4K Vertical Overlay Community Contributions

Thanks for this info, @HyperspaceMadness! So I will try as you said, Final Burn Neo as my main core and MAME 2016/MAME 2003-Plus as secondary for the games that FB Neo won’t run.

(Now I just need to set up this on LaunchBox, :sweat_smile:)

That sounds great, @ArsInvictus!

I guess what you are saying is similar to what @Duimon has done, including “HSM Mega Bezel” - Presets to be downloaded along with his overlays (https://github.com/Duimon/HSM-Reflection-Shader-Graphics/tree/master/Presets)

It really makes things easier for more inexperienced users, :grin:

And thanks everybody for the help!! :100:

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All my graphics are actually 4K. I work in 1080 so it appears it’s not a problem. All the scaling of the layers is relative and uses percentages.

My actual output is greater than 8K. I have thrown them in to see how they look at 1080 and they get just a little “washy”. I think turning on MIP mapping in the shader will probably fix that.

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One thing to note with Final Burn Neo, is that it outputs vertical games on their side, so you will have to use the rotate parameter in the Mega Bezel to get it back vertical

Edit: This is what I would consider the correct way to do this. There is an option to allow the core to rotate itself but you don’t want to use this with the Mega Bezel because it messes with the whole viewport.

Just a note that the new presets will have mip-mapping on by default for all the graphics

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Small suggestion.

Raiden Spinoffs

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I have all those in my queue @Rion :). I was working on Viper Phase 1, and found someone who has an original bezel (which is not available anywhere that I could find) that they agreed to scan and share with me, so I was holding off on that one. But I do want to finish all the Raiden series out in the near future.

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@rion, you will be happy to know I got the scan for the Viper Phase 1 bezel tonight. I’ll work on stitching and restoring it once I finish up a couple other projects. I’m pretty happy I could track this bezel artwork down, and I’m grateful the gentleman who had it (Jeff Matson) was generous enough to scan and share it back out with us. It may be one of only a few left in the world at this point :smiley:

Should be an awesome overlay!

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When I hear things like that it reminds me there are still generous and kind people left in these crazy times.

You can thank Jeff Matson from me to.

Love all the work you all do! You are all saving piece of arcade history for future generations.

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Thanks for the Updates, How does one get Retroarch to overlay GFX on top of the overlay’s with transparency for overlays such as Tron and BootHill???

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Hi @DonkyKong, right now I think the only thing you can do is to have the game play area to be partially transparent in the overlay, and increase the brightness of the game screen in the shader so it is more easily seen through this partial transparency.

With the next release of the Mega Bezel there will be support to do backdrops like this and put the game screen on top additively.

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Nice Thanks, I look forward to that feature :+1::grin: :grin:

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Yeah what HSM said, i mostly, set the overlay transparency to .75 for those.

I might have to check the readme as i might have forgotten to mention that.

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NINTENDO MEGA-POST!

You may have noticed in our recent work a distinct lack of attention to Nintendo, one of the biggest names in early 80s arcades. Well, friends, that ends today! I present to you five of Nintendo’s most famous and beloved arcade games, now in a vertical format that’s pretty accurate to the original cabinets. @ArsInvictus created earlier overlays for a couple of these, which I’ve updated to follow the original cabinet format.

All of these overlays feature two screen sizes, a Medium size that shows all of the original bezel and a Large size which modifies the bezel to fit a larger game screen. In RetroArch, these are separate Zip files within the download, just install whichever you prefer. The MAME versions of each also include a darker version.

Download all 5 overlays here:

MAME version

RetroArch version

We begin where it all began…


DONKEY KONG (1981)

MAME version

RetroArch version

The first game designed by now-legendary designer Shigeru Miyamoto, Donkey Kong was anything but a planned success – it was intended as a replacement game for unsold Radar Scope cabinets, and its concept was conceived after Nintendo failed to secure the rights to create a Popeye game. The rest is, of course, history, as Donkey Kong and the franchises it spawned came to define Nintendo for decades.


DONKEY KONG JR. (1982)

MAME version

RetroArch version

Following from the success of Donkey Kong, Miyamoto and Nintendo followed up with its first sequel, which flipped the script to make Mario the villain, the titular ape the kidnappee and Donkey Kong’s offspring the hero. It also added more novel gameplay elements, with vertical vine-climbing in addition to horizontal platform running and the ability to kill enemies with falling fruit, in addition to increasingly expressive character designs.


DONKEY KONG 3 (1983)

MAME version

RetroArch version

For their third outing, they went a totally different direction, removing Mario from the equation entirely (he was off chasing pests with Luigi in New York, apparently) and replacing him with Stanley, a gardener trying to protect his precious plants from an onslaught of bugs. The gameplay took another left turn as well, combining platform elements like the previous games with shooter action vaguely reminiscent of a slow-motion Galaga or Centipede. (This is actually my favorite of the Donkey Kongs, mostly because it’s not nearly as difficult!)


POPEYE (1982)

MAME version

RetroArch version

After designing Donkey Kong in the image of Popeye, Nintendo created its actual Popeye game a year later, borrowing elements of the original game while giving it a unique concept and gameplay. To rescue Olive Oyl from the clutches of Brutus*, Popeye must catch the hearts, notes and cries of H-E-L-P she drops, while avoiding not only Brutus but the Sea Hag and other nasties. Popeye can’t jump, but he can knock out Brutus by grabbing his favorite canned leafy snack. This overlay features a custom instruction strip based on the cocktail cabinet instructions, as it didn’t come with an official one.

( * Fun fact: Though he’s named Brutus in the game, Popeye’s nemesis was originally named Bluto. Paramount-owned Fleischer (later Famous) Studios produced 234 Popeye cartoons (!!!), many of which included Bluto, and then sold the rights, at which point their popularity skyrocketed. The creator of the original print comics, King Features, then decided to produce its own Popeye cartoons. However, King mistakenly believed that Paramount still owned the rights to the name Bluto, so they renamed him Brutus. The new owners produced another 220 (!!!) cartoons with Brutus as the main villain, but later versions of Popeye, including the movie with Robin Williams, reverted him to Bluto. The game, produced somewhere in the middle based on the King Features version, uses the name Brutus.)


MARIO BROS. (1983)

MAME version

RetroArch version

The third game featuring Mario, Mario Bros. also brings along his brother Luigi to scour the sewers of New York City to clean up an infestation of turtles, crabs, flies and other pests. Though the mechanics differ from later games, Mario Bros. cemented Mario’s characterization as an Italian-American plumber, his trademark ability to jump on and defeat menacing animal life and his love of giant coins. The game’s multiplayer gameplay and elements of its design were reportedly inspired by Joust. This overlay also includes a custom instruction strip, as there was no official version.

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Teenage Mutant Ninja Turtles (1989) (KONAMI)

Goodnight!! Here is a classic arcade using the bezel and the beautiful marquee the @ArsInvictus, thanks

https://drive.google.com/file/d/1sjh1t3G6gJCRzDsew4bsbkh2dWNWPYWZ/view?usp=sharing

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@Thoggo WOW awesome stuff man great work :+1: :grin: :grin:

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Reminds me of the the DK Jr Bartop cab I made for my nephews for Xmas over 11years ago. :grin: :grin:

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Nintendo Mega-Post made my night. Thanks, Thoggo!

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OK oldie but and as classics go, you can’t get more classic than this.

PONG

one of the first arcade games made and was released 29 November 1972 so almost 48 years ago. think of the many spinoffs and home versions of this game.

RetroArch Version

MAME Version

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We’ve all gotta have dreams :rofl:

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And That’s not all,

LUNAR LANDER (Atari 1979)

Mame Version has working buttons and lights, using Mr.Do’s version as reference.

MAME Version

RetroArch Version

I would suggest looking for a good vector shader in retroarch and twerking the display settings in MAME( I found lowering the bloom helps a lot. )

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A quick update for Thanksgiving eve (in the US anyway) – I just posted the latest update to the Vertical Arcade site, with 16 new game overlays already posted here, as well as links to the last update.

Appropriately, I just want to say thanks to everyone here for all of your support and enthusiasm this year! We’re having a lot of fun doing this and we’re excited to keep creating great stuff for you that celebrates the arcade games we all love.

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