
Houb
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étrange... Pour akai katana et deathsmiles ça pourrait venir de l'underclock mais pour progear il y a aucune raison que ca ne marche pas comme sur la version normale de MAME 0.240.
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(Shmup) Dodonpachi Saidaioujou & Knuckles
Houb a répondu à un(e) sujet de CAVEDWELLERS dans ROMS & ISO
already in the MAMEUI version I posted yesterday -
MAME 0.275 & clones : Multiple Arcade Machine Emulator
Houb a répondu à un(e) sujet de 7zxkv dans EMULATEUR NEWS
Here a nice new release: ArcCabView BGFX for MAME And a custom MAMEUI build to work with! ArcCabView MAMEUI(64) 0.245 with BGFX_Chain 2.1 by Aubrel (ArcCabView's BGFX chain is a MOD of CRTGeom-Deluxe BGFX Chain by cgwg) Changelog : - aperture mask code changed to match the grill and to look like our Reshade's Shader - support for 2x2 and 1x1 slot mask textures (auto switch) - native frame display support (with and without curvature) - screen reflection on frame added - frame size setting added (so you can change the frame image and resize according to the new one) - curvature without CRT effect added - better overscan support and offsets support added (so now you can resize and crop your games correctly :) - many settings and details improved - native overlay image support added (from 1.1 the overlay image alpha value is exponential) - improved brightness and black dots render (1.1) - halation effect improved to catch the screen dots and to look more realistic (1.1) - big performance improvement (1.2) - brightness, contrast, halation, reflection and overlay adjustements (1.2a) - half-curv & half-frame added for 2 screens games (1.3) - small typo in reflexion code fixed, curvature effect settings slightly reduced (1.4) - moire effect reduced, frame reflection contrast improved (1.4a) - many things rewritten from scratch, many small issues fixed (2.0) - even more performance improvements (2.0) - the overall display result should be improved (2.0) - the previous annoying moire effect issue should be now fully fixed (2.0) - the mask texture 1x1 is now used by default (2.0) - many default settings updated and improved (2.0) - CRT brightness increased (2.0a) - small cleanups, impovements and adjustements (2.1) ... Nota : The 2.x version needs previous ArcCabView's 1.x setting chains to be removed from the folder "bgfx/chains/" (to be more clean, they are now located in the "bgfx/chains/ArcCabView/" folder) The chain setting "ArcCabView_Dot" has been removed (this is now the default "ArcCabView" chain) The old default chain setting is now called "ArcCabView_Mask2" - BGFX Chains presets : - "ArcCabView_Mask2" : it adds an alternate pixel effect (to use only with low-res games or with High-Res screens) - "ArcCabView_ResX2" : it doubles the horizontal resolution and adds the alternate pixel effect (to use only with low-res games or with big High-Res screens) - "ArcCabView_Flat" : it removes the curvature, the raster-bloom effect and the frame (good to use with multi-screens games) - "ArcCabView_NoCurv" : it removes the curvature effect - "ArcCabView_NoFrame" : it removes the screen frame - "ArcCabView_NoCRT" : it removes the CRT effect and the overlay (but the curvature, and the frame are still enabled) - "ArcCabView_HalfLeft,ArcCabView_HalfRight" : for 2 screens games, it will do half-curv and half-frame on each screen (artwork examples included for darius2d and warriorb) - "ArcCabView_Neo304" : it fixes the display size for 304 pixels width NeoGeo games. Also it doubles the horizontal resolution and adds an alternate pixel effect. - "ArcCabView_xxxx" : special game settings with overscan and offsets already set (mostly here as examples, do you own ones for other games) The pack contains : - ArcCabView's BGFX Chains 2.1 - A custom MAMEUI 0.245 build - Some chain settings examples - A few artwork examples - Some pre-configured ini for a few games as examples As this pack is already "set" please do a clean install!!!! The folder "artwork/ArcCabView/" is requiered to get ArcCabView's BGFX chains working. The custom MAMEUI(64) 0.245 build included features: - No-Nag when "skip info" is activated (from MKChamp). - CV1000 CPU 50% underclocked, blitter delay activated and set at 57%. - Neogeo 304 pixels width games display fixed (hack from Arcade/FX build, doesn't work when using softlist) - Neogeo CPU oveclocked at 16MHz (should help some games to run better) - samsh5pf, samsh5fe and xeno (Xeno-Crisis MVS/Genesis) support added (driver and softlist) - ffightae (Final Fight 3 players hack version) added (from HBMAME) - halway (Progear Hack) support added (from HBMAME) - PrimalRage2 patch applied (hack from Arcade/FX build) - kovshp and kovshxas BGM fixed (hack from FinalBurn Neo) - futari15bc, futariblc and futaribljc added (color hacks) - ibaracs and ibarablkcs added (background color saturation hacks) - xenocrisis, sksonic, sksonic2, sksonic3, jimpowern and irenademo added to megadriv softlist - chaotixo "Sonic in Chaotix Hack Rev2" added to 32x softlist - jimpowern added to snes softlist - and a few other small changes... Here what you need to set in mame's ini files (when not already done) : # # CORE SEARCH PATH OPTIONS # artpath artwork # # OSD VIDEO OPTIONS # video bgfx # # OSD ACCELERATED VIDEO OPTIONS # filter 0 prescale 1 # # BGFX POST-PROCESSING OPTIONS # bgfx_path bgfx bgfx_backend glsl bgfx_screen_chains ArcCabView For me "bgfx_backend" set to "glsl" works really better than most of the others options. For information the d3d9 bgfx_backend is broken with most CRT shaders (don't use it). For example: -To use the shader without the curvature effect you can set instead in the ini file(s) : bgfx_screen_chains ArcCabView_NoCurv -To use the shader without the CRT effect you can set instead in the ini file(s) : bgfx_screen_chains ArcCabView_NoCRT -To use the shader on multi-screens games you can set instead in the ini file(s) : bgfx_screen_chains ArcCabView_Flat,ArcCabView_Flat,ArcCabView_Flat ... Enjoy! Info / Support : http://www.emuline.org/topic/2598-arccabview-display-your-arcade-games-just-as-you-want/ Ready to use ArcCabView pack with the custom MAMEUI 0.245 included (do a clean install and use the full archive content) : https://www.mediafire.com/file/15crc7p0f7jb30q/ArcCabView_MAMEUI64_0.245_BGFX_Chain_2.1.7z/file ArcCabView BGFX Shader only (to use with any recent MAME versions) : https://www.mediafire.com/file/lciemwdbz2su972/ArcCabView_MAME_BGFX_Chain_2.1.7z/file Here how it looks : Enjoy!! 😎 -
Here a nice new release: ArcCabView BGFX for MAME And a custom MAMEUI build to work with! ArcCabView BGFX_Chain 2.0a For MAME by Aubrel (MOD of CRTGeom-Deluxe BGFX Chain by cgwg) Here a new ArcCabView MAME BGFX shader chain release !! - aperture mask code changed to match the grill and to look like our Reshade's Shader - support for 2x2 and 1x1 slot mask textures (auto switch) - native frame display support (with and without curvature) - screen reflection on frame added - frame size setting added (so you can change the frame image and resize according to the new one) - curvature without CRT effect added - better overscan support and offsets support added (so now you can resize and crop your games correctly :) - many settings and details improved - native overlay image support added (from 1.1 the overlay image alpha value is exponential) - improved brightness and black dots render (1.1) - halation effect improved to catch the screen dots and to look more realistic (1.1) - big performance improvement (1.2) - brightness, contrast, halation, reflection and overlay adjustements (1.2a) - half-curv & half-frame added for 2 screens games (1.3) - small typo in reflexion code fixed, curvature effect settings slightly reduced (1.4) - moire effect reduced, frame reflection contrast improved (1.4a) - many things rewritten from scratch, many small issues fixed (2.0) - even more performance improvements (2.0) - the overall display result should be improved (2.0) - the previous annoying moire effect issue should be now fully fixed (2.0) - the mask texture 1x1 is now used by default (2.0) - many default settings updated and improved (2.0) - CRT brightness increased (2.0a) ... Nota : The 2.0 version needs previous ArcCabView's setting chains to be removed from the folder "bgfx/chains" (to be more clean, they are now put in the "bgfx/chains/ArcCabView" folder) The chain setting "ArcCabView_Dot" has been removed (this is now the "ArcCabView" chain default) The old default chain setting is now called "ArcCabView_Mask2" - BGFX Chains presets : - "ArcCabView_Mask2" : it adds an alternate pixel effect (to use only with low-res games or with High-Res screens) - "ArcCabView_ResX2" : it doubles the horizontal resolution and adds the alternate pixel effect (to use only with low-res games or with big High-Res screens) - "ArcCabView_Flat" : it removes the curvature, the raster-bloom effect and the frame (good to use with multi-screens games) - "ArcCabView_NoCurv" : it removes the curvature effect - "ArcCabView_NoFrame" : it removes the screen frame - "ArcCabView_NoCRT" : it removes the CRT effect and the overlay (but the curvature, and the frame are still enabled) - "ArcCabView_HalfLeft,ArcCabView_HalfRight" : for 2 screens games, it will do half-curv and half-frame on each screen (artwork examples included for darius2d and warriorb) - "ArcCabView_Neo304" : it fixes the display size for 304 pixels width NeoGeo games. Also it doubles the horizontal resolution and adds an alternate pixel effect. - "ArcCabView_xxxx" : special game settings with overscan and offsets already set (mostly here as examples, do you own ones for other games) The pack contains : - ArcCabView's BGFX Chains - Some chain settings examples - A few artwork examples - Some pre-configured ini for a few games as examples As this pack is already "set" please do a clean install!!!! The folder "artwork\ArcCabView" is requiered to get ArcCabView's BGFX chains working. Here what you need to set in mame's ini files (when not already done) : # # CORE SEARCH PATH OPTIONS # artpath artwork # # OSD VIDEO OPTIONS # video bgfx # # OSD ACCELERATED VIDEO OPTIONS # filter 0 prescale 1 # # BGFX POST-PROCESSING OPTIONS # bgfx_path bgfx bgfx_backend glsl bgfx_screen_chains ArcCabView For me "bgfx_backend" set to "glsl" works really better than the others options. For information the d3d9 bgfx_backend is broken with most CRT shaders (don't use it). For example: -To use the shader without the curvature effect you can set instead in the ini file : bgfx_screen_chains ArcCabView_NoCurv -To use the shader without the CRT effect you can set instead in the ini file : bgfx_screen_chains ArcCabView_NoCRT -To use the shader on multi-screens games you can set instead in the ini file : bgfx_screen_chains ArcCabView_Flat,ArcCabView_Flat,ArcCabView_Flat ... Enjoy! Info / Support : http://www.emuline.org/topic/2598-arccabview-display-your-arcade-games-just-as-you-want/ Ready to use ArcCabView pack with the custom MAMEUI 0.242 included (do a clean install and use the full archive content) : https://www.mediafire.com/file/e4imr9cbkvn9nto/ArcCabView_MAMEUI64_0.242_BGFX_Chain_2.0a.7z/file ArcCabView BGFX Shader only (to use with any recent MAME versions) : https://www.mediafire.com/file/gz4webae4ztfc3o/ArcCabView_MAME_BGFX_Chain_2.0a.7z/file Here how it looks : Enjoy!! 😎
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je ne sais pas normalement ca marche directement... essaie de remettre l'archive complète dans le jeu...
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(Shmup) Dodonpachi Saidaioujou & Knuckles
Houb a répondu à un(e) sujet de CAVEDWELLERS dans ROMS & ISO
Here 2 new hacks I'm pleased to share: Ibara and Ibara Kuro "Background Color Saturation Mod" https://www.mediafire.com/file/g0w7kno5hfx17oi/Ibara_BgColorSatMod.rar/file The goal is just to add a little more saturation on the level background arts of these games (all levels are updated and nothing else is changed) Here how it looks : Enjoy -
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