Top requested arcade games for overlays
-
@simbz23 According to Progettoemma sf2hf is an "upgrade" to SF2 Championship Edition.
Flyer for sf2hf on SF wikia shows the logo posted.
But, as said, I'm not an SF2 expert. If you found that logo it should be ok. It's an upgrade to CE anyway. ;-)
-
@UDb23 I saw that as well, and that's what makes this all the more confusing! Check out these links...
https://www.arcade-museum.com/game_detail.php?game_id=9820
https://www.arcade-museum.com/game_detail.php?game_id=9818
I know that Turbo Hyper Fighting is the Japanese version, and hyper fighting is the USA version. I think they used that logo you posted for flyer/other artwork, but the marquee's I have seen have all been the logo I posted....
So confusing!
-
Yeah, quite confusing. At this point, as it's the actual game marquee, I'd use that logo you proposed ;-)
-
Salamander (Lifeforce) done !
Famous and very hard shmup by Konami.
-
@UDb23
Thanyou very much buddy for all of your overlays but a big thankyou for Salamander. Picture when I get home. -
Donkey Kong Junior, done!
-
@simbz23 nice one mate. Def going on...
-
@simbz23 Great new Overlay!
-
-
Donkey Kong 3 done!
-
After Burner II, done!
I found this overlay on mrdo.mameworld.info.....I tweaked it to fit into 1080, fixed the exposure, and replaced the "Lock On" graphic with a higher resolution copy...
-
@simbz23 Impressive!
Can you post a screenshot ? -
@UDb23 Here is the screenshot mate....
I saw online someone had the same overlay source file as this, and different parts of the overlay would light up when he would have a "lock on", etc....
I want to try to do that. I know retroarch supports button overlays that move up and down and light up when pressed, but does it support overlay elements turning on based on non-button action? For example, the red tabs on the right and left, and lock on graphic up top, all light up when CPU locks on to you
-
@simbz23 Really well done.
I saw this "light up" function in Atari's old Skydiver game. In that case letters on the marquee light up depending on what happens in the game. Basically the code of the game is switching real lights on/off !
I read in Mame this is emulated too with multiple mame overlay "objects" on top of each other.
In general the problem is Mame 2010 becomes too slow with overlays on and also it's almost impossible to get the right resolution. Will retry with Slydiver again...I wasn't aware that Afterburner uses this light switching too.
As far as I know Retroarch overlays don.t have this function but maybe @dankcushions can have a look at mame 2003 code for Afterburner II or Skydiver to see if it can be modified to activate LR overlay objects (instead of mame's own overlays). -
@UDb23 thanks man! I guess if non user generated events are not possible for light up effects, I could change the overlay to light up the LEFT/RIGHT red tabs and the "lock on" light whenever the user clicks on the missile button
I know you have edited the wiki for the overlay page on retroarch, trying to do it now, but some of it is hard to grasp.....
Should I create 3 additional "overlays" that are just each of those lights in the "off" state, and then apply the alpha effect? Or should I create 6 of them, each light with a on/off graphic?
Not sure how to start here?
-
@UDb23 @meleu @dankcushions Ok I think I was going about this on a false assumption. I thought that if I implemented buttons into the overlay, that different parts of the overlay would visually show being pressed down.
However, I looked at the beginning of the retroarch wiki for overlays, and it says for mouse/touch input...... :-/
I feel dumb for not reading something from the beginning but, I could have sworn I saw video somewhere of an overlay that showed buttons that light up! Am I dreaming or was the video I saw captured from an iPhone or some computer with mouse input???
-
@simbz23 said in Top requested arcade games for overlays:
and it says for mouse/touch input
I'm not the author of that wiki.
I only edited minor parts of that wiki, related to correct use of overlay file names.That said, the wiki states:
button corresponds to the input event being generated. The names are the same as in the general input config, e.g. input_player1_start would translate to start here. overlay_next is a special bind designed to swap to the next overlay, or wrap around to the first one. Button nul means no input.For an up-to-date view of what buttons are called, check the input_config_key_map variable in: https://github.com/libretro/RetroArch/blob/master/input/input_keymaps.c
This means it should work with actual buttons of a keyboard or of the gamepad.
If so it should be possible, thru code, for the specific rom emulation to "activate"(light up) overlays buttons. This requires possibility in the code to simulate user pressing buttons; not sure about that. -
@simbz23 your
info.txt
for Donkey Kong has an inexistent file foroverlay_image
. @backstander submitted a PR fixing it 4 days ago, take a look there. ;-) -
@simbz23 Also, I think every new overlay you create deserve its own topic in this forum. Posting everything here makes it less visible for the users that aren't following this topic.
-
@meleu said in Top requested arcade games for overlays:
visible for the users that aren't following this topic.
With growing number of overlays I was thinking it may be useful at some point to create a "summary sheet image" to provide a graphical overview to users/readers.
What do you think ?
This would require nice "in game" screenshots for every overlay. Any contributors for that ?
@hurricanefan looking at you ;-)
I would then combine them creating the "summary image".
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.