![]() ![]() Place the contents from "RetroArch/overlays/_MR.RETROLUST/NeoGeov2" to it's like named structure within RetroArch. If this doesn't fix it, navigate to this same menu but a little further down. Try launching a game at this point and see if the overlay is gone. This file will automatically give all the NeoGeo games without artwork the generic bezel.ģ. Here's what I did: Navigate to RetroArch > Settings > On-Screen Display > On-Screen Overlay - turn the first 4 settings to ON (I believe the fourth setting is the most important one). Within this folder rename the following config file "SNK - Neo Geo" to the name of the folder where your NeoGeo games are stored. Place the contents in the folder "RetroArch/config/FB Alpha 2012 Neo Geo" to the folder of the core that you use, as you can see I use the FB Alpha 2012 Neo Geo core.Ģ. IMPORTANT: If you use another resolution you'll have to manually adjust the position and size of the game screen yourself.ġ. This setup will save you countless hours adjusting them yourself, but be sure not to rename any files or folders and follow below instructions. The following steps are for users of 3840x2160 displays only. All in 3840x2160 pixels for high detail If you like these in Mame format go to: Mame 4K - Lights Out - Realistic Bezels This is part of the "Lights Out - Realistic Retroarch Bezels" series: Contains restored and translated artwork as well. This is an upgrade to my previous Neo Geo bezels where I only used top or bottom strips, in this version I used as much instruction artwork from the mvs kits as I could possibly find including side art. 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.Neo Geo v2 4K - Lights Out - Realistic Retroarch Bezels 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. Click on the MODE button to switch RECOMMENDED VIDEO SETTINGS. 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. Decorative and animated border- overlay for Retroarch, Based on the original Sega Megadrive console design. 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. 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. I've only tested them on windows so far but they should work on retropie just the same. 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). 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. ![]()
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