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    Arcade 16:9 Overlays (1920x1080)

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    • Stuart2773S
      Stuart2773
      last edited by

      New projected bezel Blue Shark

      alt text

      1 Reply Last reply Reply Quote 2
      • johnodonJ
        johnodon
        last edited by

        These 3D bezels may be the sexiest things I ever saw (ps. don't tell my wife).

        BTW...how do you take a schreenshot in RA that includes the bezel? When I try via RGUI, I get only the gameplay.

        John

        Stuart2773S 1 Reply Last reply Reply Quote 0
        • Stuart2773S
          Stuart2773 @johnodon
          last edited by Stuart2773

          @johnodon said in Arcade 16:9 Overlays (1920x1080):

          These 3D bezels may be the sexiest things I ever saw (ps. don't tell my wife).

          BTW...how do you take a schreenshot in RA that includes the bezel? When I try via RGUI, I get only the gameplay.

          John

          thanks, glad you like them, i wont tell if you dont lol,

          im not sure how you take a screenshot with bezel in RA either

          mituM 1 Reply Last reply Reply Quote 0
          • johnodonJ
            johnodon
            last edited by johnodon

            Hey...look at what I did! :)

            alt text

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            • mituM
              mitu Global Moderator @Stuart2773
              last edited by

              @stuart2773 Use raspi2ng (requires manual installation) to capture the PI screen.

              johnodonJ 1 Reply Last reply Reply Quote 0
              • johnodonJ
                johnodon @mitu
                last edited by

                @mitu

                I used imagemagick tools...

                DISPLAY=:0.0 import -window root /tmp/shot.png

                mituM 1 Reply Last reply Reply Quote 0
                • mituM
                  mitu Global Moderator @johnodon
                  last edited by

                  @johnodon I was referring to the Raspberry PI installation, not about a normal Ubuntu install - where you can use any X based screenshot tools available.

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                  • johnodonJ
                    johnodon
                    last edited by johnodon

                    So let me ask this question...

                    Should the bezel itself actually have transparency? Look at the octopus at the bottom. Should you be able to see it through the seaweed or should the seaweed be solid?

                    JesseBlueJ 1 Reply Last reply Reply Quote 0
                    • JesseBlueJ
                      JesseBlue @johnodon
                      last edited by JesseBlue

                      @johnodon

                      The opacity in RA should be set to 100%. The transparency of the screen is handled within the png file.

                      The real bezel for Blue Shark is quite different in reality though:

                      Stuart2773S 1 Reply Last reply Reply Quote 1
                      • Stuart2773S
                        Stuart2773 @JesseBlue
                        last edited by

                        @jesseblue

                        the bezel i created is using a combination of the artwork from the Taito & Midway versions, as there wasn't a complete hi-res set for each.

                        1 Reply Last reply Reply Quote 0
                        • johnodonJ
                          johnodon
                          last edited by johnodon

                          I'm reading the Libretro overlays doc and saw this...

                          Overlay images

                          First we configure how many overlays we use. Every overlay can have one overlay which fills the entire rectangle (overlay%u_rect), but is optional. The full-rect overlay is supported for compatibility with older format. It is less flexible than per-button overlays and is discouraged.

                          overlays = 2
                          overlay0_overlay = overlay_img0.png # Optional
                          overlay1_overlay = overlay_img1.png # Optional
                          

                          Would this eliminate the need to have the transparent background in the PNG itself? Could you have 3 separate PNGs (background, midground, foreground) and set the opacity accordingly? Or am I reading this completely wrong? I guess another key question is if the numbering of the overlays determines order (o = first, 1 = second, etc.).

                          Doing it this way would allow the end user to tailor the opacity to his/her liking.

                          John

                          1 Reply Last reply Reply Quote 0
                          • johnodonJ
                            johnodon
                            last edited by

                            I don't know what I'm doing but I made this...

                            Bad Dudes vs. Dragonninja (baddudes)

                            alt text

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                            • Stuart2773S
                              Stuart2773
                              last edited by Stuart2773

                              new bezel :- Robotron

                              0_1536072985430_robotron-ovl.png

                              1 Reply Last reply Reply Quote 2
                              • RiverstormR
                                Riverstorm
                                last edited by

                                Just to clarify with the projected bezels. Really the projected bezels are on top of the game play area like an overlay with the opacity dialed way down to see the game "sprites" through the backdrop and the bezel portion is set to 100% to make it solid. So basically the game sprites are shown through the projected backdrop?

                                @Stuart2773 - I'm installing the projected ones now but have mixed thoughts looking at Boot Hill below. You can see a good bit of the background through the game. The 'TIME' letters/word must be part of the bezel as they are solid and cover a portion of the word 'START'. Great bezels by the way, all of them look fantastic and I've installed several already along with UDb's & Simbz's.

                                Hopefully at some point backdrops will be supported on the Libretro cores or AdvMAME. I use AdvMAME for backdrop games but they are fairly pixelated, though they are behind the play field. The bezels in AdvMAME, well they just don't work properly at all.

                                0_1537564707140_snapshota.png

                                1 Reply Last reply Reply Quote 0
                                • RiverstormR
                                  Riverstorm
                                  last edited by Riverstorm

                                  Just to add lr-fbalpha does unofficially support DK Christmas Remix. You need to replace the ROMs in dkongx11 which is actually Donkey Kong II - Jumpman Returns. You'll need to name match by hand as the hashes don't match about half the ROMs in the DAT due to modified graphics, levels, etc. You can create a non-merged set by pulling the shared ROMs from the dkong parent. The only bug is if the intro runs all the way through to completion the game locks up and doesn't repeat the intro loop. You have exit the game and restart if that happens. If you start the game anytime before then it works fine. They default start you with 5 guys as it's tough but a nice change to challenge each other for the holidays if you're a Donkey Kong fan. It's done very well. Anyway the DK Christmas Remix bezel looks great and it fully integrates with the game selection menu if you manually modify gamelist.xml with the name, description and image of DK Christmas Remix replacing the Donkey Kong II information.

                                  1 Reply Last reply Reply Quote 0
                                  • BriganeB
                                    Brigane
                                    last edited by

                                    These artworks are truly amazing. Will they be added to the artwork repo anytime soon?

                                    Systems: Raspberry Pi 0/2/3 Model B+
                                    Os: RetroPie 4.5
                                    Frontend: Emulationstation & Attract Mode

                                    1 Reply Last reply Reply Quote 0
                                    • RiverstormR
                                      Riverstorm
                                      last edited by

                                      Are any of you guys seeing an issue with mame2003 and artwork? For example with 1943 RA used to show a core provided width of 810 but on this commit it shows 945 so horizontally the game screen is under the artwork a good bit on both sides. Vertically it is fine. I am noticing several games that seem to have incorrect core provided resolutions so the artwork isn't fitting properly anymore. I am running RP 4.4.3 and mame2003 commit 7671e09 (latest from source).

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                                      • RiverstormR
                                        Riverstorm
                                        last edited by

                                        To add a little more. The same issues seem to be present in mame2003-plus (commit 8dff23b) on RP 4.4.3 and RA 1.7.5 also. I only tried a handful of the artwork files but it was an issue in all that I tested. 1942, 1943, Donkey Kong, Donkey Kong 3, Donkey Kong Jr., Dig Dug, Elevator Action (this games resolution is the opposite and to small vs. to big), Wizard of Wor & Zaxxon.

                                        For the vertical games if you use the core provided aspect ratio they show as 945x1080 in RA but I believe they should be 810x1080 to display with all the 1080 artwork properly. As above the game screen overlaps the artwork by 65 to 70 pixels horizontally but vertically they are fine.

                                        UDb23U 2 Replies Last reply Reply Quote 0
                                        • UDb23U
                                          UDb23 @Riverstorm
                                          last edited by

                                          @Riverstorm Maybe it has to do with Retroarch changing it's aspect ratio indexes since 1.7.4. ?

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                                          • UDb23U
                                            UDb23 @Riverstorm
                                            last edited by UDb23

                                            @Riverstorm said in Arcade 16:9 Overlays (1920x1080):

                                            they should be 810x1080

                                            Yes that's what majority of vertical games should be, and was "core provided" so far.

                                            1 Reply Last reply Reply Quote 0
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