Using MAME Overlays/Bezels and shaders with RetroArch in RetroPie
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@pjft
Thanks for replying.
The problem is I am such a Linux noob :)I have spent sooo many hours manually working my way through the configs, so I created a new folder 'test' (/home/pi/test).
I copied the *.zip.cfg files to it. I created batch.sh and bulk_process.sh and gave them the correct file permissions.
then within /home/pi/test/ I type ./bulk_process.sh and get -
-bash: ./batch.sh: /bin/bash^M: bad interpreter: No such file or directory
Also a couple of questions assuming I get it to work. I have added some more games, so what command do I type to create a 'bulk_process.sh' with the ROMS I have?
And because my res is a little odd, I need to carry out another maths function, so does this:NEWLINE='custom_viewport_width = "'$((CUSTOM_VIEWPORT_WIDTH * 2/3))'"';
become:
NEWLINE='custom_viewport_width = "'$(((CUSTOM_VIEWPORT_WIDTH * 5/6)-80))'"';
To go from 1920 to 1440 I first have to divide by 5/6 to get 1600 which is at the correct aspect ratio, I then need to subtract 80 pixels to centrailise the image as I have 1440 not 1600 (80*2 = difference 1600-1440).
Sorry for being such a dope ;)
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No need to apologize whatsoever, I'm not in any way an expert Linux user either. :)
On my phone at the moment, so will reply in more detail tomorrow when I'm at a laptop, but wanted to point you in the right direction in regards to the error you're facing.
I googled it and found this which may help:
http://stackoverflow.com/questions/2920416/configure-bin-shm-bad-interpreter
As for the resolution maths, I'm not sure what the best way is. If the aspect ratio of the screen is the same as the 1080p one, then I'd suggest just dividing by the right number, otherwise you'll need to do a different subtraction on the other axis, I suspect.
What's the exact resolution?
Hope these help for the moment. Let me know how it goes. I'll answer the remainder tomorrow but at least this should help you move forward for the time being.
For the file names, I simply did a folder listing, piping it to a new file. So, if I recall correctly,
ls > main.sh
Or something to that effect. Then with my text editor just replaced all newline character in the main.sh file with the bash file we needed to run for each and newline again.
Very scrappy, I know. Sorry. :)
Let me know if this helps. Best.
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Thank you for joining the discussion @pjft!
I'm in no way a linux expert when it comes to bin/bash scripting. But a good friend of mine by the name of Rickard whom have not joined here yet (read have not gotten his thumb out of his xxx yet) helpt me out with your script @pjft.
It's a little bit altered from line 3-4.
from
FILENAME_OUT="$1.new" rm $FILENAME_OUT
to
FILENAME_OUT="output/$1"
Basically it outputs the altered file in the "output" directory. You need to create the folder "output"
Then he helped me make a batchrunner.sh script with the function of scanning all *zip.cfg files in the same folder.
#!/bin/bash for i in `ls *.zip.cfg` do echo "Editing $i ..." ./1080p_to_720p.sh"$i" done
The files @pjft mentions that reports back errors are the following.
invaddlx.zip.cfg
invaders.zip.cfg
invadpt2.zip.cfgBefore running the script just comment out the "#" before custom_viewport_width & custom_viewport_height and the back again in the new file in the output folder.
Here is the altered script
1080p_to_720p.shHere is
batchrunner.shHow to make
Paste in contend of 1080p_to_720p.sh
nano 1080p_to_720p.sh
Paste in contend of batchrunner.sh
nano batchrunner.sh
How to run from terminal
mkdir output sudo chmod a+x 1080p_to_720p.sh sudo chmod a+x batchrunner.sh ./batchrunner.sh
- Now we just need the mathematical formula to convert from all of the common resolutions.
I'm wondering of you could convert from a lower resolution to 1080p or something else.
I was thinking about this because both @Zigurana & @Higgy both have converted @Floob 's Todo list from rp-video-manager (52 files)Ps. From 1080p to 720p i did not resize the Arcade Bezels *.png
Edit:
The Default path to the shaders in floobs cfg files are
"/opt/retropie/emulators/retroarch/shader/arcade-bezel-shader/crt-pi-vertical.glslp"
&
"/opt/retropie/emulators/retroarch/shader/crt-pi.glslp"So if you are batch converting and want to use the default path instead of floobs and a more realisitic look using the "curvature" shader change these lines.
- Vertical
From
"/opt/retropie/emulators/retroarch/shader/arcade-bezel-shader/crt-pi-vertical.glslp"
To
/opt/retropie/emulators/retroarch/shader/crt-pi-curvature-vertical.glslp"
- Horizontal
From
"/opt/retropie/emulators/retroarch/shader/arcade-bezel-shader/crt-pi.glslp"
To
/opt/retropie/emulators/retroarch/shader/crt-pi-curvature.glslp"
Same goes for the overlays
From
/opt/retropie/emulators/retroarch/overlays/arcade-bezel-overlays/
To
/home/pi/RetroPie/roms/mame-libretro/overlays/
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@Rion said in Using MAME Overlays/Bezels and shaders with RetroArch in RetroPie:
I'm wondering of you could convert from a lower resolution to 1080p or something else.
I was thinking about this because both @Zigurana & @Higgy both have converted @Floob 's Todo list from rp-video-manager (52 files)
Ps. From 1080p to 720p i did not resize the Arcade Bezels *.pngThanks for the detailed reply and for making sense of what I had stated. The for loop to iterate and generate the main file is an elegant solution - considering the scrappy script I had provided, with its current limitations and constraints :)
As for your questions:
- Converting from lower resolution to 1080p: this should conceptually be feasible, the main thing to look out for is potential rounding errors, because of potential non-standard resolutions. That being said, it will probably only be a couple of pixels off, at most, so it wouldn't be the end of the world. The image, though, should be of high resolution otherwise it may become blurry, distorted or pixelated (in case you're thinking of using other images).
- Resizing the images is probably not necessary. I didn't try it, as I mentioned, but I'm assuming they will scale to the right resolution. You could perhaps gain something in memory or performance by not using images larger than your screen resolution as overlays, but should have minimal impact, if any.
Thanks.
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I have also created .cfg for games not on @Floob 's list.
We need a little CMD script program like Floob's initial program so you select which screen res you want to convert to.
Hopefully this explains what I am trying to do. I am trying to keep the game window size as large as possible and just remove non-essential graphics.
TV screens - 16:9, only really 1920x1080 & 1280x720 - simple scaling
PC Monitors - 16:10 1440x900 & 1280x800 - need to account for cropping to avoid reducing game area and having black bars on overlay.
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I see. You maths do seem to make sense, then, got it. The way you had originally suggested to change the script, then, seems to be the right one.
As for putting together a more robust script, with user inputs and such, that is something I am not able to do at the moment, but I'm more than happy if anyone wants to take my script and run with it or incorporate it into Floob's scripts or something. To be honest, what I did was so scrappy and not particularly complex, so feel free to use it in any way that benefits the community. I wanted to share it as it was as I hoped it'd help others, so I'm happy it did to some extent.
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@Higgy There where quite a lot of arcade-bezel-retroarch-configs from @Floob that did not contain
custom_viewport_width
custom_viewport_height
custom_viewport_x
custom_viewport_yWould you mind posting the ones you are finishes with so i can see if i can convert them to 1080p & 720p?
Here is also a DPI Calculator / PPI Calculator i found if that helps..
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@Rion Thats because those games are running in a multiple of their original res, limited only by integer_scaling.
You could apply the overrides to these if you wanted. -
@Floob said in Using MAME Overlays/Bezels and shaders with RetroArch in RetroPie:
@Rion Thats because those games are running in a multiple of their original res, limited only by integer_scaling.
You could apply the overrides to these if you wanted.But i still have to manually edit them one by one in 1080p adding
custom_viewport_width
custom_viewport_height
custom_viewport_x
custom_viewport_yOr am I missing/misunderstood something?
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@Rion You only have to add the viewport settings if you want to specify exactly where and how large the video image should be.
If you leave the defaults on, and enable interger_scaling it will only be a multiple of the original resolution.
http://emulation-general.wikia.com/wiki/ScalingObviously with MAME (as many games can be slightly different from one another) the end result will be slightly different (as opposed to consoles) but the end result is what the bezel was designed for, so its fine. You could specify the viewports for all the games, but as the native res (with multiplier) fits the bezel fine there is no need to specify on those (if you are on 1080p).
Hope that makes sense.
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@Floob I think i got it. Going to try some more.
I'm building a retropie setup for my father in law and his tv is 720p only.All the overlays in 1080p fits like they should.
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I think it best to concentrate our efforts on creating a script to convert the config files.
Ignore a menu etc, we can just have a separate script to match the common resolutions.Creating the bezels is ok. I am sure I found a GIMP plugin that I could even run to do my re-size then cropping.
I have a 1yr old at home so it is difficult getting the time to sit down and try and get my head around the Linux commands etc. Doing the simple but long winded way of modifying each config file was easier as I don't have to think :) ! - thinking about I I have forgotten which game I got to! Letter 'G' i think LOL!!
I did find that files with no config seemed to fill up the screen and did not seem to scale as per Floob's comment, so I had to create them.
@Rion - I will try and get the 'Not Done' files with resolution numbers added.
I need to create 'Kung Fu Master' that does not seem to be on there!
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@Higgy To clarify, if there is no per game config at all, there it will just run with the defaults, but if there is a per game config that has integer_scaling set to on, it will scale appropriately. The viewports are only needed if a multiple of the native res wont fit the bezel properly.
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Ok from what i found out today and this may sound stupid because i was using my Desktop to go over the files that did not contain
custom_viewport_width = custom_viewport_height = custom_viewport_x = custom_viewport_y =
I was using Retroarch 1.3.6 (stable) and i did not see this on my Desktop ( with a 1080p Monitor) even if the cfg file was named correctly and in the right "folders" Roms & Overlay, or using the exact same settings as the cfg file for reference.
If a game for example After Burner 2 (aburner2.zip.cfg ) only contained these lines at the end of the cfg file.
aspect_ratio_index = "0" video_scale_integer = true
And i went in to the Settings->Video->
The only thing showing was
aspect_ratio_index = 4:3
custom_viewport_x = 0
custom_viewport_y = 0
custom_viewport_width = XXX
custom_viewport_height = XXX
video_scale_integer =OnBut if a started the same game on my Retropie setup hocked up to my 1080p tv and did the same thing, low and behold everything i needed was right there.
aspect_ratio_index = 4:3 custom_viewport_x = 362 custom_viewport_y = 92 custom_viewport_width = 1196 custom_viewport_height = 896 video_scale_integer =On
Change it to this for 720p
custom_viewport_width = "796" custom_viewport_height = "596" custom_viewport_x = "241" custom_viewport_y = "61" aspect_ratio_index = "22"
Change config.txt from
1080p
hdmi_group=1
hdmi_mode=16to
720p
hdmi_group=2
hdmi_mode=85Connected the pi to my old 720p tv. And everything fits nicely like it should in After Burner 2.
This is going to take a while but at least now i don't have to guess and do it manually by resizing every game by hand to fit the Bezel in 720p.
For NeoGeo games its a lot easier because everyone of them uses the same bezel and resolution..
I wonder why these settings only show on the pi and not on my desktop pc?
Ps
I will input the setting for 1080p in the cfg files so they are easy to convert to any other resolution -
Here is a picture from my system (1440x900) without:
custom_viewport_width
custom_viewport_height
custom_viewport_x
custom_viewport_yIn the config file. Integer_scaling=true
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Interesting. What system and ROM are you playing?
I suppose that, conceptually, it may be that for these "non standard" TV resolutions, their resolution on one of the axis is effectively an integer multiple of the original resolution, making it so that for the TV resolutions - 1080p, 720p, etc - forcing integer scaling will effectively not fully occupy the screen, whereas in this resolution it will.
That being said, for the sake of sanity checking, would you open the Retroarch menu in-game, and under Options > Video check that Integer Scaling is effectively set to True/Yes/1? On a PS3 pad, it should be accessible via Select+Triangle.
Thanks.
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Raspberry Pi 3, MAME 2003, Game - Spatter (SEGA Arcade - just one I found which I had not added in the correct resolution yet).
While trying @Rion's comment of writing down the video settings, I went into the RetroArch menu (Coin + P1 Button 3 on my bartop!) and I believe Integer Scaling was effectively set to True/Yes/1.
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Sounds good. According to http://segaretro.org/File:Spatter_title.png the game's original resolution is 240 x 224 .
I'm unsure how reliable the source is, but your resolution of 1440 x 900 suggests that it can fit it at 4x resolution (so, each pixel takes up 4 pixels in your screen), resulting in an effective screen real-estate of 960 x 896. That's why you end up with a screen that takes up the entire vertical estate in your case (except for 2 pixels on top and 2 pixels at the bottom).
In a 1080p (1920 x 1080), with integer scale turned to ON it would interestingly be the exact same 4x resolution (896px height), as 5x would make it 1120, which is more than the vertical resolution of 1080. As such, in a 1080p screen we'd have a black border of 184px - likely 92 on top and 92 at the bottom.
So, summarizing: your settings are indeed correct, but it seems that for your particular screen resolution you need a bit more tweaking than necessary.
@Floob I wonder, can the overlays overflow the screen (i.e. could one set the overlay start position to a negative number in the vertical axis?). I doubt that is the case, but worth checking - it could make your life easier if you'd just make the default system configuration take that into account, for the ones without cfg files.
Alternatively, on the RetroArch menu, in the Overlays section (Options > Overlays something), select the option that shows the overlay in the menu as well (I think it's RGUI something), and play with the overlay scale. Increase it until it actually matches what you're looking for, and then add that value to the default options file - there should be an Overlay Scale value that's set at 1.00x. This might be the best way to achieve what I was suggesting in the previous paragraph.
You need the overlay to be displaying while in the menu though, otherwise changing the Overlay scale will likely crash Retroarch and boot you back to emulation station.
Hope this helps - and anyone, please correct me or add to this.
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Here are all the cfg files that don't contain
custom_viewport_x =
custom_viewport_y =
custom_viewport_width =
custom_viewport_height =So all i have to do now is to start one game at a time from the pi and find these values.
Then add/replace /remove
aspect_ratio_index = "xx" to aspect_ratio_index = "22"
video_scale_integer = true to # video_scale_integer = false -
Just had a quick scan through the latest posts here, and yes as pjft has said the integer_scaling will apply a multiple to the resolution you have, and is why is clashing with the overlay. The video output area and the overlay are wholly independent of each other, its up to you to size as appropriate for the overlay you use (if any).
@pjft Pretty sure you cant set an overlay to be outside the viewable area.
Some interesting chat about it here as well:
https://forum.recalbox.com/topic/3494/overlays/41It would be interesting to work on a project that comprehensively manages all of these custom settings, a bit like the video manager tool but that is much more flexible.
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