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Animated button presses for illuminated buttons is hard to do in MAME at the moment, but if the buttons don't have to respond to output it's easy to make them show whether they're depressed, and has been for at least half a decade now.

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That is nice to hear. I did not know this. Is there even more possible? Like joystick movement, cartridge inserted or if two players playing, a second controller shows up?

I just want to finish the package for Mr. Do and i am in the final steps.

Last edited by u-man; 02/28/19 02:52 PM.

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Nope.

Unless you hack the driver and add a bunch of output().set_value("thing", certain_condition); then the artwork can redraw based on that.

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Well, that is something i surely can not do, sadly. I have no clue how much work would it be, just to have at least the cartridge thing, but in my imagination this is a thing that would only be checked once (moment where a Vectrex is powered on).


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I added artwork for Octopus. Thanks hal3000. Also made changes to all of the Wide Screen and New Wide Screen games.
https://drive.google.com/drive/folders/1IbSRYTfKoKDgZfJZTZdnKFSpBvCvgJZV?usp=sharing
https://i.postimg.cc/Vs1zVFKk/Octopus.png

I don't quite know how to explain this but the layers on this game seem different to all the past ones, unless this has happened before and I haven't noticed it. The foreground layer is partially solid and partly semi-translucent. It has a nice effect of sandwiching the layers. I couldn't find an elegant or neat to replicate it so I made some dirty fixes.

Also, does anyone know which games have the dotted effect on the screen like I've done with Fire or what that is?

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Nice job there with Octopus (and of course all the other artwork as well) smile

Haze, really appreciate the videos!

The Octopus overlay seems to have been done using another process than the inlays for the later games. I also noticed this when scanning the inlay and carefully tried to separate the layers but without success. I think it was printed several times on the same surface. The material is also a bit different and the frame is brown instead of black.

The display dots seems to exists on all games but they are more or less visible on different games. Fire is the most extreme that I've seen so far. Perhaps the displays get worse with age and depending on how the display (or actually the polarizer and overlay) has been handled and stored is affecting the dot effect?

I tried to get some images on what the dots looks like on some other game. Please find Turtle Bridge and Balloon Fight below:
https://i.imgur.com/o8C8Bg2.png
https://i.imgur.com/7t360ba.png

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Originally Posted by u-man
That is nice to hear. I did not know this. Is there even more possible? Like joystick movement, cartridge inserted or if two players playing, a second controller shows up?

I just want to finish the package for Mr. Do and i am in the final steps.


None of this stuff is automatic... but it can all be done, there will just have to be a separate view for each game title. If you made cartridges for each game, to go along with the overlays, then we can easily add that in as part of the artwork for that game.

The animated buttons are easy; we just need a graphic for each state of the button (on and off). The controller itself would be the default off for all four buttons, then we would need a graphic for the button to look as it is pressed. And if everything is symmetrical and matching size, then we don't need four separate buttons for that, just one could cover all four.

A regular joystick can be manipulated in artwork, but only a 4-way digital at this time. Diagonals don't really work, as what you end up with is two buttons in the on state, so you see the joystick pressed in two directions at once. There is a "hacky" way to do it that I guy came out with on a YouTube channel, but it takes remapping some Player 2 keys to get the effect, so in the end, it still only works for one player.

As Vectrex is an analog stick, there is no way to simulate that (that I know of anyway).

Player 2 could be done, without needing to make two separate views for each game, by defining that layer as something different than the other layers in the artwork, so that it could simply be turned off in the MAME Video Options menu.


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Analog joystick position display requires parameter animation. It's on the roadmap.

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G&W Turtle Bridge has now been dumped and added to MAME smile As usual, thanks to everyone involved with getting these games preserved!

The game is SM510 based and looks like this:
[Linked Image]

Inlay scans can be found in the dropbox directory.

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G&W Fire Attack has now been dumped and added to MAME smile

The game is also SM510 based. Here's a screenshot from the game:
[Linked Image]

Inlays has been scanned and can be found in the dropbox dir.

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