Arcade overlays 4:3, 1600x1200
-
@Ashpool I can also recommend the zfast shaders for their speed. They seem to be significantly faster than the crt-pi-* ones.
-
Added Bagman (From Sideart/Marque - the real Arcade Bezel was just a black/blank overlay)
After I've spend some time on Popeye, just to realize later that it is a 4:3 game... sigh... (and that where I am now parsing/merging Catlist&Mame.xml infos for my little python app, and should have known better if I would actually use it, instead of just scripting it&its companions).... so here is my 1600x1200 bezel for popeye... I'll be keeping that in my archives, because it may be a good base to get a 1080/16:9 overlay alternative for the present ones :/ (still wasted hours :p) :
-
Finally, I got around to make another overlay! π
Update: Moved the flower more into view.
-
Next: Circus Charly
This took approx. 2-3 times the time to make as Lady Bug, since I had to reconstruct it from scratch using the individual parts from @nono6493's 16:9 overlay except for the monkey which I took from arcadeartwork.org.
Update: Added half a monkey on each side. π
-
@svera Inspired by your review of my pull requests, I checked all of the other cfg files for 0.90000 opacity. Seems like many still have this value:
$ grep 0.9 cfg/* 1941.cfg:input_overlay_opacity = "0.900000" 1942.cfg:input_overlay_opacity = "0.900000" 1943.cfg:input_overlay_opacity = "0.900000" 19xx.cfg:input_overlay_opacity = "0.900000" aerofgt.cfg:input_overlay_opacity = "0.900000" arkanoid.cfg:input_overlay_opacity = "0.900000" arknoid2.cfg:input_overlay_opacity = "0.900000" batrideru.cfg:input_overlay_opacity = "0.900000" btime.cfg:input_overlay_opacity = "0.900000" btimem.cfg:input_overlay_opacity = "0.900000" centiped.cfg:input_overlay_opacity = "0.900000" commando.cfg:input_overlay_opacity = "0.900000" congo.cfg:input_overlay_opacity = 0.900000 contra.cfg:input_overlay_opacity = "0.900000" cosmogng.cfg:input_overlay_opacity = "0.900000" ddonpach.cfg:input_overlay_opacity = "0.900000" dimahoo.cfg:input_overlay_opacity = "0.900000" dkong3.cfg:input_overlay_opacity = "0.900000" dkong.cfg:input_overlay_opacity = "0.900000" dkongjr.cfg:input_overlay_opacity = "0.900000" esprade.cfg:input_overlay_opacity = "0.900000" firetrap.cfg:input_overlay_opacity = "0.900000" frogger.cfg:input_overlay_opacity = "0.900000" guwange.cfg:input_overlay_opacity = "0.900000" ikari.cfg:input_overlay_opacity = "0.900000" kchamp.cfg:input_overlay_opacity = "0.900000" mappy.cfg:input_overlay_opacity = "0.900000" mercs.cfg:input_overlay_opacity = "0.900000" mrdo.cfg:input_overlay_opacity = "0.900000" mspacman.cfg:input_overlay_opacity = "0.900000" pacman.cfg:input_overlay_opacity = "0.900000" pengo.cfg:input_overlay_opacity = "0.900000" qix.cfg:input_overlay_opacity = "0.900000" timeplt.cfg:input_overlay_opacity = "0.900000" tp84.cfg:input_overlay_opacity = "0.900000" varth.cfg:input_overlay_opacity = "0.900000" zaxxon.cfg:input_overlay_opacity = 0.900000
I could fix them with a quick
sed
one-liner. Shall I? -
@clyde go ahead!
-
-
@svera Another question. I saw that you added artwork for the game Alcon. According to arcade-history.com, this game is known as Slap Fight (slapfigh.zip) outside of the U.S. β It's also part of my MAME collection under this name.
I fixed it quick and dirty on my cab by linking
cfgs/alcon.cfg
tocfgs/slapfigh.cfg
which gave Slap Fight the overlay, too, as it still contains the path toarcade-bezels/alcon.cfg
.But this raises the question how we should address such double-named games, as some people will build their romset based on U.S. titles and others will use the Japanese or international names.
Option 1: The png files aren't that big, so we could just make two file sets for each name. Option 2: We could choose an "original" and an "alternative" (or parent and clone), and create only a cfg file in
cfgs
that points to the original's cfg inarcade-bezels
. Option 3: We'll ignore any alternatives and leave it to the users to correct their cfg files accordingly.Both options 1+2 would be acceptible to me; what I wouldn't like so much is option 3 to just ignore any alternatives, which would require manual corrections for anyone who prefers them, and a general rule which versions should go into the repo.
What are your thoughts about this?
-
@clyde that's a good question. It may also happen that parent and clone bezels were actually different in real hardware; in that case it would be acceptable to treat those roms as different games.
In case that parent and clones share the same artwork, I would just create the.cfg
files for clones, pointing to a soft link of the parentPNG
. That soft link would be named as the clone rom name. This way, you avoid having duplicate images in the repo.Would that work for you?
-
@svera I concur that different cfg + png files are only necessary if the original artwork was different between regional versions of the cabinets.
However, I don't know how Github would handle symlinks, do you? (And/or across operating systems if we want to support that principally.) Instead, we could either use just a single cfg file in
cfgs
, or both cfgs there and inarcade-bezels
, pointing to the next file in line (cfg or png) of the original and avoid any potential incompatibilities of symlinks. Additionally, we could add a comment in the clone's cfg that explains this setup.So, my suggestion would be either
cfgs/clone.cfg
pointing toarcade-bezels/original.cfg
(no clone.cfg or clone.png there)
or
cfgs/clone.cfg
pointing toarcade-bezels/clone.cfg
pointing tooriginal.png
(no clone.png there)
If, however we could use symlinks with Github without any problems, I would happily agree to link any of the three files to their original's counterparts. π
-
@clyde Github stores the symlinks but you're right, they are not compatible with Windows systems from the get go. So, IMHO the most balanced option is the first one you pointed out, that is,
cfgs/clone.cfg
pointing toarcade-bezels/original.cfg
(no clone.cfg or clone.png there) -
@svera Deal. That leaves one question β¦ how do we define parent and clone? I see two reasonable options: either we follow MAME's definition of parent and clone, or we say that whichever version the creator of an overlay uploads to the repo is the parent no matter what MAME says.
The first option would be in line with many other tools who follow the MAME definitions, but the second may be more practical and would give the uploading person somewhat more weight and recognition. It may also require less rework, since we wouldn't have to change the uploaded files, but only add the "clone's" cfg file regardless what MAME says.
We actually have our first example: MAME 2003's xml file defines Alcon as a clone of Slap Fight, while we presently have Alcon as the "parent" in the repo. Option 1 would require to rename all three files to slapfigh.* and create a new alcon.cfg, while option 2 would keep the files like they are now, and add just a slapfigh.cfg.
So, it's coherence versus practicability. Frankly, I don't really care, so I would like to leave the decision to you as the repo's owner. π In return, I offer to make the necessary changes to the repo afterwards. π
-
@clyde Don't forget that parent/clone relation in mame ain't static over time/mame-version
-
@ashpool A valid point in principle, but does it happen frequently enough to be an issue? And since MAME 2003 is the standard arcade emulator for RetroPie, and fairly immutable as I understand it, since any additions were forked to Plus quite a time ago, we could just use its dat as our fairly immutable standard for those definitions.
Disclaimer: This isn't me arguing for this option, I'm still very undecided about that. π
As one of the contributors to the repo, do you have a preference?
edit: typo
-
@clyde actually is a little more complex than that. Following the Alcon / Slap Fight example, Alcon is the parent romset since MAME 0.138u3 as you can check at http://adb.arcadeitalia.net/dettaglio_mame.php?game_name=alcon&arcade_only=0&autosearch=1. In the end this means that parent romsets may change over time. In this regard, I've been following whatever was set in MAME's latest version at bezel creation time.
For naming and parent/clone relationships, I would follow MAME conventions as you say, and use MAME latest version as reference.
-
@svera said in Arcade overlays 4:3, 1600x1200:
For naming and parent/clone relationships, I would follow MAME conventions as you say, and use MAME latest version as reference.
Fine with me, thanks for the link to look up the P/C data.
-
@clyde said in Arcade overlays 4:3, 1600x1200:
So, it's coherence versus practicability. Frankly, I don't really care, so I would like to leave the decision to you as the repo's owner. π In return, I offer to make the necessary changes to the repo afterwards. π
As promised: https://github.com/svera/vertical-bezels-4-3/pull/12
-
Announcement: Scramble coming up in 4-5 hours β¦
(In the case that you just decided to make one for it, too. π )
-
Question: Should I cut back the coloured arc at the lower left and/or the weapon at the right side, because they are too intruding, or is it okay like this? The original cabinet also had these protruding elements.
-
@clyde I also think these elements are too intrusive. I know they were also in the original cabinet, but I guess its display had a generous black bezel around so I don't think they were hiding game graphics. I vote for cutting them. BTW, great job!
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.