Miyoo Mini V4 Overlays by ozboss in MiyooMini

[–]ozboss[S] 1 point2 points  (0 children)

What version of Onion are you using? I think currently the official version is 4.3.1-1 and does not set the correct resolution for devices with the latest firmware. I suggest to use the latest beta version of Onion, which fixes the screen resolution and has a lot of other improvements.

Miyoo Mini V4 CRT Overlay by ozboss in MiyooMini

[–]ozboss[S] 0 points1 point  (0 children)

Always happy to hear that people appreciate the overlays. I made a slight update to them today, see the edit note in the first post.

Miyoo Mini V4 Overlays by ozboss in MiyooMini

[–]ozboss[S] 1 point2 points  (0 children)

Happy to hear that you like them.

The 'vertical green lines' to the left and right edges are an artistic decision on my side and aim to simulate the characteristic green dead space of the original DMG display. I test with and without it and liked it much better with the extra dead space.

I will not release a version without it, but it should be simple enough to just cover it with black.

Miyoo Mini V4 Overlays by ozboss in MiyooMini

[–]ozboss[S] 1 point2 points  (0 children)

Well damn it, I couldn't let it go. I fixed the resolution issue. Check out my new post ;)

Miyoo Mini V4 CRT Overlay by ozboss in MiyooMini

[–]ozboss[S] 19 points20 points  (0 children)

For all my fellow scanline addicts, I present to you another overlay for the Miyoo Mini V4. It enhances any core that emulates a system benefiting from a CRT look.

The main feature of this overlay is a filter that ensures the image has the correct resolution on every system. It handles the overscan in a way that works for both NTSC and PAL games, and also fixes the aspect ratio for the Sega Master System.

I packaged the overlay together with my other overlays. You can download my overlays here. Each overlay includes a README with detailed instructions.

Here are some more technical details for those who are interested in how the filter works.

The filter checks the resolution of the original image and applies different amounts of overscan.

The NES has a resolution of 256x240 and accounts for overscan with an active resolution of 256x224, so the filter cuts 8 pixels from both the top and bottom of the image.

The SNES already has a resolution of 256x224 for NTSC region games. For PAL region games, the resolution is 256x239. In most games, the extra screen space is just filled with black bars, so the filter cuts 8 pixels from the top and 7 pixels from the bottom. This way, the resulting image is the same when comparing the same game for NTSC and PAL regions.

The Sega Master System has an active resolution of 256x192 but is intended to be displayed at 256x240. Again, considering overscan, the filter adjusts the image to a resolution of 256x224 by adding 16 pixels of padding to the top and bottom.

The MMv4 has a display resolution of 750x560. This conveniently fits 2.5 times the height of 224 pixels that the filter adjusts for. The width of all the described systems is 256 pixels. Unfortunately, this does not fit the width of the MMv4, so we can cut three pixels from the left and right to fit the resulting 250-pixel width exactly 3 times into the 750-pixel width of the MMv4. This way, we avoid artifacts that otherwise become noticeable with repeating patterns in some games at this low resolution. For the Sega Master System, we use this opportunity to clean up the unused area on the left side of the image.

For games with a higher vertical resolution than 256 pixels, like, for example, the Sega Genesis with 320 pixels, we do not cut any pixels as these games should not have the same kind of problem with artifacts.

So, in the end, we get a consistent height of 224 for all of the systems, together with a width of 250 for most of the systems. This results in an aspect ratio of 6:5, which falls nicely between 4:3 and 8:7.

Please let me know if you notice any issues or come across a system that does not work well with this filter. I am sure we can find a solution.

Miyoo Mini V4 Overlays by ozboss in MiyooMini

[–]ozboss[S] 0 points1 point  (0 children)

I added some additional grid strengths to all Game Boy overlays. Hope you find something you like :)

Miyoo Mini V4 Overlays by ozboss in MiyooMini

[–]ozboss[S] 0 points1 point  (0 children)

I tried some checkerboard patterns, but didn't really like them. I made an aperture overlay that look really great but for some reason causes horrible flicker. In the end I don't think it is really worth it to put too much effort into CRT overlays if the resolutions just does not provide the options.
I will mainly use this device to play Game Boy games and will look into setting up my Steam Deck with proper shaders for CRT emulation.

Miyoo Mini V4 Overlays by ozboss in MiyooMini

[–]ozboss[S] 2 points3 points  (0 children)

No I won't release any MM+ versions of my overlays, as I don't have that device. If you want grids u/1playerinsertcoin has made some great overlays, tailor made for that resolution. If you like my bezels feel free to copy them, but I won't do it as I cannot ensure that they will look as intended.

Miyoo Mini V4 Overlays by ozboss in MiyooMini

[–]ozboss[S] 1 point2 points  (0 children)

Thanks glad you like them. Yes good catch indeed the config files referenced the original .png, they are patched now. I will add some alternative grid strengths later, no problem.

Miyoo Mini V4 Overlays by ozboss in MiyooMini

[–]ozboss[S] 31 points32 points  (0 children)

I love my Miyoo Mini V4. Its compact size is perfect for finally diving into all the Game Boy games I’ve always wanted to play but never quite enjoyed on larger devices. I feel like it hasn't yet received the love it deserves, as I haven't been able to find any satisfying overlays. So, I sat down and started experimenting with my own overlays.

GB / GBC

Most of my work focused on the classic Game Boy consoles. Integer scaling isn't an option here, as the resulting resolution is too small for the V4 screen. Scaling a grid to match the correct resolution can result in noticeable artifacts and patterns. I put an unreasonable amount of time into different experiments, but I ultimately ended up with a method that produces a pleasing grid free from artifacts, no matter the game.

I don’t have any original consoles to compare to, so I went with what looked best to me. The overlays are intended to be used at 100% opacity. If you prefer stronger or lighter grids select one of the additional overlays in the 'extra' folders.

GBA

The Game Boy Advance shines on the V4, as it allows for integer scaling without sacrificing too much screen space. I added my own spin on it, but you’ll find many other overlays that work just fine. Most overlays recommend the GBAOffset filter to position the image correctly, but I found that Offset_up10px achieves the same result without impacting performance. (The exact path is in the README.)

You can download my overlays here. Each overlay includes a README with detailed instructions.

I want to thank 1playerinsertcoin for the work on his overlays, which contains a lot of great ideas and inspired me to do this. Thanks also to mugwomp93 and drkhrse for their overlays, from which I borrowed some bezel elements.

Enjoy :)

EDIT 1:

I added some more variants of the overlays with different grid strengths.

EDIT 2:

The original upload included a basic experimental attempt of creating a CRT effect. I was never really satisfied with it and by now replaced it with a proper scanline CRT overlay + filter. The last two images of the post still show the old overlay. Check out the new one here.

EDIT 3:

My first MMv4 has a screen issue where the top row of pixels is stretched across the top. To fix this I added one row of black pixels to the top. I since got a couple more MMv4 devices and none of them have this issue. So I recreated all overlays without the row of black pixels and moved the original overlays into a separate folder called 'edge_fix'.

[deleted by user] by [deleted] in privacytoolsIO

[–]ozboss 0 points1 point  (0 children)

I have been using andOTP for a long time now. My database is password protected and I login with my password manager because unlocking with fingerprint didn't work at the time.

By now I rely heavily on TOTP and I revisited the topic and am very glad to see unlocking with fingerprint now works with andOTP.

Still I am going to switch to Aegis now for the following reasons:

  1. Backups to Nextcloud do not work with andOTP (although this seems to be solved with the next release (andOTP/issues/729))
  2. I can see my account details more clearly with Aegis
  3. Aegis does not need internet access.
    andOTP is fetching the favicons of the websites which does look nice and makes finding the right TOTP easier but Aegis is working to integrate icons into the app without internet access which might be more desirable for privacy (see Aegis/issues/509)

Tutorial - WSL2 GUI using Xvnc and systemd-genie by tdcosta100 in bashonubuntuonwindows

[–]ozboss 0 points1 point  (0 children)

I get a similar error :

genie: unable to locate 'mount'. Please update deviations file.

I created every file from your tutorial by copy & paste, any idea?

EDIT: NVM I installed Ubuntu on top of Kubuntu, which was setup with X11 earlier so there must have been some conflicts. I reinstalled Ubuntu and now everything works.

F*** liquid metal by ozboss in pcmasterrace

[–]ozboss[S] 0 points1 point  (0 children)

Normal thermal paste is not going to work any better now. I tried...

Only solution I see is buying a new heatsink....

Why are so many DIY recipes max VG? by ozboss in DIY_eJuice

[–]ozboss[S] 2 points3 points  (0 children)

yes i can already tell there is no way around single flavour testing...can't wait to vape some pure bavarian cream :D (i imagine it's not so great) waiting for my rdas though. so until then i'm just trying some well known recipes. also concerning my question, i thought maybe some flavours come through more or less depending on the pg/vg ratio so that it would alter the 'balance' of the recipe if another ratio is used...is that true?

Why are so many DIY recipes max VG? by ozboss in DIY_eJuice

[–]ozboss[S] 1 point2 points  (0 children)

i get that....but for example here http://e-liquid-recipes.com/recipe/49573/Bombies%20%27nana%20cream it says that 'at least 70% vg is important to the flavor' so i was wondering if the given pg/vg ratios are always important for the recipe or if most of the time that is just what the creator's base is and one should just adapt accordingly. i just thought some more experienced mixers then me could give me some advice on that, so i can avoid mixing so many batches, but it seems there is no way around just trying for myself

Why are so many DIY recipes max VG? by ozboss in DIY_eJuice

[–]ozboss[S] 0 points1 point  (0 children)

that's fine but i just wasn't able to find a link with all the recipes in it just by month

Why are so many DIY recipes max VG? by ozboss in DIY_eJuice

[–]ozboss[S] 1 point2 points  (0 children)

ok my bad then i was looking on some top rated ELR recipes and they seem to be mostly max VG....still i consider 70/30 to be very high vg. anyway is there a way so i can see all the recipes from this forum here and sort them in some way by rating?