So is this something that was there in the past then disappeared, then came back? Or is this a new thing?
Hi all. First of all, thanks to @HyperspaceMadness for the incredible shader =) I have a question about it, and I’m unsure if this is the right place for this, since it’s a bit specific.
I’ve been using the Duimon pack on my Steam Deck, and it looks incredible. But one of my questions is, since the Mega Bezel shader “moves the screens” of the games (not sure how to describe it), it’s difficult to use it with Nintendo DS Games.
I’m trying to use the touch screen of my Deck with Desmume and MelonDS but since the Mega Bezel will move the game’s picture, the touch screen will get displaced as a result (I really do hope my sentence is understandable).
I was wondering if there was any way to fix/compensate this?
There have been some changes recently, specifically with MelonDS, to address this issue.
Make sure you are using the newest version of the core.
I don’t have a touch screen, but enabled “touch” for touch mode in the core screen settings and it seems to work with my vertical presets.
Oh, didn’t see you were on this thread, I shouldn’t be surprised, thanks for the Shader Pack project =) Awesome news, thanks, I’m gonna try this later today see if I can find how to set this up =)
Allright so I tried again after updating my cores and : no dice. I didn’t find any settings that would help me.
Since I have to set up my RA Aspect Ratio to “full” in order for the shader to take up the whole screen of my Deck first, when viewing the raw picture of the emulator (without any shader), MelonDS outputs a horizontally streched image.
Now, this is not an issue with the shader visually, since it “puts it back” to its adequate aspect ratio.
The issue is, MelonDS is of course not “aware” of this, so the result is that the whole range of the touch screen for it is the ENTIRE bottom half of the screen. This is, of course, especially an issue with horizontal pointer movements.
Hope I’m being clear, but if any, I can capture and provide a video of the issue.
Cristal clear. This is a known issue and I always had it before.
The core is unaware of the scaling and positioning applied by the shader. Using an overlay works but any border shader breaks it.
Today, after updating the core, It works like it should.
Like I said, I don’t have a touch screen, but I forced the mouse to be visible, selected “touch” as the touch method under “screen” settings in the core, and I can click on the buttons of a screen menu accurately.
Desmume still has the issue, melonDS does not. I am assuming that a touch screen would work the same as my mouse… I could be wrong.
My version of melonDS is (0.9.3 c6488c8). Maybe the Steam Deck version is lagging behind.
That being said, what is stopping you from using the right joystick?
Thanks for the help.
That’s very puzzling because on my deck I have the same version as you. Here’s a photo of my settings and version numbers (sorry for the blurry picture, I was too lazy to transfer a proper screenshot)
I tried out the same thing on my Windows PC and captured a video, you can clearly see the touch screen area is stretched to the whole bottom half of the screen:
So yeah, when setting up to “touch” a mouse and a touchscreen have the same behaviour… But I have the same issue on both as a result.
As for why I’m not using the right stick or touch pad, well I could for some games. But for others like WarioWare Touched for example, nothing beats interacting directly on the screen, it’s way more intuitive that way =)
The new version of MelonDS is supposed to have a whole bunch of settings for exactly controlling the touch region placement (so it can work with something like the Mega Bezel) when he was developing the updates to the core he was calling it MelonDSDS, I’ll check into it and see what the status is on the core and where the extra settings are
Awesome, thank you so much =)
I heard back from the developer, he’s still working out a few bugs and it’s not on the online updater yet.
When it does appear it will be shown as Melon DS DS. So it’s coming thanks the really big efforts of the developer
When it’s there all the settings will be in the screen category,and you will be able to define exactly the screen area of the touch area.
Ain’t that great when you have an issue and you learn that there was already a fix in the work before you heard about it? =p
Awesome news, thanks a lot for the check =)
Hey @HyperspaceMadness,
It seems to me, all Mega Bezel NTSC presets are failing to load…
MegaBezel V1.16.0_2023-12-10
Retroarch 1.15.0
Testing myself it was only the GDV-NTSC presets that wouldn’t load, MEGATRON-NTSC and MINI-NTSC would fine.
I’ll take care of these in the next update, should not be too long. Thanks for the testing and bug reporting!
Hi.
I have downloaded the Mega Bezel and followed i think all the correct steps. MBZ_5_POTATO.slangp gives semi decent picture and sound. All the others give me horrendous stuttering sound issues and slowdown of games. Am i missing a magic setting here?
Probably not. What are your system specifications? (Most importantly, your GPU.)
Hi.
I am running a AMD Ryzen 7 5800H with Radeon Graphics, 3201 Mhz, 8 Core(s), 16 Logical and 32GB of RAM.
I assume you are using the integrated GPU? This will result in poor performance with the Mega Bezel.
I have much better results using your shaders and overlays. As much as i like the look of the Mega Bezel your setup is pretty spot on.
Did somebody make a website for Mega Bezel?