Nintendo Playchoice-10 Overlays Interest Check
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@meleu i had been designing them based on a 1080 resolution. have you had any issues using overlays made for 1080 before? I actually couldnt get the game image to appear without setting the custom viewport x & y due to the need to moving the image to the left. If i can figure out how to do that then it might work with other resolutions.
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It would definitely be ideal if they could be used at any resolution. I'm running at 1080 here. I'll test some this evening for comparison.
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@mediamogul if someone knows how to position the game images position x to 0 or 1 without custom viewport then it should work on something other than 1080
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@meleu how is the quality of the overlay on your resolution. With each pixel in my overlay being a 2x2 i cant picture it looking good on anything other than 1080.
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@mediamogul i sent you a much updated set.
i changed the blue fonts to a brighter blue since the original is impossible to read.
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Looks nice.
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@meleu Can you change your custom viewport to this and let me know how it looks?
custom_viewport_width = "1003" custom_viewport_height = "768"
Or open up the rgui and see what your nes resolution really is.
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@meleu said in Nintendo Playchoice-10 Overlays Interest Check:
how can I put the game screen on the left without hardcoding the viewport width/height?
Below is a complete example of sizing and positioning the viewport.
It's the cfg file I made for Atari's Seaquest.video_scale_integer = false aspect_ratio_index = 22
use custom screen format ratio
input_overlay = /opt/retropie/emulators/retroarch/overlays/arcade-bezels/seaquest_a26.cfg input_overlay_enable = true
enable overlay and link the cfg file pointing to the actual image
video_fullscreen_x = 1920 video_fullscreen_y = 1080
define actual (real) resolution of the display/monitor used
custom_viewport_width = 1440 custom_viewport_height = 1080
Custom viewport means the portion of the real display you want to be used as "game area"
Here we define the wanted size.custom_viewport_x = 240 custom_viewport_y = 0
defines the position of the top left corner of the game area (custom viewport).
Coordinate system considers as origin the top left of your display ( 0,0 ).
So in this example it means position the custom viewport 240 to the right of origin. -
For these Playchoice overlays you need to create a 1920x1080 image with transparent background (alpha channel) and have the "channel select menu" overlay graphics (not sure if it is called that way.. I mean the green boxes you created) on the right side.
If w is the width in pixels of the "menu" then custom viewport width = 1920-w
Height should be calculated according to the desired screen ratio (or just kept @1080 but that would cause a distortion of the game area).
With the correct ratio for the custom viewport dimension, I'd suggest to position it in the middle vertically. -
@UDb23 these are 1920x1080 with everything on the left side transparent. I have everything working for 1080. Is there a way to make the game display to the left without the custom viewport? Because i need it to be moved over to the left is why i have to use custom viewport. Otherwise i am going to have to have to leave a bunch of hashtagged custom viewports and people will have to choose their resolution manually. That or label it as 1080 only.
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i updated the first post with a link to download the 1920x1080 only overlays. I hope people can enjoy them.
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@mediamogul unfortunately because i have to shift the game screen to the left, i probably will have to make an overlay config for every wide screen resolution there might be.
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@meleu i signed up to github, but i have no clue where to go to upload my overlays.
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@mediamogul unfortunately because i have to shift the game screen to the left, i probably will have to make an overlay config for every wide screen resolution there might be.
Ouch! I can see how that's less than ideal.
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@edmaul69 said in Nintendo Playchoice-10 Overlays Interest Check:
Is there a way to make the game display to the left without the custom viewport?
Unfortunately I'm not aware of a way to define "relative" or parametric coordinates for the viewport. There's a scale option (multiplier for the original game resolution) but, afaik, that would center position the game area and still not parametric.
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@mediamogul i have like 75 configs for nes. Plus 52 x3-5 for mame folders. Then having to edit that many per screen resolution. Lots of work. I somehow missed a couple nes configs with the email i sent you. Download on post 1 have them if you want them. Can you tell me what mame/arcade folders use mame. I know mame-libretro and mame4all. I dont know what the other folders are called as i had to create my own for mame2010
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@UDb23 yeah the overlay is already 1920x1080 so no need to position that. :) im just fearing the hundreds of configs i will have to edit if i decide to do other resolutions.
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