This is coming along nicely!! Keep up the great work!
Thanks, I’m making the necessary adjustments there. I like these LIGHTS, SHINE and AMBIENT options But I wouldn’t like them to affect the game screen or not at all, for example AMBIENT I would like it to also apply to the BORDER So in the game it doesn’t affect it but for example in the explosions it is affected by the ambient lights the BORDER (Artwork/background)
It adapts without problems to vertical games, having the option turned off in the core (FBNeo)
Oh, you’re talking about dinamic lights. It’s an interesting idea, though it needs a completely new implementation. I’ll put it on future improvements TODO list.
Added some shaders to work with bezel-reflections flavor:
- crt-guest-advanced;
- crt-guest-advanced-hd;
- crt-guest-advanced-ntsc;
- dot (for handhelds);
- lcd-grid-v2 (for handhelds);
Testing @sonkun inside a kidocolor:
Unfortunately, my display is too small (1080p) for these presets.
Nice. I showed up today right on time to see all these new developments going on left and right. Still haven’t played with Pants experiments in my thread as well. Lots to of new goodies to play with.
Now I can answer better: Yes.
I’ll expand the frame options for scaling. Though, by enabling integer scaling, some zoom/scaling params stop working (as intended by integer scaling). It’ll only work properly for games that doesn’t change resolution, otherwise it’ll be changing its size dinamically.
Using integer scaling (vertically only):
this is a great news, can’t wait to try it!
yeah, but a good number of systems don’t change resolution so this means that many system will benefit for this!
New release: Uborder-v0.0.6
– Added some crt shaders to be compatible with uborder-bezel-reflections:
- dot and lcd-grid-v2 for handhelds;
- crt-guest-advanced;
- crt-guest-advanced-hd;
- crt-guest-advanced-ntsc;
– Old reflection was a bit anemic. New code is stronger;
– Added integer scaling to uborder-bezel-reflections.
Playing with integer scaling and zoom:
I could not resist…so I did a very quick test to see how it works: I did a quick preset with integer scaling did few changes and it seems to work very very well!
also tweaking a little the parameters the diffusion from ambi-light and shine looks great!
I’ve got to figure a good set of parameters to be able to fit well with different content resolutions but I think that this will replace most of the old presets I did with previous uborder version!
Great job!
some shots with different resolution (using the same preset):
Great that you quickly figured out how to use it. Some scaling params stop working if you fix Y size to integer, as you already noticed. You have to play with aspect ratio num/den to scale horizontally and center x and y to choose a better location. I’m thinking about deprecating the two first flavors, as I think this new approach is more flexible and easy to tweak.
I think you are right, this new flavor can achieve the same things the previous could but with more options available , also the reflection is almost “automated” so that makes things even easier to set up!
I’ve been playing around with the rather “old” overlay collection and I have to say Uborder looks beatiful! Of course I had to replace the old crt frame with the new one generated by Uborder, as you can see with Kung Fu Master.
I can’t get vertical games to start with the proper aspect ratio (3:4). They start in 4:3 AR.
I have to set Scale X% to to 48% get it right, at least in MAME2003Plus core. Is that correct?
Same here with FBNeo. Pack-uborders don’t work for me either, for example retropie-overlays-arcade-artwork
Thanks for the feedback.
If this is loaded by the presets in the pack I have provided , then the behavior is wrong. If it’s another preset , then, Yes, the default params are set for 4:3 games as they are the majority. At least the game starts rotated as expected, correct? Another control you should use is content width and height. What I do for vertical games is swap Scale %X by %Y (100% <-> 75%) and use content width and height to adjust the game window size. I’ll have to test mame core, all I said is about fbneo core. See if both cores presents the same problem please.
I’m still learning how to deal with aspect ratio. And even Retroarch is advancing in this regard, the last version introduces a new way for the core to pass aspect ratio info to shaders.
Is this the new one I provided for the bezel release?
Can you describe what happen? If it fail to load a preset, it surely is a path problem, just be sure you’re loading a game that has the same name as the png inside the overlay pack.
For it to work you need to set Vertical Mode to OFF in Quick Menu->Core Options.
Thanks for the feedback, it helps finding problems I didn’t see.
It was working, I even left a comment here with an image. Now the same game does not load the bezel.
Something must have happened with the RetroArch update. I’m using the night build and now that I reinstalled the Uborder-v0.0.5 version, it doesn’t work either.
I will install today’s version 01/22 nightly/windows/x86_64/
I’ve tried Final Burn Neo and now I get the screen rotated, but the right AR. I’ve tried with Vertical Mode ON and OFF, in the CORE OPTIONS
, same result.
I’m not sure what you mean by “pack”, I’m using uborder-bezel-reflections.slangp
just editing BORDER
in order to use that particular overlay.
BTW, there is a typo in RELFLECTION STRENGTH
Edit: I tried without Uborder and FBNeo seems to load vertical games rotated by itself, so maybe is not Uborder related.