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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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@grant2258 Sorry to say but I don’t think that the polyester stripe should be visible. Screen had tinted stripes but you would not notice them. I played that game a lot as a kid and remember well. Also I never noticed that stripe in any previous mame implementation. If you check the screenshot of the video I posted previously you can see green but no stripe.
Here’s another video of the cab and I can’t see the stripes.
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there is more than one video of the game if go in really close you can se ethe contrast and shafing in green of the film. You can make it back and white if you want or change the games artwork code. The green film mirrored on the monitor will show something. you can leave it the way it was without alpha blending or work the gfx to blend better either way its up to yourself
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the original mr do invaders uses a tint mask
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@grant2258 yes and the newer .lay format uses tinted boxes generated in the layout settings in the .lay itself (no more need for images).
SI colors implementation was discussed long time ago:
https://retropie.org.uk/forum/topic/2042/space-invaders-colors/18My coding capabilities do not include C unfortunately so while I can read code I don’t think I I’d be able to write new or change current.
IMHO would suggest we make it like the current mame as much as possible (colors but no visible stripe).
You and @markwkidd are already doing so much for this project in coding that I don’t want to give you additional stuff to do. So up to you and what you like best about the colors implementation in SI.
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