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    • ironic
      ironic last edited by

      just tried Mario. The core scales the game to 1440x1080 on a 1080p screen. Which means it was upscaled in 4:3. In other words, any console meant to be played would have the same fullscreen viewport ?

      • YES.
        But is you activate Integer Scale, the size would be : 1280x960
        NES pixels are X=1,25 for Y=1
        (2561.25=320 2401 = 240 320/240 = 1.33 = 4/3)

      On your link, you can see all consoles use 240 pixels (vertical) but not all viewport is used.
      SMS use only 256x192 but the resolution is 256x240.

      Your link talks about non-square pixel.

      There is a lot resolution and lot of game console, so we must only try to respect 4/3 format on your monitor.
      3/4 for Arcade vertical games.

      For best image quality, we must use Integer Scale.
      (PP or Pixel Pefect can be used only with square pixel).

      For all 4/3 games, we must use :
      On 1280x1024 monitor => 1280x960 resolution.
      On 1280x720 monitor => 960x720 resolution.
      On 1920x1080 monitor => 1280x960 resolution.
      (LCD pixels aren't exactly square, lets forget that).

      But...

      Everything I have said is false
      Resolution is 240 (vertical) but only 224 pixels are displayed.

      So...

      The real aspect ratio of a game is 4/3 in fullscreen.
      The displayed pixels area is 256x224 ou 320x224 ou 384x224...

      On a fullHD (with Perfect Pixels) the screen with Integer Scal must be :
      (Vertical) 1080/224 = 4.82 (keep 4).
      2244 = 896
      896/3
      4 = 1194.6 (keep 1194)
      X = 1194 and Y = 896

      On my 1280x1024 5/4 monitor.
      1024/224 = 4.57
      2244 = 896
      896/3
      4 = 1194.6 (keep 1194)
      X = 1194 and Y = 896

      4/3 = 1.333333......
      1194/896 = 1.3325....

      This is (for me) the "perfect way" to display a NeoGeo (or other 4/3) game on a 5/4 LCD monitor.
      text alternatif

      text alternatif

      • 4/3 screen (320x224 upscaled).
      • Scanlines Shader is perfect

      For those who say, the honrizontal scale is not an integer scale, i answer :
      Remember the PAL/NTSC resolution.
      NTSC (525 lines fo 720 × 480) PAL (625 lines for 720 × 576).

      On hi resolution, 1280x1024 or 1920x1080, we can use non-integer scale, 99% of people never seen the non-integer pixels.
      Without scanline, nothing is visible.

      All these "equations" gives a headache ? Sure...
      But what we (you) want to do ?

      This post is for Overlays but for perfect overlays, a screen ratio must be definied.

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

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      • Substring
        Substring last edited by Substring

        @ironic all of your posts give such a headache lol But at least we move forward 🙂

        But if i want to sum up what you wrote :

        • we need to keep the 4:3 ratio for consoles
        • it's only worth with integer scale
        • The integer scale resolution is the same for any console, but must be calculated according to the screen resolution :
          • 1080p : 1280x960
          • 5:4 (DMT 35 1280x1024) : 1280x960 too
          • 720p : 960x720

        I guess that sets it for consoles ?

        If so, here are the margins left for each mode :

        • 1080p : top/bottom : 60px, left/right : 320px
        • 1280x1024 : top/bottom : 32px, left/right : 0px
        • 720p: top/bottom : 0px, left/right : 160px

        1080p has space left everywhere
        720p just has 160px left on left as well as on right => we can't let retroarch shrink a 1080p overlay
        1280x1024 as 32px left on top as well as on bottom => worthless

        What about arcade (forget NeoGeo) ? Looks like those rules fail as we can't set a generic viewport : Mame handles the real resolution of games, and nothing is stretched to 4:3 unless forced or native ? That would mean a per game viewport

        One more thing : i thought PP and IntegerScale are the same ... but no ? PP is when we strictly respect the original resolution without stretching it to fit 4:3 ?

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        • supernature2k
          supernature2k last edited by

          I dont agree with this: The integer scale resolution is the same for any console,

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

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          • Substring
            Substring last edited by

            @supernature2k indeed you are right ... As it depends on the native console resolution stretched to 4:3

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            • Nachtgarm
              Nachtgarm last edited by Nachtgarm

              @supernature2k @subs

              Here are the screenshots, we were talking about earlier:

              System: SNES
              Monitor: 19" TFT LCD
              Connection: HDMI -> DVI
              TV Mode: DMT 35 DVI
              Game: F-ZERO
              Screenshots: raspi2png

              Option 1

              Shader: Scanlines
              Integer Scale: OFF
              Smooth: ON
              Ratio: Auto
              0_1470242953462_fzero2.png

              Option 2

              Shader: Scanlines
              Integer Scale: ON
              Smooth: ON
              Ratio: Auto
              0_1470242975263_fzero1.png

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              • screech
                screech last edited by screech

                I don't want to bother you... What you are doing seem very complicated to mee ^^

                But maybe I can help you.

                UXS can now generate Picture with Resolution and Ratio configuration.
                Maybe it can scrape a picture dedicated to overlay.

                Something basic with wheel or Marquee (maybe 3D or 2D Box) but autogenerated for every game (Console & Arcade)

                (Just to let you know this is thing UXS can do in a very near futur : Teaser )

                Clean your Romset with Universal ROM Cleaner
                Scrape your Romset with Universal XML Scraper

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                • ironic
                  ironic last edited by

                  @subs

                  All you wrote is ok.
                  If we want to use overlay all around the game screen, it's better to use Interger Scale.
                  But if we want bigger or thinner overlay, we must disable Interger Scale.
                  As several consoles haven't square pixels, we must disable Integer scale.

                  First, we must do a choice. What do we want ?

                  • The best quality with vertical integer scale ?
                  • The bigger screen with 4/3 ratio respect ?
                  • The more space possible for overlay ?

                  Is the overlay will be enabled game by game ?
                  Or console by console ?

                  I don't know what people wants.
                  Most people are not interested in all that we say here. They just want nice quality games and fun.

                  For Arcade games, is more difficult.
                  There's several resolution but we can keep 4/3 aspect ratio (or 3/4).

                  Another problem is RetroArch crop the game screen.
                  Some NeoGeo game use 320x224 and other 304x224 but RetroArch resize the screen.
                  Some game (like Sega M.S.) have a "no pixel area border" on left.

                  I think we must define a generic viewport of 4/3 with enough space for overlay.

                  Pixel Perfect and Integer Scale are 2 differents things (for me).
                  Integer Scale means that all honrizontal pixels have same size, all vertical pixels have same size,
                  But honrizontal size and vertical size of a pixel can be different.
                  On my Bartop, one NES pixel is 5 native pixels (honrizontal) and 4 native pixels (vertical).

                  Pixel Perfect means all pixels have same size, honrizontal = vertical.
                  Pixels are square.

                  Recalbox wiki say Integer Scale = Pixel Perfect.
                  Why not. It's ok for me. But i prefer use Interger Scale.
                  Pixel Perfect is for browser or photoshop users...

                  @screech
                  Yes, it's very complicated.
                  Shall we try and compare quality overlays.
                  I will try your new UXS soon...

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

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                  • Substring
                    Substring last edited by

                    This is how I see things according to what I've understood so far :

                    • overlays without integer scale is as easy as killing babies with axes : consoles (not handheld) will be stretched to max size (which is screen height * 4/3). Handhelds are natively pixel perfect, so it's the same story almost. Any overlay for non IS game will just fill a pair of side borders
                    • using overlays on 1280x1024 screens is worthless but for vertical shmup
                    • I still think overlays are much more worth when integer scale is on
                    • handheld consoles should be easy for there IS screen resolution
                    • nothing is set yet on how to manage arcade
                    • the aim os to make some overlay models for each console, for a few different screens, even if i think 1080p and 720p are the only worth ones
                    • integer scale is, as i understood, the fact of multiplying both the emulator resolution by a single integer. It has no impact on scaling the video to 4:3
                    • for arcade, i think we should keep the original rom resolution (or smhumps would be stretched) => Pixel Perfect mode for arcade. One of my next tasks for arcade is to list all mame supported games with their resolution. Haven't checked yet how it is stored on fba

                    Of course, this is my personnal opinion. I think we put things plain, time to decide ^^

                    For consoles, based on the link i posted earlier on the libretro forum, this is what i suggest as resolutions :

                    • SNES : 299x224
                    • Megadrive : 299x224
                    • NES : 299x224
                    • SMS : 256x192
                    • FDS : 299x224
                    • NeoGeo : 299x224 (though i wonder, looks like it crops the image)

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                    • ironic
                      ironic last edited by

                      299/224 = 1.3348
                      It's the nearest 1.3333 CRT (4/3) aspect ratio.

                      If our monitors have a square pixel, everything is good.
                      If the pixels are not square, we must recalculate the resolution.

                      On my LCD1280x1024 IBM ThinkVision 17 "5/4:
                      X = 340mm
                      Y = 271mm

                      340/1280 = 0.265
                      271/1024 = 0.264
                      A pixel is 0.26mm x 0.26mm

                      We can say that the pixels are square.
                      Somebody can calculate pixel size on 16/9 monitor?

                      Various resolutions will be used:
                      1280x1024, 1280x720, 1920x1080

                      The basis for the resolution is 4/3 of 299/224.
                      With a vertical Integer Scale and the largest image:

                      1280/1024:
                      299/224 × 4 = 1196x896
                      text alternatif

                      1280 * 720:
                      299/224 x 3 = 897x672
                      text alternatif

                      1920/1080:
                      299/224 × 4 = 1196x896
                      text alternatif

                      With this resolution, image quality will be the best, with and Without scanline shader.
                      And give area for an overlay.

                      Arcade games resolution and other:
                      Arcade Infos Games

                      For arcade games, overlays are very differents. It's impossible to set a resolution.
                      Each game must have his resolution.

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

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                      • Substring
                        Substring last edited by

                        Very nice job ironic.

                        Concernning lcd monitors square pixels, let it be a dogma : they are square, can't bother for every recalboxer ...

                        For arcade, as I said earlier, the aim of the topic is to go step by step, and find some rules and scales for overlays. I'd love to offer some masks (png / psd) for people (like @screech) who want to generate overlays

                        so far we haven't spoken yet of handhelds, but they all have a lcd screen, just need to find their resolutions, and their integer scale values for 1080p and 5:4

                        @ironic the SMS is the only one with a resolution different from 299x224 : 256/192, which is 4/3. So this perticular overlay should be slightly different than others. We also means quite some consoles, namely vectrex as you've worked quite much on its overlays

                        As, quite often, most consoles have several resolutions, should we force a 4/3 custom ratio in retroarch or can wa consider afterall that those consoles would anyway render to 299x224 ?

                        For the pixel aspect ratio of any screen : you can do it much faster. The panel size ratio MUST equal the resolution aspect ratio.
                        In yur case, you just pray that 340/1280 = 271/1024 => 1280/1024 = 340/271. 5/4 = 1.25, 340/271 = 1.262

                        Anyway, no need to check monitors, that's a user problem that we can't solve through recalbox as it depends on parameters (the real lcd panel size) that we can't programmatically get.

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                        • ironic
                          ironic last edited by

                          Arcade Overlays :

                          Let's try to scale an overlay :
                          Dragon Ninja (256x240)

                          This is a pixel perfect 256x240
                          text alternatif

                          To see how it really must be, scale it to 4/3 (320x240)
                          text alternatif

                          The Bezel is square, how can we scale it to fit 4/3, 5/4 or 16/9 screen ?
                          text alternatif

                          I don't know.
                          Here, the game screen is very very small...
                          text alternatif

                          We can find some 16/9 truncated Bezels for 16/9 as :
                          (This one is 1.32 Ratio)
                          text alternatif

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

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                          • Substring
                            Substring last edited by

                            The viewport of the bezel is too small. Such a game 320x240 once stretched to 4:3 will be "integer-scaled".
                            For 1280x1024 : factor 4 => 1280x960
                            For 1920x1080 : factor 4 => 1280x960, but with bigger borders

                            This is how I wee things. This example prooves once again that 1280x1024 is not worth for overlays unless you want the viewport to look like a stamp

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                            • paradadf
                              paradadf Staff last edited by

                              https://github.com/libretro/mame2003-libretro/pull/53

                              There has been some corrections about aspect ratio in mame2003. This last pr reverts some stuff. I suppose it is relevant so I post it here.

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

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                              • codyv59
                                codyv59 last edited by

                                1_1475323434536_1( 1280x1024).png 0_1475323434536_1( 1280x720).png

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                                • ironic
                                  ironic last edited by

                                  Oh la la, très très jolie Overlay/Bezel, bravo 😉

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

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                                  • Substring
                                    Substring last edited by

                                    our friends over at HFS made a nice wiki and if you go to http://wiki.hfsplay.fr/doku.php?id=tutos:install_hfsbox15k#l_installation_des_drivers_runtimes_directxand scroll a little down, you have all resolutions for CRT consoles. The rest of the topic is very interesting to read too, despite being in French

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                                    • Substring
                                      Substring last edited by

                                      The complete list of MAME 0.78 resolutions / La liste complete des resolutions MAME à mettre en exergue avec https://forum.recalbox.com/topic/3475/recalbox-sur-tv-crt-en-rgb/308

                                      1020x1020
                                      1024x768
                                      1024x772
                                      1024x780
                                      1024x800
                                      1024x808
                                      1024x840
                                      1024x848
                                      1024x912
                                      1040x880
                                      1050x900
                                      1056x864
                                      160x200
                                      208x232
                                      224x224
                                      224x232
                                      224x240
                                      232x224
                                      240x176
                                      240x192
                                      240x216
                                      240x224
                                      240x232
                                      240x240
                                      240x248
                                      240x256
                                      248x208
                                      248x224
                                      248x240
                                      248x256
                                      250x280
                                      254x232
                                      256x184
                                      256x192
                                      256x200
                                      256x208
                                      256x216
                                      256x222
                                      256x224
                                      256x230
                                      256x232
                                      256x234
                                      256x240
                                      256x248
                                      256x256
                                      256x288
                                      256x448
                                      256x480
                                      260x240
                                      264x224
                                      264x232
                                      272x216
                                      272x224
                                      272x232
                                      272x236
                                      272x256
                                      276x240
                                      280x216
                                      280x224
                                      280x240
                                      284x240
                                      288x208
                                      288x216
                                      288x224
                                      288x256
                                      292x230
                                      292x240
                                      296x224
                                      296x240
                                      300x260
                                      304x224
                                      304x232
                                      304x240
                                      304x248
                                      304x256
                                      318x222
                                      320x152
                                      320x200
                                      320x204
                                      320x224
                                      320x232
                                      320x240
                                      320x256
                                      320x416
                                      336x238
                                      336x239
                                      336x240
                                      338x236
                                      338x240
                                      352x240
                                      352x256
                                      360x224
                                      360x240
                                      360x244
                                      368x224
                                      368x232
                                      368x240
                                      368x448
                                      376x224
                                      376x240
                                      376x248
                                      380x224
                                      384x224
                                      384x240
                                      384x254
                                      384x256
                                      384x280
                                      394x240
                                      396x256
                                      400x248
                                      400x254
                                      400x256
                                      404x254
                                      410x256
                                      416x224
                                      420x400
                                      432x224
                                      448x224
                                      448x240
                                      464x224
                                      480x440
                                      480x480
                                      488x384
                                      496x232
                                      496x384
                                      496x480
                                      500x440
                                      512x192
                                      512x224
                                      512x236
                                      512x238
                                      512x240
                                      512x256
                                      512x288
                                      512x352
                                      512x384
                                      512x400
                                      512x448
                                      512x480
                                      520x400
                                      540x400
                                      580x400
                                      580x500
                                      580x570
                                      638x240
                                      640x232
                                      640x240
                                      640x480
                                      672x240
                                      720x768
                                      768x240
                                      832x448
                                      864x224
                                      900x600
                                      

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                                      • TheRealFox
                                        TheRealFox last edited by TheRealFox

                                        Can someone explain ( a little tuto), please, how to save overlays for every rom separately in mame core, in order to initiate automaticaly with the previsously choosen one on the rom load?

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