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#109845 - 06/08/17 02:13 AM Re: TMS-09xx/1xxx thread (was New Dumps) [Re: JonasP]  
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RColtrane Offline
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Originally Posted by JonasP
Yeah I noticed that difference as well.


I guess that your scan is from the original/older version of the game, while Sean's scan is from a more recent version where they noticed the bar was a little off center and realigned it to be centered in the elevator shaft. Both versions are legit. On Google, I've seen much more devices using the same background of yours though. But it's a good thing that we now have both versions of the game to emulate!!

Last edited by RColtrane; 06/08/17 02:14 AM.
#109847 - 06/08/17 08:00 AM Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle]  
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I've just checked some original Game & Watch machines in case it was due to the high quality scans, but the paint texture in the backgrounds and foregrounds is actually noticeable at real size, so I'm not sure it would be a good idea to vectorize them as well.

I mean, the perfectly clean LCD graphics may clash a little with the backgrounds when put together, but that's how they look like on the original games.

#109848 - 06/08/17 11:29 AM Re: TMS-09xx/1xxx thread (was New Dumps) [Re: ICEknight]  
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JonasP Offline
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Originally Posted by ICEknight
I've just checked some original Game & Watch machines in case it was due to the high quality scans, but the paint texture in the backgrounds and foregrounds is actually noticeable at real size, so I'm not sure it would be a good idea to vectorize them as well.

I mean, the perfectly clean LCD graphics may clash a little with the backgrounds when put together, but that's how they look like on the original games.


Are you referring to oc22 and the other gold/silver games, or in general? I think there's a vast difference with the later games like ml102 having vectorizable graphics with some added noise more or less.

#109849 - 06/08/17 01:44 PM Re: TMS-09xx/1xxx thread (was New Dumps) [Re: ICEknight]  
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RColtrane Offline
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Originally Posted by ICEknight
I've just checked some original Game & Watch machines in case it was due to the high quality scans, but the paint texture in the backgrounds and foregrounds is actually noticeable at real size, so I'm not sure it would be a good idea to vectorize them as well.


The scans are pretty good and have great resolution. But, when these MAME drivers start supporting background/foreground images together with the sprites, it may be a problem to let these images as raw bitmaps, because they won't scale nicely together with the vectorized sprites. So I suppose that in this case, since the sprites are vectors already, we need to vectorize the background/foreground images as well, so they can all be scaled properly without losing quality in the process.

That said, I still prefer to have these images as raw bitmaps though, unless the implementation of these images proves to be unacceptable.

Last edited by RColtrane; 06/08/17 01:47 PM.
#109850 - 06/08/17 01:50 PM Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle]  
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Hap, I'm curretly giving a shot on vectorizing some things using Inkscape and I need some help... After converting a bitmap into vectors, how do I separate the objects without the blank objects (eyes mostly) over the black objects to let just the black objects in the resulting vectors?

I tried to break everything apart but when I do this, it paints all the white objects in black smirk

Last edited by RColtrane; 06/08/17 01:51 PM.
#109851 - 06/08/17 01:51 PM Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle]  
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hap Offline
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Actually, MAME already does support backdrop/foreground, as long as they're vectors just like the lcd sprites. Examples are: packmon, gckong.
It just doesn't support embedded images.

*edit* your other question: dunno, I never had to deal with separating white segments. potrace does that automatically.

Last edited by hap; 06/08/17 01:54 PM.
#109852 - 06/08/17 03:24 PM Re: TMS-09xx/1xxx thread (was New Dumps) [Re: hap]  
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RColtrane Offline
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Originally Posted by hap
*edit* your other question: dunno, I never had to deal with separating white segments. potrace does that automatically.


Yeah, I don't know why my Inkscape vectorizes the image but after that it treats every object as one, they are not several objects grouped together, as what happens in Corel. Weird.

#109853 - 06/08/17 03:26 PM Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle]  
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hap Offline
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Maybe invert the image colors before autovectoring?

#109854 - 06/08/17 05:55 PM Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle]  
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RColtrane Offline
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I will give it a try.

But now what is bothering the most is why Minie and Mickey are not appearing in my MAME. Hap, you said that you've recompiled something and they appeared for you. What did you recompile? MAME or the SVG file itself? I don't understand how a simple recompilation can do the trick, since all the sprites were created the same way under the same rules.

Last edited by RColtrane; 06/08/17 05:56 PM.
#109855 - 06/08/17 06:02 PM Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle]  
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hap Offline
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It's due to the romdefs size, example:

ROM_REGION( 423317, "svg", 0)
ROM_LOAD( "ktopgun.svg", 0, 423317, CRC(1e341717) SHA1(74f4ae3fa0e4aacfda76d46753a5a06f115d221f) ) // by Sean, ver. 11 apr 2017

Let's say you make a new ktopgun.svg, with 500,000 bytes size. MAME will only load 423,317 bytes and will result in missing data.

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