Common-Overlays Repo

[QUOTE=hunterk;18174]Since you’re on Wii, I assume you’re running at 480p, so you would make your overlay image with dimensions of 720x480. If you’re using 4:3 aspect ratio (I think that’s the core-specified aspect for NES, SNES and Genesis), you would leave a transparent box 640x480 in the middle and put logos or whatever in the remaining 40 pixels on either side.

You can put the files anywhere you have access to, presumably on your SD card in the RetroArch directory. The cfg files are very simple for borders (like 2 lines) and you can just copy any of the existing borders’ cfg file and just change the file reference therein to match your overlay image.[/QUOTE]

Yes. Well, actually I’m running it on vWii (Virtual Wii on WiiU) And I ASSUME it’s running in 480p upscaled to 1080p on the WiiU itself. I THINK Wii’s widescreen resolution is more like 854x480… Do I still have to make the overlay 720x480? And one last question: What about Gameboy, gameboy advance and Game Gear? Do you happen to know their resolutions? Thanks for all the help.

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Wii version of RA doesn’t support full screen overlays and only uses 640 active pixels, the 720x480 overlay would just be scaled to (and distorted) the game’s current viewport instead of the console’s res.

That makes sense. Would you happen to know if they’re working on “fixing” it ?(cause I’m guessing it has to do more with a bug than with a planned feature) I was testing some overlays I made on the PC version of RA and they were almost TOO easy to get them to work. Basically you make the overlay (with the correct AR etc) and adjust it in-game. That would be much simpler than the procedure you describe on your other reply. Thanks.

[QUOTE=sideskroll;18193]That makes sense. Would you happen to know if they’re working on “fixing” it ?(cause I’m guessing it has to do more with a bug than with a planned feature)[/QUOTE]

No idea but the devs are aware of it is all I know.

Hello, I made some scanline and aperture grill overlays for 720p and 1080p displays, but I can’t figure out how to add them to the repository. I’m not familiar with how github works; can someone help me out?

You need to have commit rights to the repo to add things to it. I meant to check on those that you uploaded awhile back but haven’t had a chance. If they work here, too, I’ll replace the old scanlines with them, since those aren’t working for me anymore, either.

I just create custom nes overlay in photoshop for 16x10 resolution on my 1680x1050 pc monitor. When in game set aspect ratio index to 4x3 turn on integer scale, apply shaders i recommend easy crt shader and overlay scale to 0.93 or 1.00 i prefer overlay scale 1.00 ,opacity 1.00. Here is link http://screenshot.net/kn7gvcz. Rename the uploaded PNG image from screenshot.net to nes.png and here is nes cfg nes (2).zip (171 Bytes) Put nes.png and nes.cfg in retroarch overlays borders folder.

Here is another overlay for 1680x1050 for snes, settings same as above, aspect ratio 4x3 integer scale on opacity 1.00 overlay scale 1.00 http://screenshot.net/ov72wc2 and here is snes cfg snes.zip (174 Bytes)

Sega mega drive overlay for 1680x1050, same settings as above http://screenshot.net/p55zcxp rename the image to md.png and here is sega mega drive cfg md.zip (168 Bytes)

Snes black version for 1680x1050, same settings http://screenshot.net/xkwd2f3 rename the image to snes.png and snes cfg snes.zip (174 Bytes), and if you want here is same blue version http://screenshot.net/d6xv5cl. Improved snes blue version, for me best version http://screenshot.net/wyynmb9. Sega mega drive blue version http://screenshot.net/v44k0aq

This is my templates for 1680x1050 for console games, for you who want to make your own borders Templates.zip (3.01 KB) and here is templates with blue background Templates Blue.zip (3.12 KB). Put it in photoshop and create overlay. Link for how to make overlay this is for mame but works also on retroarch, https://www.youtube.com/watch?v=rgHpODPe4LI just before doing this put my templates in photoshop not that universal.png

For sega mega drive, snes and nes games to work correctly with my overlays set in core configs integer scale true, aspect ratio index 22, and custom viewport_width 1280 and custom viewport_height 960 . For sega mega drive core genesis plus gx crop overscan off, for snes core bsnes balanced crop overscan on, for nes core FCEUmm crop overscan on, for nestopia you need to use crop overscan on and in core options make sure mask overscan horizontal and mask overscan vertical is enabled, for other systems needs to be tested.

I have a bunch of scanline overlays to add to the repo but I’m afraid I’ll break something. (do I publish a branch before creating a pull request?)

I was wondering if these could get added to the overlays repo, under “effects\scanlines”

These could also go under “overlays\rpi”

Here are the files:

This would make the following redundant/obsolete, so they should be removed:

overlays\rpi\scanlines1920x1080.png

overlays\rpi\scanlines1920x1080-5x

Also, in \rpi, can we rename “scanlines1280x720” to “scanlines1-1280x720”?

Also, I think maybe the rpi directory should be merged with overlays\effects; is there a reason why rpi has its own directory? Shouldn’t overlays work the same on rpi?

They should work the same on RPi, but that doesn’t appear to be the case, which is why I separated them out in the first place. I forget who made the RPi scanline overlays, but his screenshots showed them to be pixel perfect and other RPi users verified, but when loaded on PC, they were an uneven mess (and vice versa; that is, PC scanline overlays looked awful on RPi).

I was the one who made the RPi overlays, years ago :smile: Man, time flies…

I think they should work the same on any PC. At least, I had no problem getting them to work right on this machine running Windows 10…

They have to be used with integer scale ON and the custom aspect ratio Y has to match the Y of the overlay. So a 1920x1120 overlay has to be used with a custom aspect ratio that’s (whatever)x1120.

video_fullscreen_x/y should be left at defaults.

Are they still acting weird for you?

oh lol ok.

Might be the custom aspect ratio Y requirement that was making it weird. I tried to keep them such that all you need is integer scaling to make it fit, but perhaps that’s what’s bringing in the various between PC and RPi.

How do you do that? I was under the impression that you had to match the size of the overlay to the custom aspect ratio (at least on the Y axis) to make scanlines align correctly with the pixels.

I just match it to a multiple of 240, which should be good for anything that used a CRT TV for display (doesn’t work for handhelds unless you use a least common multiple, which I guess would be a multiple of 480 for Game Boy Advance…?)

ah, but a lot of games/cores use 224 instead of 240 (this may be related to a crop overscan setting). If you use a multiple of 240 for those games/cores you’ll always get misaligned scanlines. That’s why so many options are necessary. I’ve made overlays for 3x-5x scale for both 224 and 240, with different levels of overdrive/glow effect, which is why there are so many options. I could have adjusted the overdrive/glow in even finer increments but it seemed excessive. Each overlay is a 50% reduction in brightness when opacity is at 100%.

Anyhoo, the overlays in \rpi\ appear to be working fine on this machine running Windows 10. Integer scale on the Y axis has to match the Y of the overlay being used. I made overlays for 3x ,4x and 5x scales for 224 and 240, so I think that covers all cores/games except for maybe some arcade games. There are a few changes I’d like to make:

  1. Could we merge \rpi\ with \effects\scanlines\ ? I think that makes more sense.

  2. Could we add these overlays to \effects\scanlines? (Dropbox link in post 25)

  3. Could we delete ”scanlines1920x1080” and “scanlines1920x1080-5x” from \rpi? They are redundant with the new overlays; options 1 or 2 for 4x (896, 960) and 5x (960, 1120, 1200) do the same thing.

  4. Can we also delete “scanlines1280x720” in \rpi? It’s redundant with the new 3x overlays.