Recalbox Forum

    • Register
    • Login
    • Search
    • Recent
    • Tags
    • recalbox.com
    • Gitlab repository
    • Documentation
    • Discord

    Overlays

    Themes & Interface
    overlays
    10
    48
    50916
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • voljega
      voljega Banned @Nachtgarm last edited by

      @Nachtgarm what you're showing is... the arcade overlay. Most of the times they contain the list of controls for the arcade version which doesn't mean anything for the console version.

      In addition the screen and thus overlay ratio could be different on the console compared to the arcade so the result would be ugly...

      That said I also deactivated most of them on my Pc Mame because :

      • the game image is reduced to a small one sometime drastically
        -some of them are oddly cut and the image is not centered anymore
      • a lot of them are ugly, especialky the neogeo one
      1 Reply Last reply Reply Quote 0
      • Nachtgarm
        Nachtgarm last edited by

        Guys, guys... relaaax 🙂 I just got carried away for a second 🙂

        You are right and it's the best solution, to me, as proposed by @subs.

        6 Overlays per Console
        6 Overlays per Arcade Game

        I'm in for that and am glad to help with creating the graphics. Show me that table and I'm on it 😉

        1 Reply Last reply Reply Quote 0
        • Substring
          Substring last edited by Substring

          doing the consoles table for 1280x1024 and 1080p. I would like your opinions regarding the necessary screen resolutions

          Former dev - Please reply with @substring so that i am notified when you answer me
          Ex dev - Merci de me répondre en utilisant @substring pour que je sois notifé

          Nachtgarm 1 Reply Last reply Reply Quote 0
          • Nachtgarm
            Nachtgarm @Substring last edited by

            @subs

            SNES
            Lines in progressive mode

            • 224 (NTSC)
            • 239 (PAL)

            lines in interlaced mode

            • 448
            • 478

            pixel per line

            • 256 Pixel in Standard mode,
            • 512 in „High-Res“ mode

            How would we "solve" this?

            1 Reply Last reply Reply Quote 0
            • Substring
              Substring last edited by Substring

              it's just an integer scale between all those ratios (except NTSC/PAL). Just a maths problem, no need to be scared ... yet ... haha

              but ... how many consoles are THAT annoying ?

              Former dev - Please reply with @substring so that i am notified when you answer me
              Ex dev - Merci de me répondre en utilisant @substring pour que je sois notifé

              Nachtgarm 1 Reply Last reply Reply Quote 0
              • Nachtgarm
                Nachtgarm @Substring last edited by

                @subs

                mmmh... allmost all consoles which are sperated by PAL and NTSC. Not really THAT annoying, but

                NES
                256×224 Pixel (NTSC)
                256×240 Pixel (PAL)

                *Sega Genisis/MegaDrive
                320 × 224 (NTSC)
                320 × 240 (PAL),
                40 × 28 Text mode

                Game Gear
                Normal 160x144
                Max 256 x 192

                N64
                256×224 to 646×486 (NTSC)
                768×576 (PAL)

                etc...

                1 Reply Last reply Reply Quote 0
                • supernature2k
                  supernature2k last edited by

                  Hey bro, not a problem.
                  Take the ntsc reso and have a few black lines in pal. Seems good to me, no?

                  Pi powered NES | Gameboy HD | RecalStation | RecalDrive
                  Upvote messages if it has been useful ;)

                  1 Reply Last reply Reply Quote 0
                  • paradadf
                    paradadf Staff last edited by

                    Would this be somehow helpful?
                    https://github.com/libretro/arcade-overlays

                    If your question was answered, please mark it as solved: Topic Tools -> Ask a question + Topic Tools -> Mark as Solved

                    1 Reply Last reply Reply Quote 0
                    • Substring
                      Substring last edited by

                      @paradadf that's an overlay repo, among others. Arcade is best suited for overlays, indeed, and we have quite a few sources for them

                      For anyone having overlays resources, please share here

                      Former dev - Please reply with @substring so that i am notified when you answer me
                      Ex dev - Merci de me répondre en utilisant @substring pour que je sois notifé

                      1 Reply Last reply Reply Quote 0
                      • ironic
                        ironic last edited by ironic

                        Overlays are nice but i only use Vectrex Bezels.
                        All others are just for fun.

                        On my Bartop, 1280x1024 (5/4), honrizontal games take full screen.
                        There is no area to draw an Overlay. (or shrink emulator viewport).

                        But for vertical game (Arcade), an Overlay is nice.
                        Just one i use with mame games.

                        text alternatif

                        For 16:9, some generic Bezels can be a good idea.

                        Make overlays (Bezels) for most games/most resolutions must be difficult.

                        I think, Recalbox must propose the possibility to put overlays but trying to do all/most overlays is difficult.

                        Hum, ok, a nice overlay can be cool...

                        text alternatif

                        text alternatif

                        text alternatif

                        Some Overlays/Bezels i found :
                        https://mega.nz/#F!5AJ0XRpL!wcyQdAyzn7GyydK0ONKy-A

                        Rpi2/Rpi3 - LCD/CRT- NES30 Pro-iBUFFALO

                        Substring 1 Reply Last reply Reply Quote 0
                        • Substring
                          Substring @ironic last edited by

                          @ironic so if i get you right : for 5:4 monitors, overlays are only useful for vectrex, vertical games or when integer scale is activated ?

                          Former dev - Please reply with @substring so that i am notified when you answer me
                          Ex dev - Merci de me répondre en utilisant @substring pour que je sois notifé

                          Nachtgarm 1 Reply Last reply Reply Quote 0
                          • Substring
                            Substring last edited by

                            Anyone tried a downscaled 1080p overlay on 720p to see if it fits right ?

                            Former dev - Please reply with @substring so that i am notified when you answer me
                            Ex dev - Merci de me répondre en utilisant @substring pour que je sois notifé

                            1 Reply Last reply Reply Quote 0
                            • Nachtgarm
                              Nachtgarm @Substring last edited by Nachtgarm

                              @subs, yes. With a resolution of 1280x1024, overlays only make sense, if Pixel Perfect is activated. Otherwise the space to be used won't be any good for an overlay.

                              Here is a s**tload of Arcade overlays

                              And HERE are some more

                              and a WHOLE DB 🙂

                              1 Reply Last reply Reply Quote 0
                              • ironic
                                ironic last edited by

                                @subs
                                so if i get you right : for 5:4 monitors, overlays are only useful for vectrex, vertical games or when integer scale is activated ?

                                Yes for me but some people would be interested to have overlays on 5:4.
                                No integer scale is used, you need to fit the emulated area to the free area of the overlay, manualy.
                                (Don't forget, pixels aren't square).
                                All Overlays have differents size to show emulated screen.
                                (Or you must standardized all overlays).

                                For Bezels (i repeat, a bezel is a overlay frame), no need to upscale or downscale.
                                If you use a 1280x720 bezel on a 1920x1080 resolution, it will fit perfect. RetroArch upscale nicely.
                                And if you use a 1920x1080 bezel on a 1280x720 resolution, it will fit perfect. RetroArch downscale nicely.

                                1920/1080 = 1280/720 = 1.77 ratio

                                Rpi2/Rpi3 - LCD/CRT- NES30 Pro-iBUFFALO

                                Substring 1 Reply Last reply Reply Quote 0
                                • Substring
                                  Substring @ironic last edited by

                                  @ironic a usual game screen is more or less 4:3, which leaves hardly any space for an overlay on a 5:4 monitor. Put it another way : 1280x1024 monitors hardly have any space left for any decent overlay as there are almost no pixels left on the screen that are not the emulator viewport. That's why I thought overlays are only interesting when integer scale is activated on 1280x1024.

                                  Your double dragon screenshot is the perfect example of what I'm trying to say :

                                  • if integer scale was off, there would hardly be any space left for the overlay
                                  • with integer scale, you get a little more space

                                  So why bother when there is no integer scale ? I don't think people would appreciate that we reduce the viewport (even if we keep the original game ratio) whereas without overlays they had an almost fullscreen game. That's my understanding of it, let's share opinions 🙂

                                  Former dev - Please reply with @substring so that i am notified when you answer me
                                  Ex dev - Merci de me répondre en utilisant @substring pour que je sois notifé

                                  1 Reply Last reply Reply Quote 0
                                  • Nachtgarm
                                    Nachtgarm last edited by Nachtgarm

                                    Like this? NES (PAL) with PP activated (?)

                                    0_1470124964957_NES1280.png

                                    1 Reply Last reply Reply Quote 0
                                    • Nachtgarm
                                      Nachtgarm last edited by

                                      And here's the 1080p version

                                      0_1470125093620_NES1080.png

                                      1 Reply Last reply Reply Quote 0
                                      • ironic
                                        ironic last edited by

                                        @Nachtgarm

                                        Ratio...
                                        TV/Arcade monitor is 4/3 (4/3 = 1.25).

                                        If you take NES resolution, you can see :
                                        256/240 = 1.06 !!? ?
                                        Where is 4/3 ?
                                        Pixels aren't square on NES, SNES...

                                        With your *4 resolution on X and Y :
                                        text alternatif

                                        On Megadrive, some games are 320x240, so
                                        320/240 = 1.33 Here is 4/3 square pixels.

                                        If you take you NES RESOLUTION X4 FRAME, you can see, there is not 4/3 ration.
                                        But if you use 4x256 and 3x240 (1024x720) there is a 4/3 ratio.
                                        text alternatif

                                        Double Dragon with integer scale and 4/3 Ratio on my Double Dragon Bezel
                                        text alternatif
                                        Big waste of space.

                                        This is my resolution for Double Dragon.
                                        Ok it isn't 4/3 ratio but it's for try to fit the Bezel.
                                        text alternatif

                                        If everybody wants Integer Scale + 4/3 Aspect Ratio + all Bezels + for all consoles + for all monitors + for all resolution.
                                        It will be a hard job.
                                        But this post is here to find a solution.

                                        Rpi2/Rpi3 - LCD/CRT- NES30 Pro-iBUFFALO

                                        1 Reply Last reply Reply Quote 0
                                        • ironic
                                          ironic last edited by

                                          Humm poor Ironic...

                                          If you take you NES RESOLUTION X4 FRAME, you can see, there is not 4/3 ration.
                                          But if you use 4x256 and 3x240 (1024x720) there is a 4/3 ratio.
                                          No, no and no. 1024/720 = 1.42
                                          4/3 = 1.33
                                          Sorry...

                                          Rpi2/Rpi3 - LCD/CRT- NES30 Pro-iBUFFALO

                                          1 Reply Last reply Reply Quote 0
                                          • Substring
                                            Substring last edited by Substring

                                            @ironic i dont understand ...
                                            no one said all emulators have a 4:3 ratio.
                                            NES is 16:15
                                            SMS is 4:3
                                            GBA is 3:2
                                            GB and GBC are 10:9
                                            And as far as i remember, double dragon is 15:14 (indeed, it's 240x224 -> ratio of 1.07)

                                            How does retroarch stretch then ? Does it stretch to simulate a 4:3 screen, so that, indeed, no pixels are square (but SEGA) ? Or does it simply multiply X and Y byt the same factor, keeping the original ratio, having square pixels, but not simulating an 4:3 output ?

                                            I'm at work, can't experiment for now ..... But i'd say square pixels, so it keeps the original ratio. The double dragon example proves it

                                            Former dev - Please reply with @substring so that i am notified when you answer me
                                            Ex dev - Merci de me répondre en utilisant @substring pour que je sois notifé

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post

                                            Want to support us ?

                                            75
                                            Online

                                            99.6k
                                            Users

                                            28.1k
                                            Topics

                                            187.1k
                                            Posts

                                            Copyright © 2021 recalbox.com