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Joined: May 2010
Posts: 1,051
Very Senior Member
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Very Senior Member
Joined: May 2010
Posts: 1,051 |
I'm not sure if I'm technically proficient enough to stain....
Yeah, that's the ID. I add descriptions to each segment that indicate the pins that turn on the segment, then run a script that translates those into the x.y.z notation based on the PCB wiring. I use Inkscape's XML Editor to check for segments or groups of segments without descriptions; if nothing is nested under a segment, that means I skipped it. But if I group segments, then they are nested under a group ID, so I didn't notice if a group didn't have a description. My script told me that the ID was unused, but that's not unusual. I'll add a warning to my script to let me know if a segment or group doesn't have a description.
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Joined: Jul 2007
Posts: 45 Likes: 4
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Joined: Jul 2007
Posts: 45 Likes: 4 |
I found what may be an error in Gauntlet. The warrior's leg seems to be missing a segment. I see the segment in the SVG file, but it's not there when I play the game in MAME. Here's a video where you can see the segment in his leg running on actual hardware: Gauntlet VideoMissing Segment: ![[Linked Image from lionanddragon.host-ed.me]](http://www.lionanddragon.host-ed.me/Webfiles/tgaunt.jpg) A-Noid Edit: Looking at the tgaunt.svg in inkscape, there seems to be several errors in the warrior's legs. Errors in path488, path496, and path460.
Last edited by anoid; 10/08/17 01:43 AM.
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Joined: Mar 2002
Posts: 1,389 Likes: 146
Very Senior Member
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Very Senior Member
Joined: Mar 2002
Posts: 1,389 Likes: 146 |
Thanks, I fixed the SVG paths for the right leg. The C shape(middle/left legs in your image) at the hip is really part of the body segment, you can see it in the video that they're active on both inner and outer leg movement.
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Joined: Jul 2007
Posts: 45 Likes: 4
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Joined: Jul 2007
Posts: 45 Likes: 4 |
Thanks Hap for the quick fix!
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Joined: May 2010
Posts: 1,051
Very Senior Member
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Very Senior Member
Joined: May 2010
Posts: 1,051 |
I see what happened; potrace joined the segment you labeled "right leg" to the middle legs and I didn't notice. Good eye!
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Joined: May 2010
Posts: 1,051
Very Senior Member
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Very Senior Member
Joined: May 2010
Posts: 1,051 |
Looks like the Swamp Thing LCD pic is OK: www.seanriddle.com/swampthinglcdmicro.jpgI need to work on my rig if I take any more pics like this- the LCD panel is much larger than the dies I photograph, so it hung over the edges of the platform (which you can see as the square in the middle). And the panel stuck to the platform (the darker blob). I guess that's my thumbprint in the bottom right.
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Joined: Mar 2002
Posts: 1,389 Likes: 146
Very Senior Member
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Very Senior Member
Joined: Mar 2002
Posts: 1,389 Likes: 146 |
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Joined: May 2010
Posts: 1,051
Very Senior Member
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Very Senior Member
Joined: May 2010
Posts: 1,051 |
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Joined: Mar 2002
Posts: 1,389 Likes: 146
Very Senior Member
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Very Senior Member
Joined: Mar 2002
Posts: 1,389 Likes: 146 |
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Joined: Mar 2002
Posts: 1,389 Likes: 146
Very Senior Member
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Very Senior Member
Joined: Mar 2002
Posts: 1,389 Likes: 146 |
I prepared external artwork of the background inlay for most of the games in the hh_sm510 driver. Get it at: http://tsk-tsk.net/net/temp/extart/or https://www.mess.org/artwork once it's updated. Except for nupogodi, the G&W games that had internal vector artwork keep the same quality (at width of 4000 pixels). If someone prefers to use the original scans, they can easily make it themself. Nomore final QA decision by me, since multiple artwork sets are possible. The old SVGs are here: http://tsk-tsk.net/net/temp/svg/old/JR55 and DJ101 have the preliminary vector artwork by RColtrane for now. Nupogodi has the foreground bitmap from Igor's emulator. BX301, Tiger & Konami handhelds have the background scans by Sean.
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