Some 1280x1024 Overlays
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Pull request sent for:
CONGO BONGO
ZAXXON
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@UDb23 : Merged, and thank you - they look great!
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@AndersHP - Donkey Kong 3...
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@AndrewH
Hmm... 1942, Aero Fighter, Armed Police Batrider and Donkey Kong 3 is quite a bit into the gaming area in both sides.Didn't test any else - are you sure these are correct for 1280x1024?
Weirdly, all of @UDb23 's overlays (Congo Bongo, Gyruss, Zaxxon, Burger Time) work fine for me. (Still cannot get Donkey Kong installed via the script, though. The others work great)
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@andershp said in Some 1280x1024 Overlays:
Hmm... 1942, Aero Fighter, Armed Police Batrider and Donkey Kong 3 is quite a bit into the gaming area in both sides.
Didn't test any else - are you sure these are correct for 1280x1024?They're definitely for 1280x1024, but they're optimized to work with the latest iteration of @dankcushions' custom shader script detailed in this thread. So, if you're not using it (or if you're using an older version of the script which tended to make the viewport a bit wider, and a bit further from the original aspect ratio), you would run into that problem.
Still cannot get Donkey Kong installed via the script, though.
I'll take a look at this later if I get time.
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I'm using meleu's rpie-art script to install it...?
The issue with the Donkey Kong overlay is the one from Udb23.Does this mean that dankcushions shader script is more accurate? And how come Udb23 overlays fit perfectly then?
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@andershp : Yes - I'm using meleu's rpie-art script too.
The issue with the Donkey Kong overlay is the one from Udb23.
The issue with @UDb23's Donkey Kong overlay is that the image itself is titled dkong1280_udb.png, but the info.txt file incorrectly specifies it as dkong1280_udb-ovl.png. A relatively easy fix :-)
Does this mean that dankcushions shader script is more accurate? And how come Udb23 overlays fit perfectly then?
In a nutshell, the goal of @dankcushions' shader script is to have integer horizontal scaling for vertical games to avoid odd artefacts.
The original version of the script was developed primarily with widescreen displays in mind, and would tend to select the "next biggest" integer horizontal scaling factor, rather than the closest. This works well on widescreen displays, since it devotes more screen space to the game, but I found that in some circumstances it would give results that I felt weren't acceptable (particularly on screens that are 4:3 aspect ratio).So, the new version of the script calculates things a bit differently, and will result in a narrower viewport for some vertical games, which is closer to the 'correct' aspect ratio.
I believe that @UDb23's overlays were generated with reference to the results from the original shader script, which is what I'd presume you're also using. That's why they fit perfectly for you.
My overlays were generated with reference to the results from the newer version of the script. If you want them to fit, you'd need to;- Download the latest version of the script from here
- Run it according to the instructions to create a new set of shader configs
- Copy those new shader configs to replace the ones you have
You'll then find that the new overlays will fit correctly.
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@andrewh said in Some 1280x1024 Overlays:
I believe that @UDb23's overlays were generated with reference to the results from the original shader script
My overlays are not made for specific use with any shader script.
They just use the default aspect ratio settings setting of lr-mame (and lr-fba); and in some cases the max possible "integer scale".
Based on original game resolution and orientation (horizontal/vertical) I am able to "predict" the actual game area in pixels that lr-mame will use (I generated a table were I have that resolution info of any lr-mame2003 rom, both integer scale and default).
Overlays are made to fit that area.
So no more trial & error to get the overlay fit is needed ;-) -
@udb23 said in Some 1280x1024 Overlays:
So no more trial & error to get the overlay fit is needed ;-)
Well, there's no trial or error here either.
Using the shader script (which pulls those details from your table), each game gets a file like this;# Auto-generated zfast_crt_standard_vertical.glslp .cfg # Game Title : 1943 , Width : 224, Height : 298, Aspect : 3:4 # Screen Width : 1280, Screen Height : 1024 # Place in /opt/retropie/configs/all/retroarch/config/MAME 2003/ video_shader_enable = "true" video_shader = "/opt/retropie/configs/all/retroarch/shaders/zfast_crt_standard_vertical.glslp" # To avoid horizontal rainbow artefacts, use integer scaling for the width aspect_ratio_index = "22" custom_viewport_width = "672" custom_viewport_height = "1024" custom_viewport_x = "304" custom_viewport_y = "0"
It specifies exactly what size, and where the viewport should be.
I'll add a note to the github page pointing out that my overlays are optimized for use with this script..
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@andrewh Of course I knew my res calc is used by the script.Good to know that latest version is stretching the viewport and therefore needs specific overlays.
btw: thanks for spotting the issue with the dkong overlay name in the cfg. Fixed it now in my Repo also. -
It's been a while, but here are a couple more...
1943
19xx
Redone Donkey Kong
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Thank you for this great work. I use all of your excellent overlays.
Unfortunately my graphic-skills are very limited. But i love the enhancement to vertical games. Especially with included game controls manual
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I have a 5:4 screen. For some reason the bezels are just a hair to wide I fill pay off the game play screen. I'm pulling my hair out trying to figure out how to fix but am at a loss....
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@newellj79 said in Some 1280x1024 Overlays:
I have a 5:4 screen. For some reason the bezels are just a hair to wide I fill pay off the game play screen. I'm pulling my hair out trying to figure out how to fix but am at a loss....
My screen is 5:4 too - it's what these overlays were made for.
Are you using the suggested custom vertical shaders? Check out this thread for details (it's worth doing even if you're not using the overlays)
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@robertvb83 said in Some 1280x1024 Overlays:
Thank you for this great work. I use all of your excellent overlays.
Unfortunately my graphic-skills are very limited. But i love the enhancement to vertical games. Especially with included game controls manual
Thanks very much. And yeah - I try to get the game instructions in there if they exist - I've learned some new things about some of the games as a result :-)
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I love these overlays! I installed a few of them (the 194x-ones) and got them up and running, but now i can't start the rpie-art.sh script any longer :(
Is there problems with the script or have something gone wrong with my permissions? I haven't done anything in particular that should mess this up. Just suddenly it didn't work anymore.
Also, i can't use the bash command anylonger unless i enter the path for it (see screenshot).
I can start the script if i don't go to superuser but nothing works in it. Tried reinstalling the script but problem persist.
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@redfarmer you are running the script as 'root' instead of the iser 'pi'.
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@redfarmer said in Some 1280x1024 Overlays:
now i can't start the rpie-art.sh script any longer :(
You need support from our script Master (and author): @meleu can you help ?
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@redfarmer I've updated the README to avoid this kind of confusion. Please, check the instructions here:
https://github.com/meleu/rpie-art/blob/master/README.md#how-to-use-the-script(summing up: do NOT use
rpie-art
with theroot
account)(thanks @UDb23 for the ping ;) )
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Oh man! I overcomplicated things by changing to the root user. Now it works like a treat :D At one point there was some problems even with user pi, but it was probably something i did. Working fine now :) Thanks alot from someone still learning!
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