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Re: Generic bezel [Re: phulshof] #111529
12/07/17 12:58 PM
12/07/17 12:58 PM
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R. Belmont Online content
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It's not dirtying, that's what pull requests are for smile

Re: Generic bezel [Re: R. Belmont] #111547
12/08/17 08:02 AM
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phulshof Offline OP
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Ok, the pull request has been generated. Feel free to let me know how I can improve my work. smile

Re: Generic bezel [Re: phulshof] #111609
12/11/17 07:25 PM
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phulshof Offline OP
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Should games for which an internal layout has been defined be able to use fallback artwork? In other words, should fallback artwork be loaded if:
1. No artwork has been found.
2. No artwork other than an internal layout has been found?

Re: Generic bezel [Re: phulshof] #111620
12/12/17 01:54 PM
12/12/17 01:54 PM
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Vas Crabb Offline
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If internal artwork is defined, fallback artwork should at most generate additional views, not completely replace the internal artwork. Otherwise something like intlc440 will become unusable since it depends heavily on the clickable switches and blinkenlights. If the user can't select one of the views from the internal when they have fallback artwork set, it will just lead to frustration.

Re: Generic bezel [Re: Vas Crabb] #111621
12/12/17 04:44 PM
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phulshof Offline OP
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Originally Posted by Vas Crabb
If internal artwork is defined, fallback artwork should at most generate additional views, not completely replace the internal artwork. Otherwise something like intlc440 will become unusable since it depends heavily on the clickable switches and blinkenlights. If the user can't select one of the views from the internal when they have fallback artwork set, it will just lead to frustration.


That's clear, and already implemented as internal artwork has preference over fallback artwork. I will change the code to only load fallback artwork when no artwork other than internal artwork has been found. I'll have a look at how to update a pull request or drop the current one, and create a new one otherwise.

Re: Generic bezel [Re: phulshof] #111622
12/12/17 05:57 PM
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phulshof Offline OP
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Another quick question: In the current code, built-in layouts are not loaded for 0 and 2 screens when artwork has already been found, but are loaded for 1 and >= 3 screens. Why is that exactly?

Re: Generic bezel [Re: phulshof] #111626
12/13/17 01:44 PM
12/13/17 01:44 PM
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Well, for 0 screens, the built-in artwork is just a big message saying that no screens were found, so there's no point loading it if any other viable views are present. The main reason for adding the programmatically-generated views was to make MAME do something useful (i.e. not crash) when a system was configured to have four or more screens, and it was easier to just pretend the two-screen case didn't exist to get the high screen numbers working. I do want to revisit the two-screen case some time, but day job is busting my balls at the moment.

Re: Generic bezel [Re: phulshof] #111627
12/13/17 02:28 PM
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phulshof Offline OP
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Fair enough; I'll leave that part as is then, and run some more tests before checking in my updated code.

Re: Generic bezel [Re: phulshof] #111673
12/16/17 08:32 PM
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phulshof Offline OP
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Code and pull request have been updated. Please let me know if you need additional changes. smile

Re: Generic bezel [Re: phulshof] #111851
12/24/17 04:02 PM
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phulshof Offline OP
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I presume that this will be on hold until after 0.193. smile Will I need to do any changes once 0.193 is released, or does the pull request automatically remain valid as is?

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