TheNamec - Mega Bezel Packs Amiga, Commodore 64, VIC20, CRTgaming soon

Can’t wait to get hands on these beauties :heart_eyes: Amazing work, thank you! :metal::sunglasses::metal:

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Mega Bezel Commodore Pack Release Candidate 1 is out!

Download it while it’s still hot on the Official DevBlog

:grin:

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That’s a great thing to wake up and find. Thank you so much for your hard work on these @TheNamec!

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Thank you very much, this excellent, when I have time I will put some captures.

Just one thing, the commodore 64? I miss him :cry:

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Excellent, I’d love to see some gaming action!

I was building a list of Amiga exclusives and top-notch games just to take new screenshots (beyond my preferred top five). If you mind, I can share that: the range spans 1988-1998!

Next two steps for full release are Commodore64 and VIC20 packs. Preset system should remain the same and assets are in a good status, so expect something not too far in the future.

I plan to drop five C64 models, three VIC20 and two VC20 variations… multiplied by 34 presets each…

374 more presets to go! Damn! :exploding_head:

I absolutely need some feedback before going on

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Whenever you want, more than one of us will do well when creating our Amiga romset, the amiga catalog is immense.

That one you put as commodore is absolutely incredible, the effect of the led on the cassette is magnificent, in fact I mentioned it to Duimon in his post, I’m happy with that.

Personally, I would start with that one and then do the others, are there too many presets, do you really need that much? That is to say, most of them with STANDARD or ADVANCED conform, I am doing the arcade ones and I am not going to do advanced or anything, night version yes but nothing else.

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@TheNamec Absolutely Amazing Work, No complaints here :beer: :+1: :grin: :grin: :grin:

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The whole point is inclusiveness, my idea about “design for all” is to bring complex shaders experience to everybody: so there was an actual extensive research and development behind the definition of EXT, ADV, STD, BAS and POT performance profiles. In fact, weaker GPUs may struggle with the most advanced solutions! Hence the need for so many variation profiles.

I’m pretty sure @HyperspaceMadness has some tricks up his sleeve for inclusiveness for the future! :wink:

Thank you! That effect on Datassette was the reason I had to build my custom layer ordering to separate background+led from bezel+decal, using decal as an actual ‘bezel led’. Ahhh, feels like ages ago!

Here we go, NO-ORI indicates that the game was a conversion, not originally programmed for Amiga

ECS/OCS

  • The Pawn (1986) NO-ORI
  • Hybris (1988)
  • F/A18 Interceptor (1988)
  • Battle Squadron: Destruction Of Barrax Empire (1989)
  • Unreal (1990)
  • Wings (1990)
  • Gods (1991) NO-ORI
  • SWIV (1991)
  • Super Twintris (1991)
  • Moonstone: A Hard Days Knight (1991)
  • Agony (1992)
  • Apidya (1992)
  • Flashback (1992)
  • Project X (1992)
  • Jim Power: In Mutant Planet (1992)
  • Turrican II: The Final Fight (1992) NO-ORI
  • Risky woods (1992) NO-ORI
  • Shadow Of The Beast III (1992)
  • Monkey Island 2: LeChuck’s Revenge (1992)
  • Xenon 2: Megablast (1992) NO-ORI
  • Ambermoon (1993)
  • Lionheart (1993)
  • The Settlers (1993)
  • Walker (1993) NO-ORI?
  • Perihelion: The Prophecy (1993)
  • F17 Challenge (1993)
  • Blastar (1993)
  • Traps ‘n’ Treasures (1993)
  • K240 (1994)
  • Ruff 'n tumble (1994)
  • Elfmania (1994)
  • Darkmere: The Nightmare’s Begun (1994)
  • Universe (1994)
  • Assassin Special Edition (1994)
  • Mr. Nutz: Hoppin’ Mad (1994)
  • Odyssey (1995)

AGA

  • DeLuxe Galaga (1993)
  • Civilization (1993) NO-ORI
  • Uridium 2 (1993)
  • Aladdin (1994)
  • Body Blows Galactic (1994)
  • Shadow fighter (1995) NO-ORI?
  • Virocop (1995)
  • Xtreme Racing (1995)
  • Slam Tilt (1996)
  • Myst (1997)
  • Worms: The Director’s Cut (1997)
  • T-zer0 (1999)
  • Napalm: The Crimson Crisis (1999)
  • Wasted Dreams (1999)

CD32 (AGA)

  • Arabian Nights (1993)
  • Sensible Soccer: International Edition v1.2 (1994)
  • Akira (1994)
  • Alien Breed II: The Horror Continues (1994)
  • Banshee (1994)
  • Brian The Lion (1994)
  • The Chaos Engine (1994)
  • Benefactor (1994)
  • Fire & Ice: The Daring Adventures Of Cool Coyote (1994)
  • Disposable Hero (1994)
  • Cannon Fodder (1994)
  • Dark Seed (1994) NO-ORI
  • Lemmings (1994)
  • Heimdall 2: Into The Hall Of Worlds (1994) NO-ORI
  • Gunship 2000 (1994) NO-ORI
  • Microcosm (1994) NO-ORI
  • Kid Chaos (1994)
  • Brian the Lion (1994)
  • Naughty Ones (1994)
  • James Pond 3: Operation Starfi5h (1994) NO-ORI
  • Roadkill (1994)
  • Guardian (1994)
  • Zool 2 (1994)
  • Superfrog (1994)
  • Gloom (1995)
  • Speedball 2: Brutal Deluxe (1995)
  • Super Stardust (1995)
  • The Misadventures of Flink (1995)
  • Super Stardust (1995)
  • Pinball Illusions (1995)
  • Fightin Spirit (1996)
  • OnEscapee (1997)
  • Genetic Species (1998)
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And an impressive job you done in the creation.

As impressive as your graphics and presets are, I am even more impressed with your meticulous documentation skills.

After you complete the work on this awesome collection, I feel the Mega Bezel could benefit from those skills. (In the spirit of inclusiveness.)

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Thank you for your kind words! :heart_eyes:

Let’s see how far we can go with preset collections and shader integration. I’m pretty sure Mega Bezel framework can become one of the exclusive ‘selling points’ to get new audience and creators attention to the Libretro community, pushing the ‘design for all’ concept to new levels of easiness of use and deep control over customization.

Also… it’s so fun to enhence old games with so many tools, ranging from advanced colors postprocessing, grid masking and fake scanlines, simulated CRT technology peculiarities, upscaling tricks, smart overscan cropping… it’s like an old memories REMASTER!!! :partying_face:

Killing those old amiga letterboxes after 33 years makes my inner child happy!

And yes, EXT and ADV multilayering enable advanced manipulation of procedural bezels while keeping background and leds intact :grin:

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I agree. I also think of the Mega Bezel as a “framework” as opposed to a “shader”. Combined with @HyperspaceMadness’s existing and potential future changes to RA code, who knows what we will be looking at in another year? :exploding_head:

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Full integration in Retroarch with AI powered recognition of screen specifics and best case autoconfiguration? :grin:

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i’m following the work of @Duimon and @HyperspaceMadness but you @TheNamec…what to say !!! your work is incredible and it’s an old amiga fan who tells you that :wink: I found my child’s soul just before having sold my A1200 and my C64 (a heartbreaking) keep the good work, you’re amazing :+1:

is it wanted to have the background overlay not completely centered? for me, to much on the right but maybe i’m wrong (PUAE core with 1200synth Extreme)

And just a feedback and a question : is it not possible to have a simple path to put shaders and overlays (like a kind of convention)

for @Duimon : RetroArch\shaders\Duimon-Mega-Bezel

for you : RetroArch\shaders\shaders_slang\bezel

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It’s by design, a trick to show some background while not shrinking the actual Amiga too much. This way you can have a sense of depth, a tension to the right and some breath to the left :wink:

As you may have noticed, there’s quite a turmoil with the various Mega Bezel projects. We all work individually, but we a continuous undergoing discussion so I think we will adopt some kind of standard as soon as the packs comes to a ‘stable’ form :muscle:

A heartbreaking, I still remember the day I had to throw away my c1084 before a move. Not by chance it was the first classic monitor I drew for the Commodore Pack! :grin:

Have fun with BC Kid, I loved it in the good old days when I didn’t even know of PC Engine existance!!! Thanks for the screenshot :star_struck:

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Tks for your fast answer and a big tks again for your amazing work :+1:

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I’ve got the “megabezel-commodore-pack-4k” folder in the root shaders directory.

\shaders\megabezel-commodore-pack-4k

and it works just fine. :grin: All the presets that need :/ syntax are using it.

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yep, work just fine like that and easy to find from Retroarch :wink:

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Yeah, this is what I generally recommend is that the package should go in the shaders folder

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Fine, I’ll fix future releases to use /shaders as installation path to shorten navigation :+1:

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Well, as Amiga CD32 is technically a console I tought it would have been nice to add a proper TV to the screens catalogue. The first of the RETRON crt series, will be included in the next release candidate.

This was freely inspired by one of the latest modern CRT, Philips-21PT3326-V7, from the @exodus123456 thread :wink: Of course, I had to put in the bezels as I love realtime reflections and curvature!

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