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No.What if the DC overlay had a vmu screen with it that displays what the game would on regular hardware?
The functions of the Overlays is limited by RetroArch code.
I can't add features that RetroArch hasn't implemented.
The only way I could probably achieve something like that (as in maybe... and it's a big if) would be with Python Code.
For this I'd have to use either shaders or a shell that runs RetroArch via Python Sripts.
But it creates excessive work and I don't think people would feel comfortable running a python script just to use an overlay. It's too much of a hazzle considering a lot of people already avoids RetroArch en masse for being "confusing".
I have a date for release: August 1st!
I just noticed today that I never backed up the last GBA overlays I've showcased on this thread, so I have to redo them again, but first I have to "debug" my files:
These are 61 folders. Some has around 2 to 10 different variants, so in reality I've made around 100 different input animated overlays.
For example, this SNES variant has:
Then I have these Unnoficial NSO Overlays (non interactive, just plain simple overlay):
Then, I didn't backed up my GBA Input Animated Overlays, and I recently formatted my phone (which I forgot I had those missing GBA overlays in) but I still have the original .SVG files so it's just a matter of recoding them:
Good thing I have a backup of all my design files in a spare external HDD!
Just a bit of information: 2025 was crazy shit for me, I'm sorry for keeping you waiting for this. It's unintentional, and I'm going to be busy half of this year with legal issues.
But I swear AUGUST 1ST YOU'LL GET YOUR HANDS ON THESE IF STILL INTERESTED!
Thanks for your time!
Post automatically merged:
SAMPLE!
This project is not abandoned.
Download, extract, place in RetroArch route for your Overlays, and enjoy.
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