New NES overlays
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@meleu: how does your script manage overlays for the same game but from 2 different creators ? ;-)
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Added @backstander 's repository to the new script repo list. ;-)
Don't forget that the script is in its initial development phase. Next week I'll work more on it.
@lilbud adding your nes-based splashscreens with some pixelized letters saying "now loading... press a button to configure" would be really cool! The info.txt file for launching images is pretty simple.
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@backstander said in New NES overlays:
@lilbud
Have a look at my Baloon Fight directory:@lilbud , @backstander -> tip: please check cfgs and info.txt when you create overlays.
@backstander: your baloon fight info has "metroid" as game name.
@lilbud: comments in your cfg for baloon fight refers to "river city ransom" (but being comments will not hurt installation ;-) ) -
@UDb23 said in New NES overlays:
@meleu: how does your script manage overlays for the same game but from 2 different creators ? ;-)
Look the script's main screen:
If the overlays for the same game are from different repositories, there's no problem at all. But if they are from the same repo, they must be on different folders.
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@meleu I created a pull request in your Repo: update to info.txt specs.
Can you have a look ? -
@UDb23 I've just merged. Thanks.
Some things to note:
- once we started to use the info.txt file, the
Option N
subdir isn't necessary. You can place the optional files in the same dir (with different names, of course) and point to them correctly in the info.txt files (but usingOption N/
subdir is completely valid! You can keep using this way). - there's no need to name the console generic overlay as
console-LR.cfg
. You can name it as you want. Just point to it correctly in the info.txt file.
- once we started to use the info.txt file, the
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@meleu I just used your "development phase" script from your repo and i'm getting an error trying to install @UDb23's new Silkworm Overlay. It just says:
We've had some problem with the file ""!
Update files from remote repository and try again....I tried updating and it still is haven't an error :-(
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@backstander looking into it right now!
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@backstander there's a problem in the line 6 info.txt. If you fix it in your end
and also submit a PR to @UDb23 repoit would be nice (I've submitted the PR). :-) -
I really need to make the script check and warn about info.txt inconsistencies. Will put it in my TODO list.
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@meleu thanks, manual edit works!
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@meleu said in New NES overlays:
a problem in the line 6 info.txt
merged.
There was a bug in my app that generates the cfgs and info.txt. :-( -
Here is the split box art cover for Castlevania II - Simon's Quest
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I also found the T-shirt version of Castlevania II - Simon's Quest and made this split bezel:
These are both located here:
https://github.com/backstander/retropie-ovl/tree/master/nes/Castlevania II - Simons Quest -
Here is another Castlevania II - Simon's Quest bezel/overlay that I'm experimenting with, what do you think?:
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@UDb23 , you know what would make me feel in a big debt to you?
Mega Man overlays with the weakness of each boss. One overlay for each Mega Man game from 1 to 6 (those for NES). Oh man, I would love to have these!
I found a site with good images (I think) and all the info needed: https://sites.google.com/site/megamanbossguides/home
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@meleu oki doki. Can be done; boss images are good quality and it shouldn't be difficult to find high res game covers. Let me work on it ...
I also will test the script over the next two days ;-) -
@meleu said in New NES overlays:
weakness of each boss
Was looking at Mega man 6; it has 18 bosses ! Not sure yet how to make them all fit into the overlay and still be readable. Do you need full text for each boss or just specific items (like Boss name and main weakness) ?
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@UDb23 I was thinking in the boss name, main weakness and optional weakness (when available, no need to put "other weakness: none").
First thing to sacrifice is the boss name, and then the "other weakness" for the first bosses. The "other weakness" is a really useful info for the last bosses, where the weapon's energy doesn't recharge when you go from a level to another, but can be sacrificed if there's no other way.
Thanks!
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