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.
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.
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?
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.
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)?
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.
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.
Yie Ar Kung-Fu is an arcade fighting game developed and published by Konami. The game, influenced by Bruce Lee’s martial arts films, features a main character named Oolong, modeled after Lee. Unlike the realistic approach of Karate Champ, Yie Ar Kung-Fu introduced fantastical, fast-paced action with various characters, special moves, and high jumps, setting the template for future fighting games. It also introduced the health meter system to the genre.
The game was a commercial success, becoming the highest-grossing arcade conversion kit of 1985 in the United States and achieving success in Japan and Europe. It was ported to various home systems and became the best-selling home video game of 1986 in the United Kingdom.
I created a custom bezel based on the marquee and control panel artwork. The original is just a black generic bezel.
Hi, I just wanted to pass by and tell that @Hyllian is making a lot of progress with his/her Uborder
Now it´s able to generate the reflection AND the bezel. It´s so light that is able to work @60Hz even in an integrated GPU from a 4th Generation Intel, at least in 1080p.
Being so simple, makes it also easy to setup when you have lots of overlays like the vertical ones.
Yeah, maybe is not that powerful and nice looking as HSM-MB, but it´s fantastic for humble hardware.
Hey, I went ahead and downloaded the gdrive pack from this thread to make some presets for these vertical overlays in a semi-automatic way. Not perfect though, it just centralizes the screen over the transparent window. The pack is here: VerticalArcade uborder_pack.
It assumes the overlays are installed inside MegaBezel folder (using the oficial install instructions in this thread so that the same overlays work on both MegaBezel and uborder).
To use you need uborder-v0.0.7b installed. Then unzip the pack above inside ‘uborder_packs’ folder (Retroarch/shaders/uborder_packs). On Retroarch, turn Vertical Mode ON in Quick Menu->Core Options. Load a game, and then load the preset Multigame.slangp. You may need to adjust the bezels as it’s using default sizes. It’s useful as a starting point in configuring all games. I didn’t provide a fallback for when a game hasn’t a correspondent overlay, so it’ll load some crap instead.
Thanks @Hyllian! I don’t have much free time lately to work on these things so I’m glad you were able to do all this so quickly.
I can put this out on the google drive so people can access it from the same place as the megabezel overlays. And if anyone would like to work on maintaining this I am happy to grant edit rights.
Feel free to put there, I made it to show how uborder performs on these amazing overlays. It needs some work, though, on a per game basis, to adjust bezels accordingly. I’d like to do that, but I won’t have much time to dedicate. I only can advance until this stage where I can use scripts to centralize the screens between frame and background. Some of the games work out-of-the-box and others appear a little misaligned.
I was planning to translate all HSM-MB presets to Koko-aio, but considering most of the job is already done with Uborder, maybe I can start fine tuning those automatic generated presets.
Of course, some things will be missing like vector, multi screen and transparent overlays games. I´ve discussed that with @Hyllian in I´m sure he will support those too in the future.
Oh, and the “dinamic marquee” feature I asked him
Once I have a nice list of files, I´ll let you know for uploading.
I remade the presets so that you don’t need to turn Vertical Mode ON in Core Options. You just need to put your SO in portrait mode (thanks to @K-rnivoro that passed me this info) and load Multigame.slangp.