Arcade overlays 4:3, 1600x1200
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@svera Done... though I am unsure if simply adding the file was enough, or if there is anything I'll should do in addition to it (something alike to to "pushing"/"updating" the request or such)
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@Ashpool It was, I've already merged your pull request so your files are already available to everyone. Thank you very much for your contribution and keep it coming!
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@svera Ok, will do.... step by step as my setup got configured/populated and I may have the desire for one ;)
At the moment my doings for overlays and populating my DIY-Cade Project got a little drawback: Because and just out of curiousity how the source XY of a given rom and its targeted DAR would fit a targeted max resolution, I've wrestled with my python-fu (barely existend) and UIs in Python (no former experience, always worked with it in a CLI only or (IDE based) Matlab Style of usecase before) and so, as the result of a long story, left to be untold here, this here came to be:
At least for me it has a working stage that will do, everything else I would expect that baby to do (or free it from further bugs I may encounter whilst using it) may remain in a >>will never be done, unless i really have the need (or spare time) for it<< state...[EDIT:]
In the meantime, here is my overlay for burgertime (as the repo already has the primary rom title, I opted for the filenames to be a clone thereof: btimem)
[Don't want to start a alternate versions war here (IMHO-it is not a competition, but collaborated work), but that was one overlay where I wanted to have another (and more simple) variant for on my setup]... -
And three more...
kangaroo:
I am inclined to remove the "berries'n'bell" accessoires and to go with apes'n'apples+roos alone... but as i haven't decided yet, the early version is presented here ;)phoenix:
and ... vanguard:
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@Ashpool Wow, great work output. It shames me insofar that I didn't do any more overlays since May. I certainly plan to do so in the dark half of the year, although Minecraft has caught me in its grip once again at the moment. 😔 😇
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@Ashpool lovely, bezels merged. Don't stop! 😉
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Added Cosmo Gang overlay to the repo.
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@svera brilliant, haven't known about that one... and i really enjoy/adore that gorf/phoenix/galaxian/etc. kind of gameplay ;)
In addition, i worked on a childhood memories I wanted to have done, before going on with the general configuration and specific system/game settings for my "DIY Arcade" (Ok, there are still a few games left, I may do inbetween):
:Karate Champ:
Just going with the original Bezel, would have been nice and easy, but I wanted to have the "RTFM" for the Joysticks on Screen... and so, to get a somewhat symmetric overlay, I also includes the general instructions. ... Though I downsized the critical elements for the 1600x1200 and 1024x768 overlays from "source" (and not Source->1600->1024), I fear that the instructions for the moves ain't readable in the 1024 Variant :/
Edit:
P.S.: Seeing the Moiré pattern in the screenshot - well, there is some config work to be done ;^> -
Added Arkanoid 2 bezel to the repo.
@Ashpool regarding your moiré pattern problem, have you tried zfast vertical shader? I haven't had any moiré issues with that shader. -
@svera Thanks! For fast access & screenshots(most of the times) I was using the first crt-shader from the presets, the zfast ones (so far) eliminated the moiré :up:
And though I wanted to have another set of bezels to upload, thanks to circumstances and the "I am not a beer"-Virus at hand, and whatsnotandsoforth, etc. ... I am at the moment bussy in setting up a PC with an (formerly win7 offline gaming)/(now to be added)ubuntu(20LTS) dual-boot for my daugther to be prepared for "home-schooling" times (and I bet that they will come!)... whence I am done with that, I may be able to supply further overlays ;)
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@Ashpool I can also recommend the zfast shaders for their speed. They seem to be significantly faster than the crt-pi-* ones.
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Added Bagman (From Sideart/Marque - the real Arcade Bezel was just a black/blank overlay)
After I've spend some time on Popeye, just to realize later that it is a 4:3 game... sigh... (and that where I am now parsing/merging Catlist&Mame.xml infos for my little python app, and should have known better if I would actually use it, instead of just scripting it&its companions).... so here is my 1600x1200 bezel for popeye... I'll be keeping that in my archives, because it may be a good base to get a 1080/16:9 overlay alternative for the present ones :/ (still wasted hours :p) :
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Finally, I got around to make another overlay! 😄
Update: Moved the flower more into view.
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Next: Circus Charly
This took approx. 2-3 times the time to make as Lady Bug, since I had to reconstruct it from scratch using the individual parts from @nono6493's 16:9 overlay except for the monkey which I took from arcadeartwork.org.
Update: Added half a monkey on each side. 😉
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@svera Inspired by your review of my pull requests, I checked all of the other cfg files for 0.90000 opacity. Seems like many still have this value:
$ grep 0.9 cfg/* 1941.cfg:input_overlay_opacity = "0.900000" 1942.cfg:input_overlay_opacity = "0.900000" 1943.cfg:input_overlay_opacity = "0.900000" 19xx.cfg:input_overlay_opacity = "0.900000" aerofgt.cfg:input_overlay_opacity = "0.900000" arkanoid.cfg:input_overlay_opacity = "0.900000" arknoid2.cfg:input_overlay_opacity = "0.900000" batrideru.cfg:input_overlay_opacity = "0.900000" btime.cfg:input_overlay_opacity = "0.900000" btimem.cfg:input_overlay_opacity = "0.900000" centiped.cfg:input_overlay_opacity = "0.900000" commando.cfg:input_overlay_opacity = "0.900000" congo.cfg:input_overlay_opacity = 0.900000 contra.cfg:input_overlay_opacity = "0.900000" cosmogng.cfg:input_overlay_opacity = "0.900000" ddonpach.cfg:input_overlay_opacity = "0.900000" dimahoo.cfg:input_overlay_opacity = "0.900000" dkong3.cfg:input_overlay_opacity = "0.900000" dkong.cfg:input_overlay_opacity = "0.900000" dkongjr.cfg:input_overlay_opacity = "0.900000" esprade.cfg:input_overlay_opacity = "0.900000" firetrap.cfg:input_overlay_opacity = "0.900000" frogger.cfg:input_overlay_opacity = "0.900000" guwange.cfg:input_overlay_opacity = "0.900000" ikari.cfg:input_overlay_opacity = "0.900000" kchamp.cfg:input_overlay_opacity = "0.900000" mappy.cfg:input_overlay_opacity = "0.900000" mercs.cfg:input_overlay_opacity = "0.900000" mrdo.cfg:input_overlay_opacity = "0.900000" mspacman.cfg:input_overlay_opacity = "0.900000" pacman.cfg:input_overlay_opacity = "0.900000" pengo.cfg:input_overlay_opacity = "0.900000" qix.cfg:input_overlay_opacity = "0.900000" timeplt.cfg:input_overlay_opacity = "0.900000" tp84.cfg:input_overlay_opacity = "0.900000" varth.cfg:input_overlay_opacity = "0.900000" zaxxon.cfg:input_overlay_opacity = 0.900000
I could fix them with a quick
sed
one-liner. Shall I? -
@clyde go ahead!
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@svera Another question. I saw that you added artwork for the game Alcon. According to arcade-history.com, this game is known as Slap Fight (slapfigh.zip) outside of the U.S. – It's also part of my MAME collection under this name.
I fixed it quick and dirty on my cab by linking
cfgs/alcon.cfg
tocfgs/slapfigh.cfg
which gave Slap Fight the overlay, too, as it still contains the path toarcade-bezels/alcon.cfg
.But this raises the question how we should address such double-named games, as some people will build their romset based on U.S. titles and others will use the Japanese or international names.
Option 1: The png files aren't that big, so we could just make two file sets for each name. Option 2: We could choose an "original" and an "alternative" (or parent and clone), and create only a cfg file in
cfgs
that points to the original's cfg inarcade-bezels
. Option 3: We'll ignore any alternatives and leave it to the users to correct their cfg files accordingly.Both options 1+2 would be acceptible to me; what I wouldn't like so much is option 3 to just ignore any alternatives, which would require manual corrections for anyone who prefers them, and a general rule which versions should go into the repo.
What are your thoughts about this?
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@clyde that's a good question. It may also happen that parent and clone bezels were actually different in real hardware; in that case it would be acceptable to treat those roms as different games.
In case that parent and clones share the same artwork, I would just create the.cfg
files for clones, pointing to a soft link of the parentPNG
. That soft link would be named as the clone rom name. This way, you avoid having duplicate images in the repo.Would that work for you?
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@svera I concur that different cfg + png files are only necessary if the original artwork was different between regional versions of the cabinets.
However, I don't know how Github would handle symlinks, do you? (And/or across operating systems if we want to support that principally.) Instead, we could either use just a single cfg file in
cfgs
, or both cfgs there and inarcade-bezels
, pointing to the next file in line (cfg or png) of the original and avoid any potential incompatibilities of symlinks. Additionally, we could add a comment in the clone's cfg that explains this setup.So, my suggestion would be either
cfgs/clone.cfg
pointing toarcade-bezels/original.cfg
(no clone.cfg or clone.png there)
or
cfgs/clone.cfg
pointing toarcade-bezels/clone.cfg
pointing tooriginal.png
(no clone.png there)
If, however we could use symlinks with Github without any problems, I would happily agree to link any of the three files to their original's counterparts. 😊
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