Houb
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For information I just added these few important tips to the second post of this thread. I will try to add some more later... A Few Important Tips - Input Image Resolution (GameVideo_resolution) If your game is displayed in the top-left corner you have to set its size in "Input Image Resolution" (it happens very often with d3d games resized with our custom dll) Example here with a game sized "640x480" : The original ratio is kept by default The display outside the area defined here won't be kept at all If you are using CRT-Effect the "Texture Size" defined should match only this defined area The "InGame Ratio" set will be applied only for this area. - Center Locked Ratio (CenterLocked_ratio) If your game is displayed centered with a predefined ratio you have to set this ratio in "Center Locked Ratio" (It happens very often with emulators and most recent games are very often 16:9 locked) Example here with a "4:3" center locked display : The ratio is kept and the frame will now match this area The display outside the area defined here won't be kept at all If you are using CRT-Effect the "Texture Size" defined should match only this defined area The "InGame Ratio" set will be applied only for this area. - Crop Ratio (Crop_ratio) This is nealy the same as the "CenterLocked Ratio" explained just above but the remaining area is kept and can be displayed or not with "External Graphics Display" (this is very useful when the game features a built-in bezel or when the useful game area is surrounded) Example still with a "4:3" area : The ratio is kept and the frame will now match this area The display outside the area defined is kept and can be displayed or not using "External Graphics Display" If you are using CRT-Effect the "Texture Size" defined should match the full display by default. If you want to set it only for this area you have to enable "Crop Sized Texture Size" The "InGame Ratio" set is still applied to the full display.If present the "background.png" image will be displayed over the external displayed area (over the yellow areas in this example) This area can be expanded to the maximum size available on your screen using "Expand Cropped Display" option. Its ratio will be kept but the "external graphics" can be lost. This option can be used in addition with the option "CenterLocked Ratio" or "GameImage Resolution" described above. Here Some more complete examples using the options above: -Example 1 (3:4 gameplay in a not stretched 4:3 game) : The first thing to do is to set the "Input Image Resolution" to 800x600 to get my game maximized to my screen display. The 4:3 ratio of the 800x600 area is kept. Then I have to set "Crop Ratio" to 3:4 in order to define and catch the useful game area. The game itself (full yellow area) is still sized 4:3. -Example 2 (16:9 gameplay in a 4:3 game) : The first thing to do is to set "CenterLocked Ratio" to 4:3 to catch only the game area Then I have to set "Crop Ratio" to 16:9 in order to catch the useful game area. The game itself (full yellow area) is still sized 4:3 and by default displayed on my screen. Then, if I want, I can expand the useful area to the maximum size available in my screen display using "Expand Cropped Display". Here it will be fullscreen sized if I have a 16:9 screen. The yellow parts (external graphics) are lost. -Example 3 (15:9 not stretched game to 16:9) : The first thing to do is to set the "Input Image Resolution" to 1280x768 to get my game maximized to my screen display. The 15:9 ratio of the 1280x768 area is kept. Then, if I want, I can set "InGame Ratio" to 16:9 to get if 16:9 sized or I can enable "Full Stretch" to match my screen ratio and get it fullscreen sized. -Example 4 (3:4 portrait game to lanscape mode): The first thing to do is to set "CenterLocked Ratio" to 4:3 to catch only the game area Then I can set "Rotation 90°CCW" to forced (No_Rotate=2) to get a landscape display. Again the ratio is kept (4:3 rotated to 3:4) -Example 5 (3:4 landscape gameplay in a 16:9 game to portrait mode): The first thing to do is to set "Crop Ratio" to 3:4 to catch the useful game area. (the game itself here in yellow is still sized 16:9) (/!\ if the game itself is 16:9 locked you would also have to set "CenterLocked Ratio" to 16:9 to get your settings working with any other screen ratio) Then I can set "Rotation 90°CCW" to forced (No_Rotate=2) to get a portrait display. Again the ratio is kept (16:9 rotated to 9:16) Then I can enable "Expand Cropped Display" to maximize the useful area (here in magenta 3:4 rotated to 4:3) to my screen display (the external graphics in yellow are now lost) Then I can use "Rotate 180°" to get a standard oriented arcade portrait mode Then, If I want, I can use "Full Stretch" to stretch the useful area to my screen ratio. I hope it will help
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Just read the readme and the first post and the demo videos. You can put a bezel (bezel.png in textures folder) you can set its ratio, ajust its size, display it in front or behind your game display, you can also set it to follow every settings applied to the game display... And you can put some other images too.. so yes you can do nearly everything to get your game displayed as you want
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I justput it back in ArcCabView's folder
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Perso j'ai jamais testé, j'utilise pour ainsi dire jamais tp... Mais je crois que c'est déjà dispo depuis plusieurs semaines... Faudrait que @ducon2016 confirme @Morris Schaffer A new 1.0b version is now available, only a very few smal changes but the "performance mode" is present. for the next version I have a few things in mind but it's not ready for now... Enjoy
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By luck by default ArcCabView is really faster than our old CRTGeomMOD But you can get even better performances In ArcCabView\Shaders\ArcCabView.fx (open with notepad) //#define PERF_MODE to #define PERF_MODE The visual quality should be still ok. If it's not enough, you can also disable the frame reflection : #define FRAME_RFLX to //#define FRAME_RFLX I hope it will be enough... Edit: Sorry I didn't remember but in fact the "PERF_MODE" option is still not in the 1.0a version available for now... I will check a few other things and release a small update soon.
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Yes it should work and even more ducon fixed BudgieLoader a few weeks ago to get it working with Lindbergh games too
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yes you will have to extract the full archive next to your game/emu exe and to rename the correct dll (32 or 64 bit) as needed (d3d9.dll, d3d11.dll or opengl32.dll) if it works, you should get a .log file (same name as the dll) and the frame arround your screen, next you will have to set the shader as you want ingame in the ReShade's UI using "home" key.
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ArcCabView is mainly a reshade's shader, its goal is to be able to set your game display as you want (using mostly ratio, orientation/rotation, crops, scales, zooms, offsets,... settings and also curvature, crt effect, bloom... and the ability to put a frame, a bezel, a background, an overlay,... and also the ability to get a reflection... And for Pinball games to add a backglass to export the DMD,... etc The ReShade dll used are just a little customized mostly to be able to resize directly most d3d games. Also they are included with a "reshade.ini" already set to make the solution fully portable and nearly ready to use. So Yes we can say "ArcCabView" is " totally new tool (shader)" using reshade to work. In fact it's not "totally new" as most ArcCabView's main features were for most of them already available in the last version of its predecessor "CRTGeomMOD" BTW the main goal with CRTGeomMOD was to put a CRT effect, now it's more to resize and to customize the display The generic archive is the one you can use and set as you want for any game/emulator/app The other ones are just already set for a few specific games. I hope it's more clear For my part I now use ArcCabView nearly with all my games/emulators at least to resize the display to my native screen resolution (I have a 16:10 screen 1920x1200 in my cab) So for example with this tool I can run any recent 16:9 game in 1920x1200 without having black bars. I can also enlarge a little the display for some tate games... Or to improve the display area for some others. And as a bonus (due to how ArcCabView works) when I play these same games in an other screen with a different resolution (my 16:9 tv for example) all my settings are still good and I don't have to change anything In some way It can also be used to rotate the display according to your screen orientation (very usefull in a cab with a rotating screen)
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Nice bezel! You can use your bezel and your frame and get reflection on it like that for example : You just need to do that : - In ArcCabView textures folder : - In ArcCabView\Presets\ArcCabView.ini : Frame_size=0.018000,0.060000 InGame_ratio=4.000000,3.000000 InGame_scale=1.015000,0.782000 PS : with "frame reflection" it would be better to use a "square" frame image because of the "ReflectionFallOff" factor... but even with your frame image (as done here) it looks quite good using these settings
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Effectivement c'est pas top Mais c'est pas mal comme effet j'ai pas testé ce jeu et en ce moment je bosse sur autre chose... mais je suis sur que vous allez y arriver Edit: juste une piste, tu aurais pas activé les options de redimensionnement dans l'ini? parcequ'avec le launcher dont j'avais posté le code ca sert à rien et ca peut créer ce genre de problème Donc assure toi que t'as bien mis : DoubleResolution=0 ForcedResolution=0 FullResolution=0
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Ca arrive quand le jeu est tourné dans le mauvais sens et qu'on utilise R180° pour palier au problème. Du coup le bezel est lui aussi retourné de 180°. C'est donc "normal" qu'il soit affiché à l'envers et faut dans ce cas effectivement retourner l'image du bezel pour qu'il s'affiche comme souhaité Mais c'est plutot ponctuel comme probleme, ca n'arrive que rarement donc c'est bon comme ca je pense
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montre une capture en pleine taille avec les réglages par défaut et je vais essayer de t'aider Normalement ArcCabView fait tout ce que faisait CRTGeomMOd et même plus, mais pour l'un comme pour l'autre le forcage de résolution au lancement ne marche qu'avec certains les jeux d3d. Pour ceux qui ne veulent pas ou qui ne sont pas "d3d" le seul moyen c'est de la forcer autrement (ici avec un launcher oui)
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I really don't know much about rocktlauncher... ArcCabView's bezels are just png images, they can be set to any ratio using "bezel ratio" option (a ratio of "0" will match your screen ratio) the bezel can be displayed above or below your game display ("bezel back" option) so I let you check
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Nesica versions work fine with CRTGeomMOD and so they will with ArcCabView Check the CRTGeoMOD v3 configs, most probably you will have to set the video size in the shader's preset.
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(Shmup) Dodonpachi Saidaioujou & Knuckles
Houb a répondu à un(e) sujet de CAVEDWELLERS dans ROMS & ISO
nope I won't sorry. just checked again and there are really too much mixed small different picture parts... it would be just a pain to add. -
(Shmup) Dodonpachi Saidaioujou & Knuckles
Houb a répondu à un(e) sujet de CAVEDWELLERS dans ROMS & ISO
The face pictures at the beginning would need too much work for something that not worth it: it's completely useless and even more it's almost nasty... but again if you can do that it would be welcome I changed it to "Type B" because it's TypeB and nothing more (not Type D at all) : it's a simple visual mod. The gameplay is still the very same. -
(Shmup) Dodonpachi Saidaioujou & Knuckles
Houb a répondu à un(e) sujet de CAVEDWELLERS dans ROMS & ISO
Something like that is not very difficult to do with these tools : most arts and the operator are ok -
@mamefan2018 Thanks! I updated your code to be more flexible, more complete and to fix a few bugs I found. So now it's fine and able to change any resolution/orientation/refresh as we want here the updated code with an auto running example : #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. ; #Warn ; Enable warnings to assist with detecting common errors. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. VarSetCapacity(DEVMODE, 220, 0), NumPut(220, DEVMODE, 68, "short") DllCall("EnumDisplaySettingsW", "ptr", 0, "int", -1, "ptr", &DEVMODE) 0ResX := NumGet(DEVMODE, 172, "uint") 0ResY := NumGet(DEVMODE, 176, "uint") 0Refr := NumGet(DEVMODE, 184, "uint") 0Angl := NumGet(DEVMODE, 84, "uint") ;Examples ScreenResSwitch(600,800,60,1) Sleep, 10000 ;MsgBox, %0ResX% - %0ResY% - %0Refr% - %0Angl% ScreenResSwitch(0ResX,0ResY,0Refr,0Angl) ExitApp ScreenResSwitch(Width:=0, Height:=0, Refr:=0, Orient:=0) { ;Orient values: 0 (Landscape), 1(Portrait 90°), 2(Landscape Flipped 180°) or 3(Portrait Flipped 270°) If (Orient=0 And Height>Width) Orient := 3 VarSetCapacity(DEVMODE, 220, 0) NumPut(220, DEVMODE, 68, "short") DllCall("EnumDisplaySettingsW", "ptr", 0, "int", -1, "ptr", &DEVMODE) 0ResX := NumGet(DEVMODE, 172, "uint") 0ResY := NumGet(DEVMODE, 176, "uint") 0Refr := NumGet(DEVMODE, 184, "uint") 0Angl := NumGet(DEVMODE, 84, "uint") ; MsgBox, %0ResX% - %0ResY% - %0Refr% - %0Angl% If (Width=0 And Height=0 And (Abs(0Angl-Orient)=1 Or Abs(0Angl-Orient)=3)) { Width := 0ResY Height := 0ResX } If (Width!=0) NumPut(Width, DEVMODE, 172, "int") If (Height!=0) NumPut(Height, DEVMODE, 176, "int") If (Refr!=0) NumPut(Refr, DEVMODE, 184, "int") NumPut(Orient, DEVMODE, 84, "int") DllCall("ChangeDisplaySettingsW", "ptr", &DEVMODE, "uint", 0) } The only issue I found : - it doesn't work with nvidia custom resolutions... but for the rest it's ok - still some issues with Windows7 (at least on my pincab)
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I never found a very good script nor a good way to rotate the display. If you have a good one I would be interrested because mine doesn't work with windows7
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here the launcher code (ahk) #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. ; #Warn ; Enable warnings to assist with detecting common errors. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetTitleMatchMode, 1 DetectHiddenWindows, On DetectHiddenText, On SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. If A_IsCompiled menu, tray, NoStandard WinTitle := "A" WinID := 0 IfNotExist, ReShade.ini { MsgBox, ReShade.ini is missing ExitApp } IfNotExist, d3d9.dll { MsgBox, Reshade's d3d9.dll is missing ExitApp } IfNotExist, ArcCabView\Shaders\ArcCabView.fx { MsgBox, ArcCabView shader (ArcCabView\Shaders\ArcCabView.fx) is missing ExitApp } IfNotExist, ArcCabView\Presets\ArcCabView.ini { MsgBox, ArcCabView preset (ArcCabView\Presets\ArcCabView.ini) is missing ExitApp } VarSetCapacity(dM,156,0), NumPut(156,2,&dM,36), NumPut(0x5c0000,dM,40) DllCall("EnumDisplaySettingsA", UInt,0, UInt,-1, UInt, &dM) 0ResX := NumGet(&dM, 108, "uint4") 0ResY := NumGet(&dM, 112, "uint4") 0Refr := NumGet(&dM, 120, "uint4") if (0ResX > 0ResY) { IfNotExist, rotate.exe { MsgBox, rotate.exe is missing ExitApp } if ((0ResX < 1920) Or (0ResY < 1080)) { MsgBox, Sorry you need at least a FullHD (1920x1080) screen ExitApp } } else { if ((0ResY < 1920) Or (0ResX < 1080)) { MsgBox, Sorry you need at least a FullHD (1920x1080) screen ExitApp } } IniRead, ExeName, ReShade.ini, ArcCabView, ExeName, SonicDash_R_Ring.exe IniRead, WinName, ReShade.ini, ArcCabView, WinName, SonicDash IniRead, PortraitMode, ReShade.ini, ArcCabView, PortraitMode, 0 IniRead, Rotate180, ReShade.ini, ArcCabView, Rotate180, 0 IniRead, FullStretch, ReShade.ini, ArcCabView, FullStretch, 0 IniRead, FullResolution, ReShade.ini, ArcCabView, FullResolution, 1 if ((A_Args[1] = "p") Or (A_Args[1] = "-p")) PortraitMode := 1 if (0ResX < 0ResY) PortraitMode := 1 if Not(FullResolution) { ResX := 1080 ResY := 1920 } else { if (0ResX > 0ResY) { ResX := 0ResY ResY := 0ResX } else { ResX := 0ResX ResY := 0ResY } } IfExist, %ExeName% { IniWrite, 4, ReShade.ini, OVERLAY, TutorialProgress IniWrite, 4, ReShade.ini, GENERAL, TutorialProgress IniWrite, .\ArcCabView\Presets\ArcCabView.ini, ReShade.ini, GENERAL, CurrentPresetPath IniWrite, .\ArcCabView\Presets\ArcCabView.ini, ReShade.ini, GENERAL, PresetFiles IniWrite, .\ArcCabView\Presets\ArcCabView.ini, ReShade.ini, GENERAL, PresetPath IniWrite, .\ArcCabView\Shaders, ReShade.ini, GENERAL, EffectSearchPaths IniWrite, .\ArcCabView\Captures, ReShade.ini, SCREENSHOT, SavePath IniWrite, .\ArcCabView\Captures, ReShade.ini, GENERAL, ScreenshotPath IniWrite, .\ArcCabView\Textures, ReShade.ini, GENERAL, TextureSearchPaths Gui, Color, Black Gui +AlwaysOnTop -Caption +ToolWindow Gui, Show, x0 y0 w%A_ScreenWidth% h%A_ScreenHeight% if (PortraitMode) { IniWrite, 0, ArcCabView\Presets\ArcCabView.ini, ArcCabView.fx, USE_BEZEL IniWrite, 9.000000`,16.000000, ArcCabView\Presets\ArcCabView.ini, ArcCabView.fx, InGame_ratio IniWrite, 1, ArcCabView\Presets\ArcCabView.ini, ArcCabView.fx, NO_ROTATE if (0ResX > 0ResY) { if (Rotate180) IniWrite, 0, ArcCabView\Presets\ArcCabView.ini, ArcCabView.fx, ROTATED_180 else IniWrite, 1, ArcCabView\Presets\ArcCabView.ini, ArcCabView.fx, ROTATED_180 } else { if (Rotate180) IniWrite, 1, ArcCabView\Presets\ArcCabView.ini, ArcCabView.fx, ROTATED_180 else IniWrite, 0, ArcCabView\Presets\ArcCabView.ini, ArcCabView.fx, ROTATED_180 } } else { IniWrite, 1, ArcCabView\Presets\ArcCabView.ini, ArcCabView.fx, USE_BEZEL IniWrite, 3.000000`,4.000000, ArcCabView\Presets\ArcCabView.ini, ArcCabView.fx, InGame_ratio IniWrite, 2, ArcCabView\Presets\ArcCabView.ini, ArcCabView.fx, NO_ROTATE if (Rotate180) IniWrite, 1, ArcCabView\Presets\ArcCabView.ini, ArcCabView.fx, ROTATED_180 else IniWrite, 0, ArcCabView\Presets\ArcCabView.ini, ArcCabView.fx, ROTATED_180 } if (0ResX > 0ResY) Run, rotate.exe 270 %ResX% %ResY% MouseMove, 4000, 0, 0 Run, %ExeName%,,,ExePID MouseMove, 4000, 0, 0 WinWaitActive, %WinName%,, 5 If Not(ErrorLevel) WinGet, WinID, ID, %WinName% MouseMove, 4000, 0, 0 ToggleFakeFullscreen(WinID) Sleep, 2000 Gui, Hide While (ExePID) { Sleep, 500 Process, Exist, %ExePID% ExePID := ErrorLevel } Gui, Show FileDelete, ArcCabView\reshade-ArcCabView-* if (0ResX > 0ResY) Run, rotate.exe 0 %0ResX% %0ResY% } else MsgBox, Game's exe %ExeName% not found ExitAPP ToggleFakeFullscreen(WinID) { CoordMode Screen, Window static WINDOW_STYLE_UNDECORATED := -0xC40000 static savedInfo := Object() if !(WinID) WinGet, WinID, ID, A if (savedInfo[WinID]) { inf := savedInfo[WinID] WinSet, Style, % inf["style"], ahk_id %WinID% WinMove, ahk_id %WinID%,, % inf["x"], % inf["y"], % inf["width"], % inf["height"] savedInfo[WinID] := "" } else { savedInfo[WinID] := inf := Object() WinGet, ltmp, Style, ahk_id %WinID% inf["style"] := ltmp WinGetPos, ltmpX, ltmpY, ltmpWidth, ltmpHeight, ahk_id %WinID% inf["x"] := ltmpX inf["y"] := ltmpY inf["width"] := ltmpWidth inf["height"] := ltmpHeight WinSet, Style, %WINDOW_STYLE_UNDECORATED%, ahk_id %WinID% mon := GetMonitorActiveWindow(WinID) SysGet, mon, Monitor, %mon% WinMove, ahk_id %WinID%,, %monLeft%, %monTop%, % monRight-monLeft, % monBottom-monTop } } GetMonitorAtPos(x,y) { SysGet monitorCount, MonitorCount i := 0 while(i < monitorCount) { SysGet area, Monitor, %i% if ( areaLeft <= x && x <= areaRight && areaTop <= y && y <= areaBottom ) return i i := i+1 } return -1 } GetMonitorActiveWindow(WinID) { WinGetPos x,y,width,height, ahk_id %WinID% return GetMonitorAtPos(x+width/2, y+height/2) } Edit I found a few issues and the config available a few post above has been updated to fix them
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this is basicaly what the launcher is doing now
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so here something with a better result (you need at least a FullHD screen mini 1920x1080) you have to disable all jconfig d3d wrapper and to start the game using the launcher. it will be launched in your desktop resolution. To get better result the launcher will now use rotate.exe if needed to rotate your screen configuration to portrait mode. extract in the exe folder, don't use the .bat to launch the game: use the launcher included directly. portrait and desktop mode are available (check reshade.ini) enjoy https://www.mediafire.com/file/ag4h29l15bnhcm4/SonicDashExtreme_ArcCabView1.0a.rar/file
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(Shmup) Dodonpachi Saidaioujou & Knuckles
Houb a répondu à un(e) sujet de CAVEDWELLERS dans ROMS & ISO
yes it will take you many hours even after you perfectly understood how everything is working BTW you want this hack so spend the time to do it -
(Shmup) Dodonpachi Saidaioujou & Knuckles
Houb a répondu à un(e) sujet de CAVEDWELLERS dans ROMS & ISO
https://www.google.com/search?q=cv1000+bank+extractor the 1st link is a good source of info and at the end of the shumps thread you have a link to the git repro for new tools here : https://github.com/buffis/cv1k_research -
(Shmup) Dodonpachi Saidaioujou & Knuckles
Houb a répondu à un(e) sujet de CAVEDWELLERS dans ROMS & ISO
and why not doing it yourself??
