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

Really, really nice work my friend! I absolutely love the one with the LED labels along the sides. :exploding_head:

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that’s look amazing ! (… and tks for the kind words :wink: )

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Please welcome Mr. Ikegami HTM-1550R!

There are two more ā€œholy grailā€ CRT on my schedule before I can consider the graphic developing complete… after that I’ll start building presets to simulate these monitors.

They infact use different technologies to achieve the best definition and brightness: JVC relied on slot mask, Sony on aperture grille (better known as Trinitron), Ikegami on dot-shadow mask, some Commodore devices on slot mask and others on shadow mask…

The objective is not to rebuild these displays with hystorical precision: as I always said it would simply be impossibile. I’d like to have them behave differently so when you choose one of my preset you’re not simply changing the overlay. I want you to choose your visual experience.

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I fully endorse your vision and mission!

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Hi everyone,

is somebody have a download link for HSM_Bezel_Reflection_V0.9.022_2021-09-05?

The HSM download (Github, Onedrive) are now in version 0.9.094 2021-12-27 Rev 1 which can’t actually work with Commodore pack RC2.

I haven’t found a link for HSM 2021-09-05, anyone can provide one?

Tia, best regards.

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@HyperspaceMadness can you give me a little help?

I need a pre-RC version to be available for compatibility with my pack before the 1.0 launch, newcomers can’t get this to work with the latest. Can you post an additional link to the official Mega Bezel thread?

In the past I avoided to include the required MBR shader presets to my pack to avoid altering your download statistics :wink:

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@Backspace @TheNamec I had this version from September on my hard drive, it might help

HSM_Bezel_Reflection_V 0.9.023_2021-09-11

I put it up on my Google Drive if it’s needed https://drive.google.com/file/d/1XANWmf1J8KJPDKHDwYIS58B49B5EWhZY/view?usp=sharing

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Great find @Neofuuma! I owe you one.

Hope this will help us on the road for Mega Bezel point release :exploding_head:

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Thanxx, works like a charm with this pack :+1:

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Glad to hear it! Have fun and welcome to the Mega Bezel Community :hugs:

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Heya bezellers! So what am I cooking for the next release? Something pretty exciting!

A major overhaul for my CRTs

I’ve been hearing your suggestions and critics and decided to build a variation system with new features for each simulated display. The main concept behind my new variation system leverages on five different factors to deliver a staggering 56 per-screen combinations: :exploding_head:

  1. CRT technology: APERTURE GRILLE, DOT MASK, SLOT MASK, PLASMA
  2. Connection cable: RGB and COMPONENT
  3. Visual variations: ENHANCED (scalefx, mdapt), SHARP, SOFT, FAST (potato), MONOCHROME AMBER/GREEN/WHITE
  4. Distance from screen: NEAR, NORMAL, FAR
  5. Ambient lightning: DAY, NIGHT

These five factors are the extreme synthesis of major trends in emulation visuals in conjunction with modern needs and retrogaming tears. If you want crispy, vivid, better-than-original graphics go with RGB ENHANCED. If you prefer a bloomy, softer and bright experience, choose COMPOSITE SOFT. Moreover, each display will now came with monochromatic variants.

Here’s some samples (view full resolution images to enjoy CRT details):

Monochrome Plasma / composite / Sharp @ Commodore 1201

Slot-mask / RGB / Soft @ Commodore 1080

Dot-mask / composite / Soft @ Ikegami htm-1550r

Aperture Grille / RGB / Sharp @ Sony pvm-14l5

While trying to make this chain behemot work fine, I developed a distinct ā€œglobalā€ profiles for each CRT technology, so now each device feels more like its real-life counterpart. The final effect is already impressive, as you will be able to taste the ā€œvisual feelingā€ instead of simply choosing a ā€œgraphic overlayā€.

Now I’ll take some time to better tune each display to make them even more distinct and based on r/crtgaming macro photos. You know, each brand and model had its own flavour, and I have to perfect this by using advanced quality protocols (aka trial and error, day-after testing, references comparison). :nerd_face:

This comes with some technological limitations: first of all, I need to balance visuls for different generations of games to work fine, and some details (like accurate dot-triad shadow masking) simply can’t be reproduced on 1080p. Replicating them by using mask references while zooming at 400% really is a waste of time, resulting in less-than-appealing final visuals (loss of brightness and sharness, general darkness, huge scanlines, moire effect).

I discovered this by… wasting lots of time. No pain, no gain! :wink:

PS: my internal development version is now compatible with latest Mega Bezel Reflection Shader and exploits its new advanced features. :star_struck:

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Great to see an update and glad you were able to sort out all the bugs! That’s a lot of variety you’re including there! These two are my favorite out of the 4!

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Amazing! I can’t wait!

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FS-UAE Amiga Themes released!

I needed a little pause from the Mega Bezel, so I decided to give the finishing touches on the Amiga 1200 Synthwave theme for FS-UAE. I know this is not RetroArch related, but this is a really nice showcase of what we the dynamic overlays we may be able to do with LED and data devices interactivity.

Free download: https://github.com/TheNamec/fsuae-amiga-themes/releases/tag/1.0

MULTI-FLOPPY DATA SIMULATOR (DFx)

The 'data-simulator' adaptor on the left side is equipped with a dot matrix display showing status from DF0, DF1, DF2 and DF3 in real-time, meaning you get LOTS of information about disk activity. 'Data-Simulator' UX is based off IRL Gotek adaptors, hence the codification of disk access and the track count.

On the left: DF0 read access (RA) and track cylinder in real-time

  • DISK PRESENCE SWITCHES a row of on-off switches indicates that the floppy unit contains media. If you eject volumes via the FS-UAE menu, you will see the switches toggling position
  • DISK TRACK DISPLAY shows the cylinder currently being read. Empty floppy units will show dashes in place of cylinders number
  • DISK ACCESS NOTIFICATIONS shows the Read Access (RA) and Write Access (WA) for each floppy unit

LED INDICATORS (ODD, HDD, POWER)

LED indicators on the right side give a real-time glimpse of data units and power activity via classic Amiga blinking LEDs.

On the Right: HDD & POWER activity

  • HARD DISK (HDD) LED shows reading/writing activity for all of the hard disk units via a blinking LED
  • OPTICAL DISK (ODD) LED shows reading activity for all of the optical disk units via a blinking LED
  • POWER LED shows energy supply status via an on/off LED. Some applications shut the LED off in run-time

AUDIO INDICATOR (HEADPHONES)

Audio indicator is included on the upper part of the 'data-simulator' adaptor on the left side. It's shaped like an headphone and shows three different audio output statuses based on colored lightning.

  • NO LIGHT means audio is off, blue light means audio is on
  • YELLOW LIGHT means you're playing an audio CD
  • RED LIGHT means something is not working correctly (ex. empty audio buffer)

POSTPROCESSING & FX

This graphic theme leverages on a mix of FS-UAE rendering effects to achieve a nice retro-feeling. Old displays were not as pixel-perfect and sharp as nowadays LCD/OLED panels, so old graphics assets may benefit from some postprocessing at the expense of minimum CPU/GPU calculation power.

Default theme.conf file includes:

scanlines = 1
scanlines_dark = 6
scanlines_light = 3
shader = curvature
fsaa = 4
texture_filter = nearest

THEME SCALING AND POSITIONING

This graphic theme is hard-coded and tested for 1920x1080 Full HD standard resolution. Amiga content is preset to specific display rectangle values corresponding to the graphic overlay transparency.

This way I can achieve nice visual results with zero configuration, nonetheless this may introduce some negligible overscan and aspect ratio inaccuracies, because of the curvature shader and different PAL/NTSC output standards.

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i didn’t expect much from you except the best :wink: the theme is really gorgeous, love all details you put in your work. The thing that i have trouble with all my themes is the shader curvature… dunno if i like or hate it :thinking: but whatever…

When you think about the lack of documentation to do a theme for FS-UAE, the end result is just amazing. GOOD JOB :+1:

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Do you think it would be better with an actual ā€œflatā€ variation?

Seriously speaking, looks like I simply can’t play anymore without Mega Bezel Reflection Shader. Bare original pixels seem so… lifeless?! :exploding_head:

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your theme is perfect and people who don’t like can desactivate the lines in ā€œtheme.confā€ :wink: About me, i can’t play retroarch without shaders anymore (@HyperspaceMadness) and in same time, i have the habit to play with FS-UAE but with a ā€œflatā€ version of the themes i got.

a matter of The tastes and colors

yea, it’s a bit more ā€œrealisticā€ with… I think it’s mostly a matter of habit

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The curved bezel overlay risks to cuts away too many pixels with the curvature shader disabled.

I’ll include a variation with straight and flat overlay… thanks to Mega Bezels masking features, it’s just a ā€œcurvature -> disableā€ step away :sweat_smile:

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Amazing work you got there man! those PVM/CRT overlays are looking great!

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Hi @TheNamec,

It seem that STD_global.slangp refers to MBZ__2__STD.slangp from HSM_MEGA_BEZEL shaders but who don’t exist anymore (it’s MBZ__3__STD.slangp)

Potato and, Basic are broken too :wink:

Just to fill your note in the theme.conf :

power_led : state 0 can be enable too with the same image but a little darker like as a minimum power supply when you"re ingame (power_led_0 and power_led_1)

hd, and md leds have read(1) / write(2) states

1 Like