Very nice! I actually have an NDS 4K Vertical graphic in the “_4K_Vertical” folder.
Eventually I will update it to use some of my new methods.
Very nice! I actually have an NDS 4K Vertical graphic in the “_4K_Vertical” folder.
Eventually I will update it to use some of my new methods.
So cool, Metroid Prime Pinball is one of my favorites
Exciting
It would be interesting to have this design to be scalable with the screen, so you could run it like this on a smaller vertical monitor, but you might want to “zoom out” so the screen is smaller if you were running it on a 43-48"
I’m not sure if this is better reached with separate graphics or one graphic that we zoom out on…
I don’t think the current dual screen implementation would allow a simple “zoom out”.
We could, (If we used the GDV preset.) have multiple presets with diferrent zooms. (The Vertical NDS graphic method the @drstupid used would serve us the best in this case.)
Hmm, I think the scaling mode to scale with the screen would work.
But perhaps we should just have an overall viewport zoom and position offset which would allow a really simple zoom in on a graphic & screen without any detailed tweaking.
Hello everyone!!! First of all i want to say Thank you!! for all the works and effort you did on this shaders (and also thank you to the people who helped him to make it this possible :D)
now to the point… (sadly) i have a problem, more specific with the aero fighters, you know, that neo geo vertical shooter, i cant made works correctly, on all the others games works perfect but with this one not (and i think if i encounter with another vertical game for sure will not works properly too) i dont know what more to do.
Welcome to the Forum!
So I am guessing that you are using FBNeo. FBNeo does the “correct” thing and tells Retroarch that it is rotated, so that Retroarch can rotate it correctly, but the problem is that the entire viewport (Read whole monitor/window/screen) gets rotated.
I will be implementing something in the Mega Bezel to deal with this by rotating the viewport back, but until that’s done there are possibly some workarounds you could use.
Take a look at this which might help
yeah i am using FBNeo xD is more easy to download roms for it than mame… i think i will try mame again then since looks like is more easy (i will read the post you mention anyway, thank you sooo much for the help ^^
It might work in this case since the screens share the same scaling but in the case of 3DS where they are independent it might cause issues. I haven’t actually tried.
I think something like this would be a good option. This would actually allow some scaling on the Basic if you chose to share it with all the base presets.
you need to a)rotate it in FBNeo and then b)rotate the viewport in HSM. It’s a known issue. MAME doesn’t do this.
Yes I think you are right, I think it will be a better plan to have a general viewport zoom and pan (position)
Here is something new!
I wanted to do something fun, challenging, and unique. This is all three.
I present to you the Olivetti M21 luggable!
This is a pretty special system. Unlike most PCs of the day this was an 8086, not an 8088. It ran at 10Mhz instead of the standard 4.77, had a built in amber monochrome monitor, and ran it on a hybrid HGC/CGA video card. That meant it could power an external CGA monitor, like the Olivetti M24.
I don’t have one of these in my collection but I have an Emerson that is an 8086. It runs at 10Mhz, has an IDE and HD Floppy controllers, and also has a hybrid HGC/CGA video card. In addition it has MS-DOS 3.3.1 on chip.
I believe the M21, like many PCs of the day, had Basic on chip.
This one is almost complete, (I don’t like the floppy LED. ) and will be my last IBM compatible monochrome.
I still have in mind to do an Amiga monitor, (Probably the Commodore 76BM13.) and an Atari. (The SM124)
Commodore 1701/1702 please! That is what I grew up playing on!
If you have the time, can you let me know how my latest shader presets (Arcade - Sharp & Composite - Sharp) look on these High DPI beauties please? I’m stuck at 4K @ 55" and although I could sit farther away, it won’t be the same. I expect them to look even better at 28" than they do at 55"! I just want to get some feedback to convey what I won’t be able to experience for myself.
While I could do this, it has already been flawlessly executed by my talented team member @TheNamec, for his upcoming Commodore collection.
While some crossover will be unavoidable I am making a point to not duplicate his work.
BTW. I do have one of these in my collection along with two C64s and two VIC 20s.
They both look very nice, although the rolling scanlines make it hard to see the extreme mask detail that a smaller 4K display gives you.
While I won’t be changing any of my public presets, I have switched my personal masks to mask 7 (Trinitron #3). I was never really impressed with it at 1080 but at 4K it is amazing!
I noticed something strange in Valkyrie Profile’s video cutscenes, the frame is flipped and the PSX background is replaced with the default texture, see screenshot here :
It only happens in cutscenes, not in game or menu. Setting the Aspect ratio to “Explicit” does not help.
Wow! Okay! I’m now looking forward to this being released! I like the current minimalistic look of the default Mega Bezel Carbon Fibre Screen and background but I’m sure that Commodore monitor is going to trigger even more nostalgia than the immense amount that I’m feeling right now.
Would I be able to use it with a similarly nostalgic TV stand/living room decor aesthetic as in some of the other monitor bezels I’ve seen, such as in the PVM20 Presets?
Unfortunately the one I used was thrown out probably over a decade ago. Long before I discovered the kinds of restoration, repair and preservation resources we have available today for those types of things.
I don’t know if @TheNamec has plans for such but when his collection is released, with his permission, I would feel privileged to add it to my PVMs.
The specific resolution must be triggering a switch to vertical orientation. Perhaps @HyperspaceMadness could use some debug details to counter it.