Tube Gel and Diffuse Fixes
- Gel is now mapped to the tube, independent of the black edge
- Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural
- [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading
- HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it’s not needed anymore
- CRT Multiply blend mode now works better when there is extra tube thickness
- Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look
- If you want a stronger rounded shaded look reset it to 100
- Fixed Scale discrepancy when using the Cab Glass Image
- Added Shadow Opacity param to control shadow being applied to the static tube highlight
HERE ARE THE LINKS!
Extra Examples Package (Examples haven’t been updated in a while, but should get updated soon)
INSTALLATION INSTRUCTIONS
-
You MUST use Retroarch Version 1.9.8 or Later (It will fail to load on earlier versions)
-
If you have a previous Mega Bezel install:
- Delete the old Mega Bezel from shaders/shaders_slang/bezel
-
Inside the .zip is a bezel folder, copy the bezel folder into your Retroarch/shaders/shaders_slang folder
- The final path to the Mega bezel should be
Retroarch/shaders/shaders_slang/bezel/Mega_Bezel
- The final path to the examples should be
Retroarch/shaders/Mega_Bezel_Community_Collections/HSM_Mega_Bezel_Examples
- The final path to the Mega bezel should be
-
Set video driver to Vulcan
- It will run in GLCore but seems faster in Vulcan
- D3D IS NOT RECOMMENDED. If it loads in D3D it has a VERY slow load time
- Restart Retroarch after changing the video driver
-
Open the Settings Menu and Set:
- User Interface / Show Advanced Settings to ON
-
Video / Scaling / Aspect Ratio to Full
- This will match your monitor aspect aspect ratio
- Video / Scaling / Integer Scale to OFF
- Video / Output / Video Rotation to Normal
- Core / Allow Rotation to OFF – Important for FB Neo
- For FB Neo
- Turn vertical mode OFF in Quick Menu > Core Options if it was previously turned on
- Do all of this before loading content
-
For FB Neo
- If your game is vertical set the Rotate CRT Tube parameter to 1. If it is now upside down set Flip Core Image Vertical and Horizontal to 1
-
Load a preset in the shaders menu, Mega Bezel shader presets are found in:
shaders/shaders_slang/bezel/Mega_Bezel/Presets
-
When you save a preset make sure you have the Simple Presets feature set to ON
- This will save a preset with a reference to the preset you loaded plus whatever parameter changes you made
- This will keep your presets loading properly when the shader updates in the future
-
Tube-Effects__Night__ADV.slangp preset showing fixed stuff including masking and reflection
Gel on top of Tube Diffuse
STD Preset
Old SMOOTH-ADV
New SMOOTH-ADV
This has now been merged to the libretro repo so you can also get it with Update Slang Shaders
Yeah it’s looking good. I’ll make the necessary changes and include them among the rest of my preset updates when they are ready.
@HyperspaceMadness Thanks for the game screen radius as well. Very nice work!
Hello! Wonderful! Is there an option to change the aspect ratio without altering the tube structure? For example, changing the aspect to 3:2 (GBA) within a 4:3 tube, consequently giving it some black borders, I want that because it would be more accessible to set up GBA Player Border without messing with the tube structure.
So my idea is:
-
Create an option to change the aspect ratio of the game within the tube without altering the structure (even if it gives black borders).
-
Add the colored gel border.
-
Add empty space to correct position of the border image.
Hmm, so it’s sort of possible to do this already, basically you increase the tube empty thickness until the tube is as tall as you want it, then increase the tube extra thickness scale x which will widen it.
But I’ll think on this to see if there’s a better solution, perhaps a parameter to enforce a specific aspect ratio on the tube
Yeah, but when I alter the scale x the tube structure changes a bit, it gets thinner on the sides and other changes in the corners of the tube.
Could you post some screenshots to show how it’s looking thinner and weird reflection in the corners?
Hi! Here:
No matter what I try, I can’t make the tube look the same. I know I can do that with some work and maybe some calculations.
What is the recommended image size of the Tube Colored Gel Image?
If you make it 2880x2160 then it will be sharp on any screen up to 4k.
Hello everyone, very much enjoying this bezel pack. I especially appreciate the automatic scaling and aspect ratio, all of the systems look great. There’s one small issue I’m having though, specifically with two systems only so far, the TurboGrafx-16, and the Sega Dreamcast.
Where is my other systems/cores fill up a good portion of my laptop screen, which is a 1440p display with a 16:10 aspect ratio, leaving only a small amount of extra space outside of the onscreen bezel edges, these two systems only have a very small display comparatively in the center of my screen and appears that there is much more extra room they could be using. Please see the picture.
Is there any way to make them larger, taking up most of my screen like the other systems without ruining anything? The only settings I have changed in the shader relate to the shadow mask and other things regarding the CRT features like brightness, etc., nothing relating to the bezel.
Maybe you are using integer scale? The default presets are setup to use non-integer scale and have a consistent height on the screen regardless of the core resolution and display resolution.
If you set the Integer Scale Mode
parameter to 0 you will get this result.
If you still want to use integer scale, you can set the Base Integer Scale Max Height
to a higher number to see if there is a higher integer multiple which will still fit well enough on your screen
I must have enabled integer scaling at some point.
I was able to fix it by going into settings and setting the max integer scale screen vertical percentage from default 89% up to 90%. When I bumped it to 90% the image became much larger, like other systems.
Easy fix, thanks for the help!
Salut tout le monde, Les résultats mon surpris, je pensais que beaucoup plus de personne utilisait pour les ancienne machine
Étonnant