Arcade 16:9 Overlays (1920x1080)
-
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
-
I don't know what I'm doing but I made this...
Bad Dudes vs. Dragonninja (baddudes)
-
new bezel :- Robotron
-
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.
-
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.
-
These artworks are truly amazing. Will they be added to the artwork repo anytime soon?
-
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 incorrectcore provided
resolutions so the artwork isn't fitting properly anymore. I am running RP 4.4.3 and mame2003 commit 7671e09 (latest from source). -
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.
-
@Riverstorm Maybe it has to do with Retroarch changing it's aspect ratio indexes since 1.7.4. ?
-
@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.
-
Hello, I just recently got into getting Space Invaders running on my bartop cabinet. I noticed the projection style overlays here. Have improvements been made in recent updates since this old thread to get the game looking proper on the projection background?
-
May I ask for overlay for Warlords? (there supposed to be castles walls)
Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.
Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.