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


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Posté(e)

I know @ducon2016 fixed it a few monthes ago to be able to load reshade

But in fact I never tried so far 😄 so I will let Ducon answer ^^

 

 

 

Il y a 4 heures, tuchubby a dit :

How did you manage to fix this?  I am using MAME_0230_64.  I combed through all the files.  I have no issue running other bgfx such as crt-geom-deluxe

To fix what?? Please explain ;)

 

Posté(e)
Le 18/06/2022 à 18:19, XxTookie38xX a dit :

Yo Safur, j'essaie d'y integrer a demul mais je bloque sur l'affichage du bezel, l'effet crt c'est ok. intéressé egalement par ta methode d'integration dans retroarch.

Pour retroarch c'est tout bête. Par contre j'ai fait la méthode manuelle pour l'intégrer et il sera appliqué à tous les émulateurs (cores) de retroarch.

Par contre les Bezels seront les mêmes pour PSX ou Saturn. Si tu mets un Bezel pour Saturn et bien tu auras le même pour PSX, SNES, etc... Pas possible d'appliquer un Bezel pour chaque core en passant par ArcCabView. Le mieux est de passer par Retroarch pour ça.

J'ai donc tout décompressé dans le dossier de Retroarch et j'ai modifié le nom ReShadeMod64.dll par opengl32.dll. Pas de réglage particulier à faire.

Posté(e) (modifié)
1 hour ago, Houb said:

I know @ducon2016 fixed it a few monthes ago to be able to load reshade

But in fact I never tried so far 😄 so I will let Ducon answer ^^

 

 

 

To fix what?? Please explain ;)

 

 

ArcCabView quits out MAME in the same manner that ducon2016 mentioned.  If I set raster.ini to point to ArcCabView, MAME quits unexpectedly after a rom is selected. 

If I set raster.ini to any other bgfx, MAME launches the rom.  While a game rom is being ran and in the OSD, I can toggle to other available bgfx options.  However once I toggle to ArcCabView, MAME quits unexpectedly.  

If i use mame.ini and ignore raster.ini, the problem is still the same.

Modifié par tuchubby
Posté(e)
il y a 3 minutes, tuchubby a dit :

 

ArcCabView quits out MAME in the same manner that ducon2016 mentioned.  If I set raster.ini to point to ArcCabView, MAME quits unexpectedly after a rom is selected. 

If I set raster.ini to any other bgfx, MAME launches the rom.  While a game rom is being ran and in the OSD, I can toggle to other available bgfx options.  However once I toggle to ArcCabView, MAME quits unexpectedly.  

 

The issue is on your side. You should have something not set correctly (your artworks path?).

Try with a clean mame install

 

Posté(e)
il y a 8 minutes, Cricri77930 a dit :

Salut juste une question est il possible de l’utiliser avec fbneo 

ca doit etre possible mais comme FB émule des tonnes de systemes ayant tous des résolutions différentes c'est pas une tres bonne idée d'utiliser la solution "reshade" pour un effet CRT... (Sauf si tu ne fais tourner que des jeux ayant la même résolution natives)

Posté(e) (modifié)
On 5/30/2022 at 6:44 AM, WildWolf said:

I try but it seems reshade can't hook ...\ElfLdr2\BudgieLoader.exe

If someone succeeded tell me how lol...

 

15 hours ago, Moksi said:

Would like to know aswell , i think @Ducon or @Houb said it was possible ?

 

15 hours ago, Houb said:

I know @ducon2016 fixed it a few monthes ago to be able to load reshade

But in fact I never tried so far 😄 so I will let Ducon answer ^^

 

Yes it is possible, it was patched recently in TeknoCarrot, use the opengl32.dll (x86 version) from the ArcCabView package

Modifié par ducon2016
  • Team
Posté(e) (modifié)
il y a 30 minutes, ducon2016 a dit :

 

 

 

Yes it is possible, it was patched recently in TeknoCarrot, use the opengl32 dll from the package

it doesn't work with WMMT3 ,  reshade can't hook this game unfortunatly. it you are talking about opengl32 in ArcCabview 2.4 it doesn't work

Modifié par WildWolf
Posté(e)

 

10 minutes ago, WildWolf said:

it doesn't work with WMMT3 ,  reshade can't hook this game unfortunatly. it you are talking about opengl32 in ArcCabview 2.4 it doesn't work

 

Does WMMT3 use budgieloader? Use the x86 version of opengl32.dll and put in same folder as budgieloader.exe

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Posté(e) (modifié)
il y a 5 minutes, ducon2016 a dit :

 

 

Does WMMT3 use budgieloader? Use the x86 version of opengl32.dll and put in same folder as budgieloader.exe

it uses the new budgieloader (elfloader in Elfdrv2 folder) yes I done all of this, but Reshade can't hook dude, I'm gonna be crazy with WMMT3 lol

Modifié par WildWolf
Posté(e)
Il y a 13 heures, ducon2016 a dit :

 

 

 

Yes it is possible, it was patched recently in TeknoCarrot, use the opengl32.dll (x86 version) from the ArcCabView package

@ducon2016 as-tu réussi a faire fonctionner arccabview sur after burner climax (vu qu'il se lance avec budgieloader).

j'aimerais conserver l'affichage 4/3 et y insérer un bezel avec arccabview (vu que mes tentatives d'intégration de bezel avec rocketlauncher notamment ont échoué jusqu'à maintenant)

Posté(e)
9 hours ago, XxTookie38xX said:

@ducon2016 as-tu réussi a faire fonctionner arccabview sur after burner climax (vu qu'il se lance avec budgieloader).

j'aimerais conserver l'affichage 4/3 et y insérer un bezel avec arccabview (vu que mes tentatives d'intégration de bezel avec rocketlauncher notamment ont échoué jusqu'à maintenant)

Oui un utilisateur a reussi.  @nohero has all the details. He has his project here https://github.com/AtomFry/LaunchBoxReShadeManager

But you don't need this, you can make it manually as I explained.

Posté(e) (modifié)
Il y a 2 heures, ducon2016 a dit :

Oui un utilisateur a reussi.  @nohero has all the details. He has his project here https://github.com/AtomFry/LaunchBoxReShadeManager

But you don't need this, you can make it manually as I explained.

J'ai jeté un œil a son projet, ça a l'air d'etre ce dont j'ai besoin comme base de travail, bon c'est basé sur crtgeommod et je voudrait update cela sur une base arccabview. apparement de ce que je pense avoir compris, son projet fait des copies a la volée du nécessaire dans le dossier de l'émulateur directement en ce qui concerne les jeux exploitant budgieloader (contrairement aux autres dumps qui se lancent via game.exe et donc ou l'on peut poser le dossier reshade directement dans le dossier du dump)

 

Merci de m'avoir aiguillé sur cette piste, ça me permet d'avancer, surtout pour after burner (je suis extrémiste, je refuse de le faire tourner en widescreen, la borne originale étant en 4/3 a la base)

 

En espérant que l'utilisation d'arccabview (et sa gestion de presets) me permette de simuler un peu ce que fait projet reshade manager pour launchbox avec son système de copie a la volée. (je suis un irréductible d'HyperSpin et RocketLauncher)

Modifié par XxTookie38xX
Posté(e)
On 6/20/2022 at 3:09 PM, WildWolf said:

it uses the new budgieloader (elfloader in Elfdrv2 folder) yes I done all of this, but Reshade can't hook dude, I'm gonna be crazy with WMMT3 lol

 

3 hours ago, XxTookie38xX said:

En espérant que l'utilisation d'arccabview (et sa gestion de presets) me permette de simuler un peu ce que fait projet reshade manager pour launchbox avec son système de copie a la volée. (je suis un irréductible d'HyperSpin et RocketLauncher)

 

Sorry I got the location wrong. You need to put the arccabview x86 opengl32.dll (make sure there is 32 and not just opengl.dll) into TeknoParrot_1.0.0.140\TeknoParrot\

 

Si ca marche avec CRTGeomMod ca marchera aussi avec ArcCabView. Le resultat de nohero

 

YEAH.jpg

Posté(e)
Il y a 5 heures, XxTookie38xX a dit :

Merci de m'avoir aiguillé sur cette piste, ça me permet d'avancer, surtout pour after burner (je suis extrémiste, je refuse de le faire tourner en widescreen, la borne originale étant en 4/3 a la base)

 

En espérant que l'utilisation d'arccabview (et sa gestion de presets) me permette de simuler un peu ce que fait projet reshade manager pour launchbox avec son système de copie a la volée. (je suis un irréductible d'HyperSpin et RocketLauncher)

J'ai déjà essayé et ça marche plutôt bien. Par contre je me suis créé une copie de TP car une fois appliqué à Budgiloader tous les jeux l'utilisant sont impactés même ceux en 16/9.

Du coup je me suis créé un dossier pour les jeux lindbergh en 4/3.

Posté(e)
Il y a 6 heures, Safur a dit :

J'ai déjà essayé et ça marche plutôt bien. Par contre je me suis créé une copie de TP car une fois appliqué à Budgiloader tous les jeux l'utilisant sont impactés même ceux en 16/9.

Du coup je me suis créé un dossier pour les jeux lindbergh en 4/3.

oui j'ai remarqué ça aussi, ça m'a fait bizarre de voir un bezel minuscule en plein milieu de house of the dead 4.

 

Il me reste plus qu'a créer un petit .bat pour gérer les copies à la volée dans un premier temps des différents bezets et .ini pour les jeux 4/3 (en exemple Star Trek Voyager qui utilise un réglage different des 3 autres jeux) et une suppression du bezel pour les jeux en 16/9, tout en essayant de garder l'affichage du frame, ça m'évitera de dupliquer le dossier teknoparrot spécialement pour 4 jeux

 

L'avantage de ma build HS+RL c'est que je peux gérer le lancement de scripts spécifiques avant chaque lancement de jeux et surtout apres fermeture, ca donnerait sensiblement le meme résultat niveau fonctionnement que le projet reshade manager de nohero mais adapté a HS+RL

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Posté(e) (modifié)
Il y a 11 heures, ducon2016 a dit :

 

 

Sorry I got the location wrong. You need to put the arccabview x86 opengl32.dll (make sure there is 32 and not just opengl.dll) into TeknoParrot_1.0.0.140\TeknoParrot\

 

Si ca marche avec CRTGeomMod ca marchera aussi avec ArcCabView. Le resultat de nohero

 

YEAH.jpg

I confirm you again and again no result with WMMT3, No hook at all... it's the only title that bothers me..

 

WMMT3 uses "BudgieLoader.exe" from  ...\ElfLdr2\ for 2 last linux games DEAD HEAT and WMMT3. DEAD HEAT works with ArcCabView but not with WMMT3 and I don't know why... maybe it requires a patch... I don't know...

Modifié par WildWolf
Posté(e)
54 minutes ago, WildWolf said:

I confirm you again and again no result with WMMT3, No hook at all... it's the only title that bothers me..

 

WMMT3 uses "BudgieLoader.exe" from  ...\ElfLdr2\ for 2 last linux games DEAD HEAT and WMMT3. DEAD HEAT works with ArcCabView but not with WMMT3 and I don't know why... maybe it requires a patch... I don't know...

Is that new elf loader still x86 or x64?

  • Team
Posté(e) (modifié)
il y a 36 minutes, ducon2016 a dit :

Is that new elf loader still x86 or x64?

I try both 32 & 64 bit opengl32.dll but no result... Even Nohero helped me with TeamViewer but without success...

Modifié par WildWolf
Posté(e)
Il y a 4 heures, XxTookie38xX a dit :

Il me reste plus qu'a créer un petit .bat pour gérer les copies à la volée dans un premier temps des différents bezets et .ini pour les jeux 4/3 (en exemple Star Trek Voyager qui utilise un réglage different des 3 autres jeux) et une suppression du bezel pour les jeux en 16/9, tout en essayant de garder l'affichage du frame, ça m'évitera de dupliquer le dossier teknoparrot spécialement pour 4 jeux

Si tu arrives à créer un .bat pour ça je suis preneur! :)

Posté(e) (modifié)

ArcCabView MAME BGFX Chain 2.0 available !

 

Changelog :

- 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)

 

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"

 

progear.png

 

ddonpach.png

 

 

ArcCabView Generic 2.5 (ReShade) available !

(Shader improvements, moire effect should be reduced)

 

TMNT_2.5.png

 

deltazeal_2.5.png

 

:)

 

 

Le 24/06/2022 à 17:30, KISS87 a dit :

any way to aply ArcCabView in any video player to wach old videos? Thanks

I tried with VLC and WMP and no: they don't load reshade...

Modifié par Houb
Posté(e)
23 hours ago, Houb said:

ArcCabView MAME BGFX Chain 2.0 available !

 

Changelog :

- 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)

 

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"

 

progear.png

 

ddonpach.png

 

 

ArcCabView Generic 2.5 (ReShade) available !

(Shader improvements, moire effect should be reduced)

 

TMNT_2.5.png

 

deltazeal_2.5.png

 

:)

 

 

I tried with VLC and WMP and no: they don't load reshade...

 

great update and big thankyou for the updated works!

Posté(e)

i just did testing on the new bgfx chain. first time i was a bit unsure about the new look and i dont know why but it felt like something was not right.

 

It was just i was so used to the way the older version looked. now that i have used the new version for some time the old version looks bad! really nice work on the new version, i feel like you have done good work on the issue where things looks washed out colour wise, because the brightness is up too high, but it actually was not. this is much better now and i dont feel like i have to turn down the brightness, which didnt really fix it anyways.

 

it also feels a lot smoother when playing. it'sa very nice update. the only thing i picked up on was the white halo glow around white text on black background. i know this is a setting, but i would probably tone that down a little in my install. i'm so happy that you continue to develop this tool. it makes my entire arcade emulator game playing experince a lot better. tomorrow i will put it side by side with my arcade nanao ms9 machine and compare the new to the original pcb. i did a lot of compare with the previous version and there were a lot of issues when you put them side by side. interested to see how this one looks! i'll report back tomorrow.

Posté(e) (modifié)
Il y a 11 heures, arcadeforty a dit :

i just did testing on the new bgfx chain. first time i was a bit unsure about the new look and i dont know why but it felt like something was not right.

 

It was just i was so used to the way the older version looked. now that i have used the new version for some time the old version looks bad! really nice work on the new version, i feel like you have done good work on the issue where things looks washed out colour wise, because the brightness is up too high, but it actually was not. this is much better now and i dont feel like i have to turn down the brightness, which didnt really fix it anyways.

 

it also feels a lot smoother when playing. it'sa very nice update. the only thing i picked up on was the white halo glow around white text on black background. i know this is a setting, but i would probably tone that down a little in my install. i'm so happy that you continue to develop this tool. it makes my entire arcade emulator game playing experince a lot better. tomorrow i will put it side by side with my arcade nanao ms9 machine and compare the new to the original pcb. i did a lot of compare with the previous version and there were a lot of issues when you put them side by side. interested to see how this one looks! i'll report back tomorrow.

 

Glad you like it :)

I don't think it will really look the same as a real screen when compared side by syde.

The goal is more to get something easily, quick, clean, powerful and nice to create the best possible "illusion" with the frame, the curvature, the scanline and the textured dot display.

 

I don't think it really looks the same as a CRT screen but I think the "illusion" is now really "nice" : when it runs on my cab, it really looks like there is a CRT screen inside (at least when we are a few meters away) :)

Just like this for example:

IMG_20220701_083251_139.jpg  IMG_20220701_085010_279.jpg

 

I'm waiting for your side by side comparaisons, for sure it will be interesting 😃

Modifié par Houb
Posté(e)

@Houb tu as réalisé là un travail de fou sur ce shader.

 

Petit retour vite fait, et un retour positif qui plus est, je viens de tester sur les jeux Namco System 22 avec ta dernière mouture mame 242, le résultat est plus que satisfaisant. ça moire plus du tout.

 

Je continue mes tests, mais d'ores et deja je vais maj ma build avec ces nouveaux packages tellement le resultat est bon

  • 1 mois après...
  • 3 semaines après...
Posté(e) (modifié)

First time trying this could someone help please. I set exe to SonicDash_R_Ring. Launcher to TP exe. Command to --profile=SonicDashExtreme.xml

Says unknown game so I choose it from list. It loads then Arccabview.exe says Error! sorry there is something wrong.

Please check Arccabview.ini and your game settings.

Could it be anymore cryptic!

 

If not anyone know how to fix the screen from being on one side with part of screen missing. I tried borderless gaming but no good.

Modifié par VirtuaTK
Posté(e) (modifié)

I have gotten arccabview working with SDE via Jconfig. I turned all the bezels off and even got rid of the dgVoodoo logo. Somehow it now looks the right ratio. Dpad looks like a circle on screen. Now after the attract mode cycles it crashes.

Lol I can't seem to win with this game.

It says a few textures are missing in the reshade menu but I don't think it would cause this.

 

Edit Crashes when pressing start too.

 

I tried another sample with all setting setup the way it wants. It still crashes

Modifié par VirtuaTK
Posté(e)
6 hours ago, Houb said:

@VirtuaTKdgVoodoo DirectX VRam default is too low for this game.

Put "2048" instead of "256" in the dgVoodoo.conf file of this game and it won't crash anymore :)

 

Fresh copy tried Arccabview default. Didn't give me a drop down list to choose from. Failed.

Tried the Arccabview files from VM and the VRAM is already set to 2048. Loads then crashes.

Thanks but not helped.

I might have missed something so will go over it all again. This game is a nightmare.

Posté(e) (modifié)

Phew this was hell.

So I got SDE without Jconfig from VM. Got the latest Jconfig from jconfig universe. No need for patch for 60fps as it has option now.

I used Arccabview general and ran setup.

I then edited and put "2048" instead of "256" in the dgVoodoo.conf file.

Other combinations of files will not work!

As a preference I removed all borders/overlay. At one point the screen rotated on it's own. lol I nearly cried. Drop down menu options will rotate it back.

Another preference was to change screen ratio.  It looks squished to me by default. Setting 9:16 instead of 3:4 the circles onscreen look correct but looking at cab pictures screen looks too thin. I changed to 10:16 and it looks about bang on. Never played it in real life mind you.

My vendetta with this one is over.

Modifié par VirtuaTK
  • 4 semaines après...
Posté(e) (modifié)

I first want to give a big thank you to the developers of this. I can finally play Sonic Extreme and it's way fun. Quick question. Is there a way to get rid of the lag? My game will lag a little every 5-10 secs. Wasn't sure if that was something I could adjust in the settings or if it was simply an issue on my end with my computer specs. Also, is there a way to add different or custom bezels? I know some other bezels exist out there. Just curious, or do you have to use the default one (which is fine). 

 

Either way, a big thanks. 

Modifié par dgrace

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