4K Vertical Overlay Community Contributions

Hey @cyber, I’m not sure what’s breaking down in the load sequence for the megabezel shaders there. Are you getting the same kind of log entries when loading one of the horizontal entries?

Also, can you confirm you don’t have any overrides in place for the game you are trying to load? It needs to be an empty override chain in order for the multigame to load.

On the crt simulator, the set up for that is out of my pay grade with these shaders :). Maybe @HyperspaceMadness can help you out.

I actually haven’t tried BFI on my setup recently, I need to give that a shot and compare. I had tried it a while ago but didn’t like the drop in brightness, but that might not be as bad with HDR there now?

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I got this budget 4K TCL for $200 at the time.

This whole PC I have running this arcade setup is super old. That’s another upgrade project at some point lol. It might actually be an odd combo of the actual graphics card I have in this thing along with the 4K TV to be honest and not the TV’s short comings. I’m rockin an old AMD Radeon HD 7900 series in this thing along with an old ass AMD Phenom™ II X4 965 Processor 4 Cores.

:joy:

Thanks for sharing those other links on firmware things though!

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I got the multigame.slangp to load by changing the second reference line from:

This:

#reference "$CORE-ASPECT-ORIENT$/_connector.params"

To:

#reference "/$CORE-ASPECT-ORIENT$/_connector.params"

Haven’t really run it through the paces yet though. Do I need to be on the latest Mega Bezel for the Overlay textures to load as well?

This all depends on the peak brightness of the particular display in HDR mode. Some can be outright abysmal even though they claim HDR support.

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Well now you’re really inspiring me to pull out some older but working gear to build another emulation system.

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Hi Happy New Year to all!!! I’ve been around here for a year now !!! Time flies!!!

I though I’ve seen an Invaders Vertical Cabinet somewhere. I cannot find it in Ars’s repository.

Anyone remember it?

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@walter.farmacia was kind enough to provide us with this overlay here

Happy New Year to All :wink:

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Yeah. That’s the one I remember it.

No, I’m probably on a pretty dated version of mega bezel at this point myself. The overlays are still not loading for you?

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I’ll experiment with that change to the #reference line on my setup. Not sure why there would be a difference in behaviors, but if the extra / works for both of us then I’ll update the repo.

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Not yet, it just loaded the Mega Bezel default background so far but I haven’t really tested it much as I was just focusing on getting past the “Failed to Load” error.

Don’t lose too much sleep over it. At some point I’m going to give it some more time to fully test it out.

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Just double checking, if you are using the nightly, there was a bug or two which appeared on Dec 22, although the latest from January 2nd has fixed the only issues which I know about.

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I was actually using one of those recent nighties but I’ve updated to the latest one so I’ll give it a go and see when I get a chance.

Happy New Year!

I added working credit LED’s to the Neo Geo control panel. What do you guys think?

Neo-Geo LED Credits Demo

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Love it! Will you share it out?

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Wow. That´s beatiful!!! How do you read the coin insertion and make it through in a 7 segment display, is a mystery to me.

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As I did in the past, I´m trying to generarte “dinamic” vertical overlays, using generic templates for the cabinet, and changing only the marquee according the game´s name. Now I´m thinking of using some bezels I´ve found here for filling the cabinet “face”, using something like this:

I guess it is possible using @HyperspaceMadness Mega Bezel. Maybe some squeezing or stretching would be needed, but it is better than a black background (not for purist, I know).

Any ideas? What of the HSM-MB is convenient to use to achieve it?

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I just replaced the static images with transparency and added MAME’s internal artwork code for the LED display into the .lay file.

Here’s the zip file for MAME: Samurai Shodown with LED Credit Control Panel

To use it with Retroarch you have to put the zip file in the \system\mame\artwork\ directory. Then you need to activate “Alternate render method”. You can find this option in Quick Menu > Core Options > Video > Alternate renderer > ON.

Then set your alternate renderer resolution. Otherwise, it’ll render at the game’s resolution and be blurry.

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Wow… great, I didn’t know you could do that with MAME layouts.

>     led7seg
> 
>     Draws a standard seven-segment (plus decimal point) digital LED/fluorescent display in the specified colour. The low eight bits of the element’s state control which segments are lit. Starting from the least significant bit, the bits correspond to the top segment, the upper right-hand segment, continuing clockwise to the upper left segment, the middle bar, and the decimal point. Unlit segments are drawn at low intensity (0x20/0xff).

Will there be something similar for FBNeo (RetroArch)?

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you can do it also with all games with pacman driver (pacman.cpp) to have led blinking on player 1 and 2 + animated joystick and button. But for leds, you need to modify pacman.cpp (2 lines) and build a new mame core.

Ex: Japanese Galaxian (Animated) - MAME 0.227

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I did manage to get the CRT-Beam-Simulator to work eventually. All I needed to do was put Subframe Shader support on in the Settings–>Video–>Synchronization menu.

It’s not something that I’ll be able to use much though since it requires 120Hz+ and my setup maxes out at YCbCr 4:2:2 Limited at 4K 120Hz+ at the moment.

In addition to that I get great hardware BFI/Backlight Strobing at 60Hz using my TV’s built-in feature without any colour restrictions.

Just having HDR doesn’t automatically mean you’ll have enough brightness headroom to run BFI and maintain decent, comfortable, playable brightness.

I barely get enough extra brightness to get by on my 1,000+ nit QM751G but if you use shader presets that don’t use 100% Strength Mask and Scanlines, you should have plenty more headroom with a similar display and a lower spec display might be usable as well.

One thing about hardware BFI at 60Hz that I’ve noticed is that I don’t notice the flickering on the viewport (which has scanlines and other CRT effects) but it’s pretty glaring on the borders and overlays to the point where I won’t be able to use both at the same time. It’s possible that hardware BFI at 120Hz+ refresh rate won’t be as bad and with the CRT-Beam-Simulator it may not be an issue at all if it only affects the viewport.

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