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I think using open standard SVG vectorized artwork is the best method. The ones we have were created by kevtris, this is the best he can do in his free time. It's great quality IMHO, I've played around a bit with Inkscape myself and can't get even near to what he created.

The svg files are available and if you or anyone volunteers to improve them, that would be awesome.
*edit* be glad to even have these svgs smile I can't assure every emulated vfd/lcd game will have artwork done by any of us.

Last edited by hap; 07/07/15 04:58 PM.
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Anyone know when Nintendo started producing their LCD games with MCUs? The patent of their 1st game "Ball" suggests it's on dedicated hardware: http://www.google.com/patents/US4438926

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The plan is that once we have a BGFX renderer, BGFX includes a module that can hardware-rasterize SVGs. So we'd go to fully scalable artwork, which should look great on e.g. 4K and 5K monitors.

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Originally Posted By hap
I think using open standard SVG vectorized artwork is the best method.
I wasn't implying the opposite, actually.

Quote:
be glad to even have these svgs smile
I also wasn't implying that I'm not glad we have these, but... well, what I said.

Quote:
The svg files are available and if you or anyone volunteers to improve them
Maybe a solution could be having a repository where people could check the original scans, have a try at vectorizing them and submit their results? They'd be still "hand-made" but people would be able to keep improving on each iteration, until they look just like the originals.

I don't think that anybody not reading this topic even knows that they can contribute to those, or how to do it.

Originally Posted By R. Belmont
once we have a BGFX renderer, BGFX includes a module that can hardware-rasterize SVGs. So we'd go to fully scalable artwork
I'm... not quite sure I understand what that would mean, sorry. frown


LCD artwork scans and cleanups: https://mega.nz/#F!uFYSzK7S!U-lJon9jsqyoCX_3y7_KLA
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MAME Artwork has always relied on external contributions, and we've seen lots of great stuff from it. Maybe it's not been very popular on the MESS side, but it is exactly the same thing.

If you think an external repository is needed. By all means, please organize/make it. I for one have my hands full.

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ICEknight: it means you'd give MAME an SVG file for artwork instead of converting it to a PNG first (which de-vectorizes it and fixes the maximum resolution). MAME would then use your video card to draw it quickly.

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Originally Posted By ICEknight
I'm... not quite sure I understand what that would mean, sorry. frown


MAME artwork shiny. MAME code not so shiny. When make shiny, pretty shinies become all shiny. Until, less shiny. Pretty thing. Fire bad.

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yup, exactly that, maybe a tad shinier

------
on-topic

I'm starting to hear some blips and bloops with Konami Top Gun, but it's jumping to an undefined area pretty soon. It's hard to fix due to MAME's lack of LFSR programcounter support in the debugger, but I'm sure I'll get it right eventually.

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Originally Posted By R. Belmont
ICEknight: it means you'd give MAME an SVG file for artwork instead of converting it to a PNG first (which de-vectorizes it and fixes the maximum resolution). MAME would then use your video card to draw it quickly.
Ah, so that's it. Thanks for the explanation.

Originally Posted By Just Desserts
MAME artwork shiny. MAME code not so shiny. When make shiny, pretty shinies become all shiny. Until, less shiny. Pretty thing. Fire bad.
Uh... Really? sick


LCD artwork scans and cleanups: https://mega.nz/#F!uFYSzK7S!U-lJon9jsqyoCX_3y7_KLA
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JD's answer is actually a pretty good deconstruction of the truth, if a bit unorthodox smile

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