mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support
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@grant2258 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
artwork for space invaders has to be 3:4
Sure: 3:4 as it is rotated.
Moon is still horizontally squeezed ;-) -
@Clyde said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
What exactly keeps you from using both of them over the rest of the year? Just curious. 😏
Just meant to say that lately I was traveling a lot for work. ;-)
During holidays I'll be able to dedicate more time.
I'd also like to finish part of the significant number of high res artwork I'm restoring since a while...
VENTURE & rare OMEGA RACE kickplate for example. -
@Riverstorm said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
Wouldn't that workaround limit backdrops to a single resolution?
I agree it would limit it. As @markwkidd said it is likely we'll get full "new" artwork support in RA someday so it makes sense not to invest too much into the 'old' format.
For the time being personally I want to achieve correctly working backdrops with the right proportions (read: like the original cabinet); especially in SI. -
@UDb23 - I think this looks correct. I did my calcs on a 1920x1200 monitor vs. 1920x1080 so my position line is
0,-0.66707,1,1.66585
. I carried them out to the 100 thousandths. I think you need to reverse x/y values so to speak (that tripped me up a little in the instructions), basically like y/x.The 0 and 1 in the position line are the top and bottom since the game and artwork match (basically a 1 to 1 ratio on the y axis).
The calcs take into account the game size and background only (not the display) as a decimal ratio from 0 to 1. It seems like it should scale down on like a 720p TV or up.
The black bar at the bottom and overlay clipping are only in the screenshot and they look fine on the Pi. I was using RA for screenshots and it's clipping them for some reason. Should the background be showing through? That does actually show in the game.
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@Riverstorm You nailed it !! Well done.
Should the background be showing through? That does actually show in the game.
No, it should not.
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@Riverstorm
I just re-checked; basically it seems you can't set the opacity of the SCREEN layer (actual game graphics) . The SCREEN opacity should be 100% by default.
@markwkidd, @grant2258 : could you check the code part that does the blending ? -
@UDb23 @markwkidd : looking at @Riverstorm's screen capture it looks like actually only the green graphics are partially transparent; white looks correct (100% opacity).
Maybe it's related to the code you wrote to add the green color ? -
its working fine for me with my test i done. However this is using the code ii updated. The code has been pulled now. See if it maske a difference for @Riverstorm
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@Riverstorm is this doing the same thing on advancemame for you or is it a regression on our part
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well the colors are not set by the artwork files, The are set by the driver as soon as you enable the artwork system the colors will appear in the game.
i think some kind of masking will be needed
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use the alpha
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@UDb23 - Here's the correct position for a 1080p TV.
0,-0.57142,1,1.57142
. I've been working with a monitor the past few days so I did the original numbers with that to verify and then redid them for 1080p. For numbers I used1920x1080
and896x1080
.@grant2258 - To test just update from source?
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@Riverstorm just add
alpha = 0.3
to the backdrop -
@grant2258 If it works that way, we are all happy.
From a logic point of view it doesn’t make any sense as that alpha (according to mame docs) should be the transparency of that layer. In this case sets the backdrop transparency to 30 percent ?!! There is nothing below the backdrop.... but it makes the games screen on top 100 percent visible ... weird.Anyway, as said, if that’s the solution we’re glad you found it and will use that settings.
Once we finish all this testing it makes sense to summarize the findings in a specific doc/wiki.
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@Riverstorm thanks a lot. Will use that setting for some more experimenting with other backdrops.
Will also be interesting to see how it works with vector games.
Keep you updated.
Maybe we should create a dedicated thread for the artwork/backdrop testing, findings and docs. -
@UDb23 if you remove this code you dont need the alpha
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I did update from source and added alpha=0.3 and it did make the shields and ship solid but it has a side effect. If you look at the pic closely it has a light green box around the shields and ship.
@UDb23 - I think once a position has been calculated for a specific backdrop size and game size it will be reusable. So
Backdrop:
1920x1080Game:
896x1080Position:
0,-0.57142,1,1.57142 is done. I think several will be identical once 3:4 and 4:3 games are calculated. Space Invaders is a "weird" resolution 0.83:1. -
thats not a side effect its the film that on the arcade screen if you look at the video posted above in a the real you will notice this shows kinda like this as well it kinda authentic
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that green box is visible with no artwork added check for yourself
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Ok, sounds good, if it's in the original then I guess it's good.
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