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ArcCabView : Display your arcade games just as you want!

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ArcCabView  is now Released!!  :dude:

 

ArcCabView is a ReShade's shader made by Ducon2016 and Aubrel to display your game (nearly all your games) just as you want.

It's still mainly designed to display arcade oriented games in cabinets and that's why its now named like that. In some case a launcher can be provided too in order to be more friendly to use.

This shader is the results of months of work. It's an evolution of CRTGeomMOD (written from CRTGeom by cgwg, Themaister and DOLLS) with some new features, many changes and fully merged with the shader PinCabView.

Nearly everything was rewritten in order to fix and avoid some old CRTGeomMOD issues and to get better performances and results.

As a comparaison, with all the options activated (even the new ones) it's now approx 70% faster than CRTGeomMOD v3.2 !!

 

This shader is not anymore mainly to use to get a CRT effect, it's now a complete tool to display all games as you want (it can be used also with emulators, dosbox and even some frontends!...).

The custom ReShade's dlls included can resize most D3D9 and D3D11 games to any resolution. For the remaining games you can also use dgVoodoo2 to resize the game and load ReShade.

 

Using this shader you will have full control of your game display. The functions will be explain bellow, but quickly you can :

- Rotate the game display in any Orientation without having to change your screen orientation.

- Manage completely the game Ratio when ingame and when not ingame.

- Resize, Move de display when ingame, when not ingame and also just the internal and external part of a defined area.

- Crop some parts or a ratio defined area of the game and choose to display them or not.

- Curve the full display or just a defined part of the game

- Add a CRT effect with Bloom, different dot aspects, vertical or horizontal scanlines,...

- Add a Frame with Screen Reflection around the full display or just around the defined area.

- Add a Bezel over or under the full display and manage its size. It can follow the game settings or not.
- Add a Background image or display a game blur mirror and change the Background Color and Brightness.

- Add an Overlay image over the defined game area.

- Add conditions to test in order to get yours effects and arts only when you want and where you want in the game.

...

More than that, for Pinball games you can also :

- Add a Backglass image with or without Grill and catch a part of the game to show in it.

- Move and resize the DMD display where you want

- Resize and move the table and change its perspective.

- Manage the brightness ingame of these different parts

...

 

DOWNLOAD Folder :     https://www.mediafire.com/folder/5ttx0loy7lzfy/ArcCabView

 

Demo Packs (ready to play) available :

 -Xeno Fighters R

- Raiden V (with Full Portrait / TATE mode included)

- R-Type Dimensions EX (CRT effect only in-game and only in 2D mode)

- Metal Slug XX (CRT effect only in-game)

 

How to use :
- Extract the full archive in your game directory (same directory as your main game exe)
- Rename ReShadeMod32.dll (for x86 games) or ReShadeMod64.dll (for 64 bits games) according to your needs.
(most often the dll has to be renamed d3d9.dll, d3d11.dll or opengl32.dll,... ). the dlls included are custom 4.9.1 ones with improved UI, performances and the ability to force d3d games buffer size.
For DirectX8 games you can use it (32b version named d3d9.dll) with d3d8to9 dll (named d3d8.dll) available here https://github.com/crosire/d3d8to9/
For DirectDraw games (or DirectX1to7) you can use it (32b version named d3d11.dll) with dgVoodoo2 dll (ddraw.dll) available here http://dege.freeweb.hu/dgVoodoo2/dgVoodoo2/
- Push "Home" key ingame to get the ReShade's UI in order to activate the effects and to set shader's parameters.


General features :
- Game Video resolution : the original resolution of the game to catch from top left corner of the screen (0 will catch the full screen size)
- CenterLocked ratio : used to catch the game display area when it's always centered and locked to a specific ratio (0,0 will take the full video resolution).

- Crop Ratio : nearly the same as CenterLocked ratio but can be added to it to catch a sepcific game area inside. External graphics can be kept and it's only applied "ingame".

- GameScreen size : to display the game in a specific top left part of your display (mostly to use with PinCabView and multiscreens configurations)
- Rotation : to rotate the display 90° CCW. With "auto 90CCW" the game will be rotated 90°CCW if your main screen is set in landscape mode (GameScreen ratio > 1)
- Game zoom/translation : to resize and move the full display (will be always applied)
- Pixel Test : to apply some specifics settings only when the RGB color of a XY defined dot matches (the dot position should be defined with the game stretched in 1920x1080)
(if pixeltest is disabled the "ingame" settings will be always applied, if "inverted" the "ingame" settings will be disabled when pixel test matches)
- Game Brightness : to change the brightness, it will be applied ingame on the game display area.
- Curvature : will be applied ingame on the game display area and on the full game when pixel test fails. If available the overlay image will be displayed over the result.
- Frame : to show a screen frame on the game display area ingame and on the full game area when pixel test fails (frame is cropped to its defined size when curvature is disabled)
- Frame reflection : the reflection of the display shown on the frame (always applied)
- InGame ratio/scale/offset : to resize and move the full game display ingame.
- OffGame ratio/scale/offset : to resize and move the full game display when pixel test fails (when not ingame).
- Horizontal/Vertical Starts : used to crop some parts of the game display (applied only ingame).
- External Display : to show the cropped areas of the game (only ingame). If available the background image will be displayed over this external area.
- External scale/offset : to resize and move the cropped (external) areas of the game (only ingame).
- Internal scale/offset : to resize and move the display inside the game area (only ingame).
- CRT effect : to simulate a CRT display (applied only ingame on the game area)
- Vertical scanline : to rotate by 90° the scanline of the CRT effect.


In order to get better performances and to get only the wanted features the function can be disabled in the shader's code :
- FRAME_RFLX : to get or not the frame reflection code
- CRT_SHADER : to get or not the CRT effect code
- CRV_SHADER : to get or not the curvature code
- DBL_TESTS : to get or not the double pixel test code (2 points should match)
- PIN_SHADER : to get the pinball game designed code (will add and remove some features)

 

Supported art files (textures folder) :
- frame.png (to show a screen frame around the game display area)
- overlay.png (to display an image over the game display area - only applied with curvature)

 

ArcCabView arts :
- bezel.png (displayed over or under the display ingame, can be fixed or set to follow the game's settings - 16:9 sized)
- bezel_off.png (displayed over or under the display when pixel test fails - 16:9 sized)
- background.png (will be displayed ingame over the cropped areas - will be displayed ingame over the external graphics)

 


PinCabView specific features ("PIN_SHADER" defined) :
- POV settings are added to correct the game perspective ingame
- An apron image can be added and displayed ingame over the game area (or under the CRT effect)
- A backglass image can be displayed and a part of the game can be caught and displayed ingame under the 16:9 top part of the backglass (the game's window should be extended to cover a second screen).
- A DMD area can be caught and displayed ingame over the game area, over the 16:9 top part of the backglass or under the backglass bottom part (grill).
- Brightness levels can be set for the 16:9 top part of the backglass and also for the DMD display (applied only ingame).

 

PinCabView arts :
- backglass.png (5:4 format with grill - will be cropped to 16:9 with a 2nd screen ratio of more than 16:10)
- backglass_off.png (will be displayed behind the 16:9 top part of the backglass when pixel test fails and ingame if the "original" backglass area is not set)
- dmd_off.png (will be displayed over the 16:9 top part of the backglass when pixel test fails or if the "original" dmd area is not set)
- apron.png (will be displayed ingame over the game display area if the CRT effect is disabled)

 

 

Info / Support : http://www.emuline.org/topic/2598-arccabview-display-your-arcade-games-just-as-you-want/

PinCabView Info / Support :

https://vpuniverse.com/forums/topic/5494-pincabview-bigraceusa-fantasticjourney-timeshock-theweb-wormspinball-worldrallyfever-slamtilt-resurrection/

https://vpuniverse.com/forums/topic/5903-pincabviewwfs-all-wildfire-studios-pinball-pc-games-in-your-pincab/

https://vpuniverse.com/forums/topic/5744-pincabview2d-most-old-dos-pinball-games-in-your-pincab/


ReShade home page : https://reshade.me/
D3D8to9 home page : https://github.com/crosire/d3d8to9/

dgVoodoo2 home page : http://dege.freeweb.hu/dgVoodoo2/

 

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

 

Quick Demo Videos :

XenoFightersR

 

RaidenV in TATE mode!

 

Metal Slug XX

 

R-Type Dimensions EX

 

Battle Squadron (PC 2013)

 

Some screenshots :

here some examples with some Windows, Arcade PC, OpenBOR, SuperNES, DOSBox, Xenia games and even a frontend using this shader to be displayed :)

 

Cuphead.png     ChaosBreaker.png

 

CursedCastillaEX.png     CrisisWing.png

 

DariusBurstCS.png     FinalFightLNSUltimate.png

 

FreedomPlanet.png     kofst.png

 

snes9x.png     GnGR.png

 

xenia.png     Aleste.png

 

ah3.png     sar.png

 

raiden5_one_v2.png     fe.png

 

fj.png     st.png

 

pf.png     kiss.png

 

 

Changelog :

1.0a

 

- A small bug with the frame reflection should be resolved.
- An issue appearing in some cases with the bezel rotation should be fixed.

 

///////////////

 

DOWNLOAD Folder :     https://www.mediafire.com/folder/5ttx0loy7lzfy/ArcCabView

 

More "demo packs" to come : Stay tuned !! :very-good:

Edited by Houb

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Looks great, I have a an issue that I hope will be relatively easy to solve ..

 

My Arcade Cab is 1366x7678, the latest APM3 games all play at 1920x1080, is there a simple way to shrink the game from 1080p to 768p ?

 

I have the example files for Aleste (APM3) and this plays fine on my screen with ArcCabView using the files you provided in another thread ... so it looks like its possible, I just cant work out which parameter to change.

 

Absolutely fantastic work !!

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Thanks :)

I can't be sure because I never tested these games but put Aleste pack in your game directory (the new one, check 1st post download mediafire folder).

In ReShade.ini ArcCabView section add this line :

WinName=A

(in fact it will work even better if you can put the EXACT name of the game's window instead of just "A")

put also the correct exename for "ExeName" in the same section of the ini and with some luck it will work with the launcher :)

if it works, just push "home" key ingame to get ReSahde's UI, reset the settings of the shader and set it as you want ;)

keep me informed ;)

Edited by Houb

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3 hours ago, Houb said:

Thanks :)

I can't be sure because I never tested these games but put Aleste pack in your game directory (the new one, check 1st post download mediafire folder).

In ReShade.ini ArcCabView section add this line :


WinName=A

(in fact it will work even better if you can put the EXACT name of the game's window instead of just "A")

put also the correct exename for "ExeName" in the same section of the ini and with some luck it will work with the launcher :)

if it works, just push "home" key ingame to get ReSahde's UI, reset the settings of the shader and set it as you want ;)

keep me informed ;)

Thats it, got it working with the Aleste files rather than the generic files, managed to resize to the correct resolution..

 

A small issue is that the UI hides the scroll bar on the right hand side depending on the resolution, it looks like game thinks its running 1080p, but my screen is 768p, so when I press Home the UI still thinks its a 1080p screen and wont show the scroll bar .. I can just about get to every option by zooming out in the UI and guessing which options to use ..

 

Not a huge problem, just thought i'd feedback !!

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Yep in lowres the Reshade's UI is a pain... you can still edit the preset cfg files directly...

But glad you managed to make your games working with my launcher :very-good:

 

-------------------

 

Some more configs were uploaded (check the download link in first post)

 

And I just added a new one for Raiden V with full Landscape or Portrait / TATE mode support!! :)

 

raiden5_one_v.png       raiden5_one_h.png

 

 

:dude:

Edited by Houb

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1 hour ago, Houb said:

Yep in lowres the Reshade's UI is a pain... you can still edit the preset cfg files directly...

But glad you managed to make your games working with my launcher :very-good:

 

 

A possible fix for the lowres issue would be to always resize the window to the vertical maximum and show the scroll bar when the UI is zoomed in (font gets bigger).

 

Another question if I may, Ive tried on another  ALL.Net game - Puyo, the game now fits in 1366x768 when I use the your launcher but I cant get the UI to come up ? Would this be because I'm using the wrong dll ?

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you can check if a log is created or not. if there is no log (for example d3d9.log) it means the dll ws not launched (can be an other dx version or opengl or a 64b version of them...) try to rename this dll and if there is no log try with the 64b version in ArcCabView pack

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1.0a (bugfix) released :)

- A small bug with the frame reflection should be resolved.
- An issue appearing in some cases with the bezel rotation should be fixed.

 

The few packs/patches already available and the launchers for Aleste and RaidenV were updated too!

Enjoy :very-good:

Edited by Houb

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How can I use it on Mame, Sega model 2 and 3, Flycast? Do you need a launcher?
Edited by faluki
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Il y a 3 heures, faluki a dit :

How can I use it on Mame, Sega model 2 and 3, Flycast? Do you need a launcher?

 

before trying to use it with emulators, try to learn how to use it with PC games. it uses reshade the main goal is PC games.

But yes when you will be more familiar you will be able to use it easily and quickly with nearly everything :)

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Awesome update! I love the reflections! :)

the reflections leaves a white line for me on the sides after 2-3 minutes of playing Aleste though. Have you noticed that?

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Il y a 2 heures, spot a dit :

Awesome update! I love the reflections! :)

the reflections leaves a white line for me on the sides after 2-3 minutes of playing Aleste though. Have you noticed that?

No, I just tested and nothing.

Did you update to 1.0a ?

 

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On 11/16/2021 at 12:15 AM, Houb said:

Now Released!!!    Check the first post :)

 

Here a demo video video :

 

 

Enjoy !!

 

Magnifique! Encore bravo le houb, superbe travail! Content que tu te sois pas arrete a la 2.0 "finale" :) Bon continue quand meme a bosser dur, je veux pas dire mais t'as encore du boulot avant de rattraper Trouby :ptdr::ptdr::ptdr:

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I didn’t test the latest update, hopefully it’s fixed now then. :)

 

will you release update packs for all game specific configs from the older version?

 

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Il y a 3 heures, spot a dit :

will you release update packs for all game specific configs from the older version?

 

Unfortunately it would take too much time (because each time I have to make these configurations to match nearly all screen resolutions/ratios and users settings...) so I don't think no.

I will probably update only a few "not easy to set" like the one I just uploaded now for R-Type Dimensions EX  :)

 

Edited by Houb

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Is it possible to do one for cave story and cave story+? I never could get those working.

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il y a 47 minutes, spot a dit :

Is it possible to do one for cave story and cave story+? I never could get those working.

Just tried and really nothing special with this game :

 

CaveStory_2021-11-20_01-58-40.png

 

set the game in clean (not stretched)

https://cdn.discordapp.com/attachments/401433952239484929/911423804192985138/ArcCabView_CaveStoryPlus.rar

Edited by Houb

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Wow, thank you. Do you have any trick to find out which 3d system (d3d9/11/ogl/etc) a game is using?

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model 2 save states were working years ago, is there a way to still save with w10 ? got old runtimes and everything, used to work.  but then again everything did with windows 7. 😑

so saving appears to work, but crashes upon load , and also load game doesn't work either after restarting emulator, been using this thing for 17 years now, but getting back to this now its not working , but i do recall it working with windows 10 for awhile.  some games were working for save but now it seems nothing does.

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is the art files (textures folder) naming convention per game directory setup as in each game got to have ArcCabView  folder within it?

is there an art repository some where for this?

Edited by usenet

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Il y a 14 heures, usenet a dit :

is the art files (textures folder) naming convention per game directory setup as in each game got to have ArcCabView  folder within it?

is there an art repository some where for this?

The package is made to be portable. In the texture folder you can put more arts as detailled in the readme :

- bezel.png (displayed ingame, or always when pixeltest isn't used can be shown over or under the game area)

- bezel_off.png (displayed when not "ingame" ie: when pixel test is used and fails)

- background.png (a little special: it is displayed only in the cropped areas and if external display is used it's displayed over)

- the frame can be changed by any other one of your choice and when changed you can adjust the settings to match with frame_size and ReflectionFallOff (both are set to match the default frame included)

when curvature is activated the overlay is put over the game display inside the frame. the image can be changed or removed too (nothing to set).

 

If you want to use each time the same arts you can put the full texture path in ReShade.ini (same for the shader path)

 

Hope it helps :)

Edited by Houb

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Where do I place these files to get them to work in game I want to use them on a few games that isn’t fitting my aspect ratio correctly 

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il y a 34 minutes, tommiegunz a dit :

Where do I place these files to get them to work in game I want to use them on a few games that isn’t fitting my aspect ratio correctly 

? Sorry I don't understand, can you explain??

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2 hours ago, Houb said:

? Sorry I don't understand, can you explain??

i have a few apm3 games that doesn't fit my screen correctly and wanted to use this to resize my games and other games i add the files into the game root folder but when i launch the game nothing shows up like it's not there

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il y a 22 minutes, tommiegunz a dit :

i have a few apm3 games that doesn't fit my screen correctly and wanted to use this to resize my games and other games i add the files into the game root folder but when i launch the game nothing shows up like it's not there

did you rename the dll? a log file is created?

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1 hour ago, Houb said:

did you rename the dll? a log file is created?

I got it working I didn’t rename the .dll correctly now I need to get the bezel working 

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Peut-on adapter le CRT-Geom MOD spécific à l'émulateur Model 2 par exemple avec le nouveau ArcCabView?

En gros mettre les mêmes réglages présents dans le fichier "CRTGeomMOD.ini" dans le fichier "ArcCabView.ini"? En prenant soin de changer les autres fichiers pour utiliser ArcCabView.

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Il y a 5 heures, Safur a dit :

Peut-on adapter le CRT-Geom MOD spécific à l'émulateur Model 2 par exemple avec le nouveau ArcCabView?

En gros mettre les mêmes réglages présents dans le fichier "CRTGeomMOD.ini" dans le fichier "ArcCabView.ini"? En prenant soin de changer les autres fichiers pour utiliser ArcCabView.

 

Malheureusement non, certain réglages resteront les mêmes mais pas tous. Il faut refaire la config. En même temps c'est pas dur à faire et je pense que c'est tout benef  d’apprendre à s'en servir.

Toutes les infos nécessaires sont dans le readme et j'ai essayé de montrer pas mal de trucs dans les vidéos.

 

 

 

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il y a une heure, Houb a dit :

Malheureusement non, certain réglages resteront les mêmes mais pas tous. Il faut refaire la config. En même temps c'est pas dur à faire et je pense que c'est tout benef  d’apprendre à s'en servir.

Toutes les infos nécessaires sont dans le readme et j'ai essayé de montrer pas mal de trucs dans les vidéos.

Alors j'ai tout testé et impossible de faire correctement fonctionner ArcCabView avec l'émulateur Model 2.

J'ai ceci:

61a4e54709df6_Sanstitre.jpg.0e8f67ff2b16288cac5f273d740f8c29.jpg

J'ai mis un Bezel et il ne s'affiche même pas. J'ai tenté tous les noms possibles mais rien et le frame se met en 16:9. Je ne peux pas le mettre en 4:3. Avec Reshade pourtant ça marche.

J'ai loupé un truc?

J'ai regardé tes vidéos mais au lancement tout s'affiche correctement. Du coup ça ne m'aide pas vraiment.

Avec Demul vous aviez fait un lanceur spécial. Du coup j'imagine qu'avec cette nouvelle technique il faudra faire la même chose?

 

EDIT:

C'est bon j'ai réussi!

Il fallait modifier le ingame display.

Sans titre.jpg

Edited by Safur

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Alors déjà la première chose à faire avant de s’embêter avec les bezel c'est de définir la méthode :

emulator-multicpu-2021-11-29-16-14-21.pn

Ca ca ressemble à un 4:3 locked to center

donc faut déjà mettre CenterLocked ratio à 4:3

c'était bien le cas dans CRTGeomMOD aussi :

Image1.png

ce qui est cool c'est que désormais le shader sait que ton jeu est en 4:3 et qu'il ne doit prendre en compte que la zone d'affichage du jeu.

Ca va te permettre de pouvoir avoir un bezel 16:9 qui sera bien cadré et la taille de texture de l'effet CRT sera bien calée.

 

Pour Demul non faudrait que je refasse le launcher. Impossible de faire marcher ArcCabView avec en l'état.

 

Edit apres le bezel faut le renommer bezel.png (background.png est toujours possible mais c'est seulement pour des cas particuliers, visiblement pour l'instant oublie background.png et utilise bezel.png...)

Si tu actives le bezel dans le shader ca devrait être ok direct. Apres tu peux choisr de le faire s'afficher par dessus ou sous le jeu et de le linker ou pas à tes réglages...

Edited by Houb

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