and sometimes reply button does not work
Also i made some updates: now it is possible to manipulate multiple buttons. Mouse drag or two-finger tap to select area.
âŚbut can not edit topic header to add this.
I have seen that post. And as you mentioned there, i couldnât find (or understand) more use for those new functions, Than touchscreen usability. And not much related to overlay images. Maybe we need to ask the implementators, if this could be achieved or maybe give us a sample overlay config. (Iâll chek thioe two âneoâ overlays mentioned there, but i doubt that they use custom images for dpad button presses. Also Thanks for keeping the overlay editor updated and adding new features!
Hi everyone on this forum. I donât know if this is the right place to ask this question. The question I want to ask has to do with the activation of the translation service in real time in a game through hotkeys or shortcuts; I am asking about this because on an Android device I have not been able to run the real-time translation because all hotkey settings are available for peripherals, ie input devices for desktops, laptops, etc; such as keyboards, mouse, joystick among others; but the touch screen option is not enabled to be able to configure a button or combinations of emulated controller buttons on the same touch screen (gamepad or emulated controller as an overlay) to be able to activate real-time translation in a given game. In a nutshell I have not been able to enable real-time translation in any game (eg NES games) in Retroarch 1.15.0. I have already enabled all the necessary configuration to run the IA Service through a zTranslate api. So Iâm wondering: Does IA Service work on an Android smartphone? Thank you all in advance for your patience and understanding.
if i want add button command let say ai_service and at the same time button pressed it changed the overlayâŚhow to do that?
Hi. This has been answered by muttsuenem already - button with ai_service
command should toggle Ai Service.
Source file that may be used as command reference: https://github.com/libretro/RetroArch/blob/master/configuration.c#L281
Create separate buttons for each command with same size and position. Linking with |
does not work with overlay_next
.
No, there is nothing like that. But this is an example use of new features.
I did some small testing and it works as expected. When button placed within dpad_area hitbox it become unreachable - range_mod_exclusive
just blocks other buttons. So it is possible to create button with image âdpad tilted to leftâ and with left
command. It will not be clickable when stacked with dpad_area but will be highlighted when left side of area clicked.
reach_x
looks redundant⌠added just for reliability I guess.
Cumbersome approach, I know. And also 8 dpad layers in all tilted positions with 1 opacity may cause âghostingâ⌠And also diagonal ones should be placed on top and should have non-transparent background.
@Valent-in Thank you for the RetroPad Editor, it became really easy for people like me, that doesât understand programimg so much to personalize the overlays.
But Iâm struggling with fitting the overlay to the game display. Is there any code or something I can do to this became automatically? Like, if i change cellphones with different display or change the game aspect ratio the overlay fit perfectly?
What I did was, taking a screenshot from the game, both portrait and landscape, with core provided aspect ratio, and work with the image on the photoshop. But just fit perfectly on my old phone, the other with higher resolution became stretched and I had to spend a lot of time trying to fit manually on retroarch.
I want to share my overlays with the community but first I need to make this work, hereâs an exemple (the art wasnât made by me):
Hi!
There is âauto scale overlayâ in RA settings - check it to keep aspect ratio. This will add black bars if screen has another aspect ratio than overlay target. Also if background image set as overlay0_overlay=img.png
in config it will not fit button positions. Solution is to create button with null
command and assign background image to it.
You may use this âunfunctional buttonâ hack to assemble background from different image parts so it will fill screen on different aspect ratios (look at neo-retropad - itâs dpad sticks to left side in landscape when autoscale enabled)
God, Iâll have to do it all over again
Valent-in, I sent you a private msg asking for more help, I donât want to share the overlays here before finishing.
Did you mean it shifts elements to sides while you want to keep them centered in landscape?
add this to landscape overlay:
block_x_separation = true
or full line if you use text editor:
overlay2_block_x_separation = true
Main purpose of this parameters to block manual separation adjustment. In portrait mode block_y_separation
is always true
for auto-scaling. Value from config using only to block manual settings.
On version 1.16 new parameters should work also in portrait (they has opposite effect - if true
shift to sides is allowed)
overlayXX_auto_x_separation = true
overlayXX_auto_y_separation = true
Hello⌠Could someone please explain the step-by-step process for me to edit the neo-retropad? I would like to change the position and size of the buttons, but I noticed that when importing neo-retropad.cfg the other overlays are mixed up and when I save and load them in retroarch it doesnât work correctly⌠Thank you in advance.
Hi. What does mean âmixed upâ? Image names from neo-retropad does not clash with default (flat) button set, so buttons should be without any images if only .cfg file imported. Mixed buttons may be result of wrong image set imported.
Also neo-retropad uses relative paths for image fies png/clear
or png/default
which is removing by editor, so you should place exported .cfg directly in folder with images.
Notice that editor does not validate imported files. If your config is edited manually and already has some errors - you may got corrupted file in result.
Hi! How to do it - hold L2+R2. Iâm writing in âCommandâ = l2|r2, but how do I set âholdâ?
This is not possible. RA does not support button toggle.
Hi, If someone can help me. I want to map a virtual button to pause the game. in command I set <toggle_pause> and choose a image.png. When I load the overlay on retroarch the button appears onscreen but if I press it nothing happens. What am I doing wrong? I just want to be able to pause the game during game cutscenes.
It should be pause_toggle