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ArcCabView + PinCabView : Display your arcade games just as you want!


Houb

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ArcCabView / PinCabView   :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 (and change its color)

- 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

 

A BGFX version (CRT-Geom-deluxe mod) for MAME is available too

This should bring to MAME nearly the very same ArcCabView's effect.

 

Games already set with the generic (ReShade) version 2.5 :

 

20XX (PC)
30XX (PC)
Andro Dunos II (PC)
AquaPazza AquaPlus Dream Match (NXL)
Arcana Heart 2 Suggoi (NXL)
Arcana Heart 3 LoveMax SixStars (NXL)
Asterix & Obelix - Slap Them All (PC)
Battle Squadron 2013 (PC)
Berserk Boy (PC)

B.I.O.T.A. (PC)
Blasphemous (PC)
Battle Crust (PC)
Battle Princess Madelyn (PC)
Blazing Chrome (PC)
Broforce (PC)
Broforce - The Expendabros (PC)
Cave Story + (PC)
Caladrius AC (RE2)
Celeste (PC)
Chaos Breaker (NXL)
Chaos Breaker (TTX)
Chaos Code New Sign of Catastrophe (NXL)
Crimzon Clover (NXL)
Crisis Wing (PC)
CupHead (PC)
Cursed Castilla EX (PC)
Daemon Bride Additional Gain (NXL)
Darius Burst (TTX)
Darius Burst EX (TTX)
Dark Awake (NXL)
Dead Cells (PC)
DeathSmiles II (AC)
Deedlit in Wonder Labyrinth (PC)
DeltaZeal (PC)

Demons Of Asteborg (PC)
Devil Engine (PC)
Double Dragon IV (PC)
Elevator Action Death Parade (TTX)
Fight'n Rage (PC)
Final Fight LNS Ultimate (OpenBOR)

Final Vendetta (PC)

Flynn Son Of Crimson (PC)
Freedom Planet (PC)
Freedom Planet 2 (PC)

Ganryu 2 (PC)
Gensokyo Night Festival (PC)
GigaWing Generations (TTX)
GuiltyGearXX Accent Core Plus R (PC)
GuiltyGearXX Accent Core Plus R (RE2)
GuiltyGearXrd Rev2 (RE2)
Homura (NXL)
Homura (TTX)
Huntdown (PC)
Hyper Street Fighter II (NXL)
Ikaruga (NXL)
Infinos Gaiden (PC)
Jamestown+ (PC)
Jitsu Squad (PC)
Kamui (PC)
Katana Zero (PC)
KOF Sky Stage (TTX)
Koihime Enbu RyoRaiRai (RE2)
Mario And Sonic Olympic Games (NU)
Marvel Infinity War (OpenBOR)
Melty Blood Actress Again Current Code (RE2)
Mercenary Kings (PC)
Metagal (PC)
Metaloid Origin (PC)
MetalSlug XX (PC)
Mighty Goose (PC)
Neon Abyss (PC)
Phantom Breaker (RE2)
Power Instinct 5 (NXL)
Power Instinct 5 (TTX)
Psychic Force 2012 (NXL)
Q-Yo Blaster (PC)
R-Type Dimensions EX (PC)
Raiden III (NXL)
Raiden III (TTX)
Raiden IV (NXL)
Raiden IV (PC)
Raiden IV (TTX)
Raiden V (PC)
Rival Megagun (PC)
Rivals Of Aether (PC)
Rolling Gunner (APM3)
Senxin Aleste (APM3)
Shikigami No Shiro III (TTX)
Skul The Hero Slayer (PC)
Snes9x (EMU)
Sonic CD (PC)
Sonic Dash Extreme (NuSX)
Sonic Mania (PC)
Souldiers (PC)

Space Invaders (NXL)
Steel Assault (PC)
Strania The Stella Machina (NXL)
Street Fighter III 3rd Strike (NXL)
Street Fighter Zero 3 (NXL)
Streets Of Rage 2X (OpenBOR)
Streets Of Rage 4 (PC)
Super Alpin Racer (RT)
Super Cyborg (PC)
Super Hydorah (PC)
Super XYX (PC)
The King Of Fighters 2002 UM (NXL)
The King Of Fighters 2002 UM (PC)
The King Of Fighters 98 UM (NXL)
The King Of Fighters 98 UM (PC)
The King Of Fighters 98 UM (TTX)
The King Of Fighters Maximum Impact Regulation A (TTX)
The Messenger (PC)
The Rumble Fish 2 (NXL)
Timespinner (PC)
TMNT - Shredder's Revenge (PC)

Touhou Luna Nights (PC)
Trouble Witches AC (NXL)
Trouble Witches AC (TTX)
Valfaris (PC)
Vampire Savior (NXL)
Wonder Boy - The Dragon's Trap (PC)
Xeno Crisis (PC)
Yatagarasu (NXL)

 

How to use (v2.x):

- Extract the full archive in its own folder or in your game folder (remove the previous ArcCabView.ini file from the game root folder if there is already an old one)
- Run "ArcCabView_launcher.exe" and when asked set the "true game exe" (the real game process), the "launcher" (if there is one to run) and the command to send (if there are some parameters to send)
- If the application is unknown a list of the already set games will be proposed, if your game is not in the list you can put its name and it will be created.
- The launcher will now try to run the game to take some usefull informations. Just wait it should take a few seconds (max 40s) and don't touch anything during this period.
- If everything is ok the game will start again with the settings known and defined during the first launch will be already applied. (if not some instructions could be given to help)
- When used in it's own folder:
* ArcCabView will create shortcuts in "Games" directory to launch your games.
* You will find also shortcuts for the games presets in UserPresets and shortcuts to reset your game settings in "Reset" Folder
- Push "Home" key ingame to get the ReShade's UI in order to set shader's parameters.
- Sending the command -p to the launcher will force portrait mode
- Sending the command -r to the launcher will force reset mode

 

Example: To launch a Steam game (MyGameID is the identifiant number, you can get it by creating a shortcut for this game in steam app) :

GameName=D:\SteamLibrary\steamapps\common\My Game\My Game.exe
LauncherName=C:\Program Files (x86)\Steam\steam.exe
Command=-applaunch MyGameID

Example: To launch a game with TP (MyGameXmlFile.xml is the name of the xml file of this game in the folder GameProfiles) :

GameName=D:\My Arcade Dumps\My Game\MyGame.exe
LauncherName=C:\Teknoparrot Folder\TeknoParrotUi.exe
Command=--profile=MyGameXmlFile.xml --startMinimized

 

Here a demo to show how to use ArcCabView from 2.0 version :

 

How to use (v1):
- 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)
 

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 (optional, 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)

- background.png (optional, will be displayed bellow the DMD and the backglass)

 

 

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 :

2.6

- "overlay texture" removed (the effect is now simulated with the new "curvature boost" option)
- "oversample boost" fixed and improved
- rotated game display is improved (internal gamecopy and bloomblur textures are now rotated)
- bloom aspect ratio improved and fixed
- default "frame texture" updated and frame display code improved
- frame color and frame brightness options added
- some shader improvements and fixes

 

2.5

- Some shader improvements, moire effect should be reduced

 

2.4
- Some dxgi over d3d11 dll detection should be fixed
- Souldiers (PC) native support added
- TMNT - Shredder's Revenge (PC) native support added
- Final Vendetta (PC) native support added

- Default curvature settings updated (slightly less curved)
- Overlay opacity reduced
- dgVoodoo2 updated to last version 2.79

 

2.3

- Some GamePath/LauncherPath issues should be fixed
- Added CROP_OFF option to keep or not the Crop_ratio when Pixel-Test fails
- Added CRT_EFFECT_OFF option to keep or not the CRT effect when Pixel-Test fails
- Added USE_FRAME_OFF option to keep or not the Screen Frame when Pixel-Test fails
- Added CURVATURE_OFF option to keep or not the Curvature effect when Pixel-Test fails
- Added USE_BEZEL_OFF option to keep or not the Bezel overlay when Pixel-Test fails
- Added DMDColor option to change the DMD color (PinCabView)
- Added DMDFilter option to crop DMD colors below the filter value (PinCabView)
- Some shader improvements and fixes...
- Ganryu 2 (PC) native support added
- B.I.O.T.A. (PC) native support added
- Demons Of Asteborg (PC) native support added
- Flynn Son Of Crimson (PC) native support added

- ArcCabView shader updated (mostly PinCabView part)
- Some shader's CRT-Effect codes reversed to the previous ones (it looks better and is less power consuming)

 

2.2

- UserTextures folder added (you can put here your own specific games textures/bezels)
- Default shader CRT settings updated with more "bloom"
- Crisis Wing (PC) preset updated with a small offset to better catch the original game texture.
- When used in its own directory, ArcCabView presets will be now stored in ArcCabview\UserPresets folder.
- A message can be displayed after first launch (and put in the ini) to inform about specific settings needed.
- Cave Story + (PC) native support added
- Celeste (PC) native support added for FNA version
- Katana Zero (PC) native support added
- Broforce (PC) native support added
- Broforce - The Expendabros (PC) native support added
- Mercenary Kings (PC) native support added
- Super Cyborg (PC) native support added
- Jitsu Squad (PC) native support added
- Asterix & Obelix - Slap Them All (PC) native support added
- Cup Head (PC) native support added
- Streets Of Rage 4 (PC) native support added
- Neon Abyss (PC) native support added
- Wonder Boy - The Dragon's Trap (PC) native support added
- Xeno Crisis (PC) native support added
- DeltaZeal (PC) native support added
- Elevator Action Death Parade (TTX) bezel added
- Mario And Sonic Olympic Games (NU) bezel added
- Sonic Dash Extreme (NuSX) bezel added
- And some improvements...

 

2.1

- Many improvements in the concept and launcher's UI
- Many native PC games support added

- Some small improvements and changes in databases...

- Many fixes

 

2.0

- Full native portrait mode added in the shader
- Textures bezelv.png and bezelv_off.png are added and will be used in portrait mode
- A Launcher/installer is now included to set the games directly (it will put the reshade and dgvoodoo dlls itself and will set the most important parameters).

- The solution can now be used from its own directory without having to duplicate for each games
- Small cleanups...

 

1.1

- CRTGeom code updated with last cgwg's improvements
- Brightness and black dots render has been improved when using CRT effect
- Bloom effect improved to catch the screen dots and to look more realistic with CRT effect
- The alpha value of the overlay image is now exponential
- The frame image has been updated (the borders sizes are smaller than before)
- A few minor fixes/changes

1.0b
- ReShade's dll updated to fix mp4 videos in unity games.
- The screen overlay can now be disabled.
- A performance mode has been added in the shader.
- A few small fixes/improvements

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:

Modifié par Houb
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  • The sujet was pinned

A Few Important Tips (ReShade version)

 

- 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" :

GameVideo_resolution.png

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 :

CenterLocked_ratio.png

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 :

Crop_ratio.png

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) :

example.png

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) :

example2.png

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) :

example3.png

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):

example4.png

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=0) 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):

example5.png

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=0) 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.

 

B)

More to come....

Modifié par 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 ;)

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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:

Modifié par 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:

Modifié par Houb
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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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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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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  :)

 

Modifié par Houb
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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

Modifié par Houb
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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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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 :)

Modifié par Houb
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Invité tommiegunz
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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Invité tommiegunz
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

Modifié par 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...

Modifié par Houb
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Il y a 16 heures, Houb a dit :

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...

OK merci pour ces précisions. Pour les émulateurs qui ont des résolutions différentes ça les prend en charge directement ou je dois le configurer? Par exemple pour le model 2 la résolution est 496 × 384 (même chose pour le model 3), du coup ça le détectera automatiquement ou il vaut mieux le définir moi même dans les réglages?

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Pour la résolution réelle d'affichage il y a rien d'autre à faire 4:3 locked to center ca suffit et ca restera ok quelque soit la résolution de ton écran.

Par contre oui le 496x384 ce sera en fait la taille de texture, il faudra la mettre dans les paramètres de l'effet CRT.

C'est ce qui va faire le quadrillage de l'effet (et ca malheureusement ca ne peut pas être automatisée, à chaque fois faut la renseigner).

:)

 

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