SOQUEROEU – Mega Bezel TV Backgrounds

Go back to Quick Menu–>Options–>Video–>Set Blargg NTSC Filter to Composite Video or S-Video.

For more advanced stuff you can try this:

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Thank you dear Cyber you saved me! Your help is much appreciated! :innocent: :pray:

@soqueroeu Hey man. Big fan of the backgrounds. I’m having a bit of a problem. At first they were working perfectly with the Mupen64Plus-Next core then this happened…

Any idea on what it could be?

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It depends on the Video Driver that is being used, the core will force the video driver. The GLCore driver needs Flip Viewport Vertical set to 1.

If the viewport didn’t flip for this game specifically than check the Options for the RDP Plugin that is being used. The plugin determines the Video Driver being used.

GLideN64                                 ParaLLEI-RDP

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@retrorevive92 Thanks!

Hgoda90 responded exactly as it should be. Use the flip option to correct.

Thanks @hgoda90 !

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Look what I found @soqueroeu!

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WOW!! How cool to see that more people like our work. :smiling_face_with_three_hearts: Thanks for sharing @Cyber

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hello, (I don’t know if I’m using the right way to get in touch with you here) I would be able to make (when you have time) “presets” of these shaders based on the “preset” of the Mega Bezel named “MBZ_5_POTATO” because I found it very your work is awesome but it doesn’t run on my pc because it’s literally a potato lol, if you can’t, that’s fine, congratulations for the work in the same way.

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Hey @Muri-LOLO, Thanks!

Creating a Potato pack version presets requires reworking the assets individually, cutting out the tube area. What you can do to improve performance is to simply disable reflections. It has a good performance gain.

Here:

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I shouldn’t. There is a pesky bug keeping the background from displaying over the CRT but by default the CRT should be over the background.

This is what I get for your “00_Generic_01-[Grey].slangp” by simply changing the reference shader to the GDV Potato.

Yeah. It doesn’t look right because there is no bezel. :frowning_face:

The shader tools for generating Potato assets would make quick work of this, but an image editor would still be needed.

@soqueroeu we could talk privately if you would like a copy of my Photoshop actions I use to make this easier.

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I dunno, doesn’t look bad at all to me. I had to click on them both a couple times to really see the difference. Then again, I’m still trying to finish breakfast and fully wake up!

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The second shot is his preset. The first lacks a bezel.

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All the more evidence that I should finish breakfast before posting!! :laughing: That makes more sense, thanks @Duimon

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@Soqueroeu, I found a problem with the Night shaders they are missing the quotation mark at the end of the reference line.

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@hgoda90

:no_mouth: Man, probably when renaming in bulk I ended up making some mistake.

Thanks for reporting. :blush:

I already fixed all reference preset and updated repo.

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Do you know why all shader presets are mirrored like this?

I have to mirror it vertically to fix it on every shader.

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Your video driver is most likely set to GLCore. Mega Bezel presets have to have Flip Vertical set most times when the video driver is GLCore.

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Uh… what??? :thinking:

@Schwenkman What core are you using. Hardware rendered cores tend to flip the framebuffer. Some cores (Mupen) flip or not depending on the internal RDP plugin.

The solution is the same but is not universally a glcore issue.

The parameters can be found in the [FLIP & ROTATE] section.

Change “Flip Viewport Vertical” from 0.00 to 1.00. (Or the opposite depending on the preset default.)

It appears you are using a hardware rendered core in one of @soqueroeu’s presets intended for a standard core. Try the N64 preset since it looks like it is set to flip.

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I was mainly going off of experience. I guess I jumped the gun a little bit.

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Look @soqueroeu! We’re on TV!

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