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I played around with my svg file until I got the first object to be visible. It turns out that the fill attribute for each object was set to black, 000000. So I selected all the objects in Inkscape and set the fill to 010101 and svg2lay processed all the objects. The bg.png files are all black. Is that correct? Do I need to specify colors? The pngs that were created are all black (well, 010101) foregrounds on transparent backgrounds. They look OK to me, but I don't have the latest MESS with Top Gun included to see what they look like in the game. www.seanriddle.com/topgunlay.zipI added TMNT and Contra: www.seanriddle.com/tmntlay.zipwww.seanriddle.com/contralay.zip
Last edited by seanriddle; 03/27/16 06:02 AM.
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All right, just to make sure what I'm making is usable... Here's where I am with Ultraman. Figured I'd make sure this will work before getting into the really hard panels... I'm taking the route of really cleaning up the Photoshop file before vectoring, so hopefully there's minimal amount of cleanup needed in Inkscape. I'm working on making all the sprites clean, pure white and as accurate as possible (for the really weird ones I'm taking macro photos of the VFD turned off and re-tracing them if need be. There's a lot of bleed/blown-up colors when they are turned on). Then I'll separate them into the 3 colors (that should be simple enough to do manually). This is re-sized to a forum-sized image, but once separated into 3 color BMPs, is this the kind of file that would work good with Potrace?
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I'm not an expert on the technical requirements, but that looks *awesome*
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Yup that looks good, keep it up =) Sean yeah you need to specify colors. If the background isn't black (it is on vfds, it isn't on lcds), you need to make a background layer too. I'm doing finishing touches on your svgs now, will post them when I'm done. Ok, here they are, background pictures still needs to be added, but good enough as initial version. http://tsk-tsk.net/net/temp/kcontra.ziphttp://tsk-tsk.net/net/temp/ktmnt.ziphttp://tsk-tsk.net/net/temp/ktopgun.zip
Last edited by hap; 03/27/16 04:37 PM.
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Cool! The background pics for those 3 are on my page, when you want them.
I also took pics of the LCDs and backgrounds from the other games I have: Gradius, Lone Ranger, Blades of Steel and Star Trek 25th Anniversary, but I haven't vectorized those yet.
I'm going to deglob all but ST so I can visually dump the ROMs. I'm going to use a logic analyzer on ST since it has a 2nd glob, presumably for speech. That might help if the chip isn't well known.
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Do you have the bg for tmnt?
*edit* hmm, MAME doesn't support .jpg in artwork it seems. PNG for photo quality pics balloons up the filesize * 20.
Last edited by hap; 03/27/16 06:56 PM.
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Yes, because artwork is expected to stretch cleanly to any size. JPG artifacts break that contract.
Also, disk space is free nowadays, get with the program.
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If the source photo already is in jpg format, the artifacts are still there after you convert it to png, obviously. =)
Anyway, looks like we already had support for loading .jpg into a bitmap. So all is fine now.
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Nevermind, I found konamitmnt.jpg by guessing the link =p ktmnt/kcontra/ktopgun.zip artwork now has background added.
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Good guess!
Sorry, I was out "de-globbing" Contra, Gradius, Lone Ranger, and Blades of Steel. I still have a little cleanup to do on them, then I'll get top metal pics, then Whink them and hopefully get nice ROM pics. I forgot how much of a pain removing epoxy is. All 4 games use the same chip- the dies are marked KMS73B, same as TMNT.
The 20-pin chip in Atari Touch Me is a TMS1700. It looks like a TMS1100 with 1/4 the ROM and RAM.
The TP0327 die in the Sharp calculator was inverted. I haven't seen that in the other 100 or so TI chips I've decapped. When I blowtorched it, I thought I had lost the die, but I checked the piece of plastic that came off and there were no bond wires embedded in it, so I removed the plastic under the paddle and there it was.
The die in Mickey's Math Adventure isn't a TI chip. The only marking is CG232DCN.
<edit>The TI datasheet that has the TMS1400 info also has TMS1700 info. It says the TMS1700 is identical to the TMS1000 except with 1/2 the ROM and RAM and 9 R outputs.
Last edited by seanriddle; 03/28/16 02:33 AM.
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