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Yes he is, just send him an email or whatever method you contacted him before. =)

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Okay, here's a more final set of graphics for Ultraman:
http://www.handheldmuseum.com/Z_Imgs/MESS/bultrman.zip

(Obvious difference is that 2.12 should have 16 little blobs in it. Everything else is vector tweaks to make them look more like the VFD.)

While testing these, I found another bug with the game:
On the second level, when you are fighting the monsters, if you let one of the monsters destroy your buildings, the first set of buildings (plate 16 in whatever grid the monster is in) flashes 2 times, then flashes two more times with the flames above it flashing with it (the flames are plate 17). Then that building should stay off. A second hit repeats this with the remaining buildings.

If you watch the demo (and play the game) then the building is hit, the flames in the current grid and the one to the left of it flash (or the monster's head if it's the left-most buildings)...

You can compare the MAME play with the YouTube video to see the different too...

BTW, is there an easy way to search/replace the colors in Inkscape now that the layers are messed up? (When grouping things, they all moved to one layer, so 'red' isn't just the red things anymore.) When I picked the colors for them, I tried to match the lit VFD photos, but later realized there's colored plastic over the VFD in the game, so the colors should probably be adjusted for a more accurate appearance...

Last edited by Rik; 04/07/16 07:47 AM.
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Originally Posted by Rik
BTW, is there an easy way to search/replace the colors in Inkscape now that the layers are messed up? (When grouping things, they all moved to one layer, so 'red' isn't just the red things anymore.) When I picked the colors for them, I tried to match the lit VFD photos, but later realized there's colored plastic over the VFD in the game, so the colors should probably be adjusted for a more accurate appearance...

svg is xml, aka text. Colors in there are in style attributes, in a web-like format, aka #rrggbb. So any decent text editor should allow you to do the changes you want.

OG.

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Oh wow, never thought to even try opening it in a text editor... smile Okay, solves that problem... I'll do a color tweak when I'm sitting with the actual game...

Unless maybe it would be better to emulate the actual VFD, and use a color overlay to match the plastic?

Last edited by Rik; 04/07/16 09:37 AM.
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It's fine either way. As you can see me & kevtris chose to 'hardcode' the transparent color overlay into the VFD elements.

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Yeah, that probably makes sense for most situations, especially if the 'color overlay' is a sticker over the VFD, then it's hard to see what the actual color is without trying to peel it off... Might as well just stick with that, probably easier in the long run. smile

I'm working on Coleco Donkey Kong now... That one has a LOT of vector points all over the place (like 20 or 30 just to make a circle) Since it's mostly a couple of sprites used throughout, I'll fine tune those and just duplicate them all over. I'm curious if the in-MAME SVG renderer will work better with a few thousand less nodes to calculate... smile

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SVG renderer slowness is due to lack of caching, I think it's on Sarayan's(Olivier) TODO. Ideally it would only be slow right at the beginning.

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Yeah, don't degrade the quality for renderer performance, it'll just be a startup thing in the future. Of course, if you can improve perf with the same quality, go for it smile

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Originally Posted by Rik
I'm working on Coleco Donkey Kong now... That one has a LOT of vector points all over the place (like 20 or 30 just to make a circle) Since it's mostly a couple of sprites used throughout, I'll fine tune those and just duplicate them all over. I'm curious if the in-MAME SVG renderer will work better with a few thousand less nodes to calculate... smile

Beware that I'm going to work on the renderer to make its output closer to inkscape's. Plus I know how to make all that fast, don't worry about the speed.

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It was more image quality than speed I was thinking of... I wasn't sure the high density of vector nodes was giving it trouble or not...

But, optimizing the artwork is kind of needed anyway, we can definitely make them look better. Just tedious work.

Originally Posted by R. Belmont
Yeah, don't degrade the quality for renderer performance, it'll just be a startup thing in the future. Of course, if you can improve perf with the same quality, go for it smile

Oh yeah, definitely not hurting quality, actually making it look much better, and much more accurate... The problem usually comes from the metal screens in the VFDs over the artwork... Potrace includes elements of those in the artwork which messes up how they look... I'm undoing all of that, and then making them geometrically accurate when I can.

Last edited by Rik; 04/07/16 12:17 PM.
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