New Hypseus and lr-Daphne to add on Retropie-Setup
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I think this will do it:
Revert the other changes:
git checkout src/video/video.cpp
Then search for
SDL_HINT_RENDER_SCALE_QUALITY
And change from
linear
tonearest
There are two instances...
git blame points the finger:6de2b462 (vanfanel 2017-08-01 18:34:34 +0200 254) SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
If this does it for you, I could add another argument to allow you to switch this on a per game basis. Let me know. -
@dirtbagxon said in New Hypseus and lr-Daphne to add on Retropie-Setup:
Then search for SDL_HINT_RENDER_SCALE_QUALITY
And change from linear to nearest
There are two instances...That got rid of the nasty white outlines. Global impact. Happiness ensues. :)
If this does it for you, I could add another argument to allow you to switch this on a per game basis. Let me know.
I don't think there is any benefit to per-game settings here. Linear seems good for nothing. This has been the #1 global, visual problem for Singe-specific games on the pi, and this seems to solve it.
So it looks like there is still an issue with alpha blending (appears black around edges) but this is a HUGE improvement.
Time Gal Assets:
Time Traveler Font:
Solid:
Blended
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This post is deleted! -
Ok, so here is your next challenge, add the lines with the
+
at the beginning insrc/game/singe/singeproxy.cpp
Near lines
996
and1228
@@ -996,6 +996,7 @@ static int sep_say_font(lua_State *L) dest.x = dest.x - ((g_se_overlay_width + (dest.x * 1.5))/28); SDL_SetColorKey(textsurface, SDL_TRUE|SDL_RLEACCEL, 0); + SDL_SetSurfaceBlendMode(textsurface, SDL_BLENDMODE_NONE); SDL_BlitSurface(textsurface, NULL, g_se_surface, &dest); SDL_FreeSurface(textsurface); } @@ -1228,6 +1229,7 @@ static int sep_sprite_draw(lua_State *L) if (dest.w == 137 && dest.h == 28) // SP SDL_SetColorKey(g_spriteList[sprite], SDL_FALSE|SDL_RLEACCEL, 0x000000ff); + SDL_SetSurfaceBlendMode(g_spriteList[sprite], SDL_BLENDMODE_NONE); SDL_BlitSurface(g_spriteList[sprite], NULL, g_se_surface, &dest); } }
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@dirtbagxon said in New Hypseus and lr-Daphne to add on Retropie-Setup:
Ok, so here is your next challenge...
Ooh, you make this sound like a game!
...add the lines with the + at the beginning in src/game/singe/singeproxy.cpp
Near lines 996 and 1228Done. BOOM!
So, MUCH improved. You can tell by the directional arrow that it's still catching a little of the alpha blending (and turning it black) but again, HUGE improvement!
EDIT: Tried
SDL_BLENDMODE_BLEND
which I'm assuming was default, 'cause was effectively back to square 1. TriedSDL_BLENDMODE_ADD
andSDL_BLENDMODE_MOD
, which resulted in nothing rendering. -
@roslof said in New Hypseus and lr-Daphne to add on Retropie-Setup:
@dirtbagxon said in New Hypseus and lr-Daphne to add on Retropie-Setup:
Ok, so here is your next challenge...
EDIT: Tried
SDL_BLENDMODE_BLEND
which I'm assuming was default, 'cause was effectively back to square 1. TriedSDL_BLENDMODE_ADD
andSDL_BLENDMODE_MOD
, which resulted in nothing rendering.Yep, saw same result.
I agree this setting is better, but the optimal look is with this Singe blending off
SDL_BLENDMODE_NONE
andSDL_HINT_RENDER_SCALE_QUALITY
linear back on.Flicking through Daphne games (unaffected by the BLEND), nearest provided too stark a rendering to me on lair scoreboards etc..
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@dirtbagxon said in New Hypseus and lr-Daphne to add on Retropie-Setup:
Flicking through Daphne games (unaffected by the BLEND), nearest provided too stark a rendering to me on lair scoreboards etc.
Setting
SDL_BLENDMODE_NONE
effectively turns off SHADED and BLENDED font quality options. Trade-offs, for certain. Blended works nicely for the font in Time Traveler, but that's because the background is mostly black. Otherwise, the black edges can be a bit distracting. -
@roslof said in New Hypseus and lr-Daphne to add on Retropie-Setup:
SDL_BLENDMODE_NONE
SDL_BLENDMODE_NONE
also causes a big issue in johnnyrock overlay....Thinking command line argument to switch off again... But getting late here, so will look at again tomorrow.
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@dirtbagxon said in New Hypseus and lr-Daphne to add on Retropie-Setup:
Thinking command line argument to switch off again... But getting late here, so will look at again tomorrow.
Makes sense. Great and unexpected progress/changes today. This has been fun to play with, so thank you again. Have a good rest and a great Easter.
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release 2.2.10 - roslof fix * Disable long time default SDL_BLENDMODE_BLEND producing clunky Singe graphics. * -fullscreen_scale_nearest to override linear fullscreen scaling, again degrading Singe graphics on certain displays.
Thanks for all the help.
Happy Easter to all.
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@dirtbagxon said in New Hypseus and lr-Daphne to add on Retropie-Setup:
Thanks for all the help.
Happy Easter to all.Amazing work, man!
Go to bed. Lol!
And thanks again. -
Hey guys ,
I just saw we can add puss in boots and titan ae ???
is that right ?? ?
so just add them and the will work ?also i saw that
Maybe this all games that will work ?:):) -
@shavecat Wow, Daitarn 3? I had that toy as a kid.
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@shavecat said in New Hypseus and lr-Daphne to add on Retropie-Setup:
Hey guys ,
I just saw we can add puss in boots and titan ae ???
is that right ?? ?Yes
so just add them and the will work ?
BUT they are not a straight drop-in, you need to do a bit of work :) Read back through this thread.
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Obtain Singe 2 game - you will actually only need the .mp4 from this file. Unless you are porting yourself.
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Then recode the .mp4 to .m2v and .ogg files needed by Hypseus - details on the repo below.
You only need to do this once, but the faster the PC the better.https://ffmpeg.org/download.html#build-windows - works well
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Then take the peripheral data from the directories on the new repo here: https://github.com/DirtBagXon/hypseus_singe_data
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Finally add the .m2v and .ogg file to that new directory and the rest is as per usual singe game setup. (Do not include any other old data)
Singe2 games (that we have tried thus far) are working, but new ones need porting over (which is fairly straight forward ).
This is what the new repo holds data on. Link in my signature.These are Fan Made games, so you can alter many aspects of what they do.
If we get enough interest in a specific game, and I can find it, I will look to port over.
OR you guys can attempt it, the details of steps are on in the new rep README
The only thing I would ask is you push the .singe and peripheral files back to the repo, for others to share. NO Video content!
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As a last note, Singe 2 games with mouse support may be problematic, so best to avoid, but as I see it, most aren't... but happy tackle if enough interest.
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As a last, last note - As I said these are Fan Made games so if you have video content, and the game doesn't exist, you can write the game yourself. Do some Googling and learn a little bit about LUA scripting. You can copy large chunks of an existing game .singe code and alter to your needs.
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Hypseus Singe 2.2.10 - More games portedExcluding video encoding time, it takes under 5 minutes to port a game with practice.
Games make an API call, I have implemented a pseudo API call for all new Singe 2 calls ported thus far (limited set used by developers currently).You may encounter a new one if you port a new game so I need to see the error in the logs.
For those interested, I documented the API function lists here on last commit:
https://github.com/DirtBagXon/hypseus-singe/blob/master/doc/singe.txt
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@dirtbagxon Just did the conversion from all Daphne to this new Hypseus/Singe format. Was super easy per the instructions...took roughly 15 min, only because I had to simlink 20 folders...
So cool to see Road Blasters and the other games that never worked all working and displaying scores.
Thank you for your hard work on this. It's great!
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Deleting...
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Ok, so I have added joystick support to Singe games that support mice (gun games): maddog, crimepatrol, spacepirates etc....
Could I ask you guys to test this out with your various joysticks? (It is the RetroPie branch + joystick addition)
git clone --single-branch --branch singe-joystick https://github.com/DirtBagXon/hypseus-singe.git
It takes additional argument of: -js_range <1-10> to alter joystick sensitivity: defaults to '5' currently.
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@dirtbagxon said in New Hypseus and lr-Daphne to add on Retropie-Setup:
It takes additional argument of: -js_range <1-10> to alter joystick sensitivity: defaults to '5' currently.
It works great, and still retains mouse/trackball/lightgun functionality. With a DualShock 4, I created a few custom commands to use a value of 7, which is just about right for games like Mad Dog, where some scenes have you scanning a room for randomized targets. 5 is a little too slow. 8 and above and you start losing fidelity.
I think the default is fine, as people can adjust to their liking.
Great work with these updates!
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@roslof said in New Hypseus and lr-Daphne to add on Retropie-Setup:
@dirtbagxon said in New Hypseus and lr-Daphne to add on Retropie-Setup:
It takes additional argument of: -js_range <1-10> to alter joystick sensitivity: defaults to '5' currently.
It works great, and still retains mouse/trackball/lightgun functionality. With a DualShock 4, I created a few custom commands to use a value of 7, which is just about right for games like Mad Dog, where some scenes have you scanning a room for randomized targets. 5 is a little too slow. 8 and above and you start losing fidelity.
I think the default is fine, as people can adjust to their liking.
On native video resolutions the default setting works fine. I had some guy on the repo who was forcing the resolution using -x 1920 -y 1080 -ignore_aspect_ratio which made it a little more interesting. It needed greater range.
The range is now <1-20> but with 5 still as the default. So many setups out there to cater for.
20 is nuts in most cases.... but someone's joystick and resolution combination might need it.
@roslof
I assume you weren't forcing a resolution change ?
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