Borders for retroarch
I'm guessing off the bat (without knowing exactly how DOSBox renders the display) that it would have to change the way DSOBox renders the display to cover the black areas as well somehow if the black areas outside the display in the DOSBox window aren't currently accessible in this way with the current code. This is a combination of the 4xSoft and Lottes CRT shader (my favourite CRT shader - doesn’t cause dark scanlines like most of the others). In this case I run at 4x resolution on a 1080p screen. It's nice for presentation for streams and YT videos but it'd also be kind of nice in real time for playing a game yourself at home as well. I finally found an N64 shader config that does a great job at covering up the often-horrible pixellation on HUD and font elements when upscaling. The idea just came to me after watching some DOS game let's play videos on YouTube. It would just display "behind" the game display like a wallpaper and spill out into the black bars/columns outside the main render area that DOSBox usually doesn't take up. Perhaps it could also have an extra CONF entry for scaling/best fit options like fill/stretch/fit/1:1 etc. If this is not what you mean then if you can tell me the filename of the affected border and I will fix it and re-upload.Is there such thing or has anyone thought of having a feature in DOSBox where, defined in the CONF, you could add a border/background image file that would display in the black column bars around the render display (most useful for aspect ratio-corrected games)? So that, for instance, when you're playing a 320x200 aspect ratio-corrected game in 1920x1080 fullscreen resolution you could have a nice optional border around it? That could go for letterbox displays as well for that matter. Here is a screenshot from bsnes showing this. Do you mean the embossed effect on the mario picross border? If so that is how it's supposed to look, it actually lines up with the picross title screen to complete Mario's face - not a good idea in my opinion but it is how it was made. Regarding the watermark - not sure what you mean. I fixed it for the 4:3 fill since i am using it.īet that was a lot of work, shame the borders aren't named in a way that would allow an automatic solution. The light gray one that is also in mario picross. There is a problem with one of the default gameboy screens. I did mess up on several that i had to go back and fix. Took me forever to make all the individual config files and then test them all to make sure i didnt mess up some of the. Here's a few examples of the said in Super Gameboy Border overlays - complete just thought i would let you know i am using the 4:3 fill. Nintendo - Super Nintendo Entertainment System: 'Super Boss Gaiden. Nintendo - Nintendo Entertainment System: 'Alter Ego.nes'. Have a look at these: Arcade: 'Alien Arena.zip'. I haven't tested it yet but if you add the following to the config files I think it should work (I'll double check later).Įdit: Tested on retropie with 1080p resolution and works perfectly with the config additions below. Just run RetroArch, open the Main Menu, go to Online Update > Content Downloader and select a system and look what is available for you. You will need to edit the retroarch.cfg file for gameboy/gameboy color to make sure that the viewport matches the window in the borders. Set Show Inputs on Overlay to: Physical (Controller) Set Show Inputs from Port to: 1. (square displays like crt tv’s, vga monitors, lcd panels, etc.) Otherwise you’ll get displaced controls. I've only tested them on windows so far but they should work on retropie just the same. OVERLAY SETTINGS: - Set the AUTO SCALE OVERLAY option to ON in non wide displays.
The only dowsnside is you will have to select them manually in retroarch for each game but you should then be able to create a per game config so it loads the next time automatically (you'll need to change some settings in retropie for per game configs I believe). Whats the difference between an Overlay and a Bezel With Libretro, bezels are one subtype of overlay. There are 850 pngs in total and each one has an associated cfg file to enable them to work in retroarch. Below is a link to download them from mega. I found a complete set of Super Gameboy borders at vgmuseum and have used some batch tools/scripts to create overlays for use with retroarch.