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Re: TMS-09xx/1xxx thread (was New Dumps) [Re: ICEknight] #116156 10/07/19 10:39 PM
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RColtrane Offline
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Originally Posted by ICEknight
I don't get it... Everybody keeps complementing the scanned artwork because its cruddiness looks just like in the original systems and now all of a sudden they're being replaced with clean vectors again?


I don't get it either! The hard work being done by Hydef, Hap and other talented people here is amazing with the scanned (preserved) backdrops. So I hope that at least in MAME these scanned backdrops stays as default over those crappy vectored artworks.

Last edited by RColtrane; 10/07/19 10:43 PM.
Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116157 10/07/19 10:56 PM
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hydef Offline
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Henrik updated the Mickey Mouse LCD with a proper trace! so I updated my artwork and that one is finally complete*

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116158 10/08/19 05:44 AM
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notknown Offline
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I don't mind any sort of realistic cleanup on the art. I like all the natural visual imperfections, it doesn't need to be vectorized with 1 flat color.

If you're doing stuff like removing scratches and making the shell of the game look brand new, I'm all for that and from all you've done, I absolutely love it. It looks so amazing, but I always appreciated the scans of the background layers, and the natural look.

I think it's really cool looking at the emulation and artwork combination and it just really seems as real as it could get.

I'm not sure whatever you update all the time but I've always been a fan since I remember it feeling like I have the actual device behind a glass door.
I can lay a real one beside it and it looks spot on.

So good job on everything and I hope you know we appreciate the hard work you do.

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116159 10/08/19 10:56 AM
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hap Offline
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@hydef, I have a workaround for a caching problem with the button animations.

When you start a G&W game with full or unit artwork, the 1st time you press one of the buttons there's a small delay, maybe around 250ms. Noticeable enough that the first couple of in-game button presses are a bit of an annoyance with the added input lag. To work around it, change animation defstate from 2 to 1, and add a cache layer for the buttons. See the one for gnw_mmouse here: https://pastebin.com/F9tpn2j7

Updated:
https://pastebin.com/MSR1KbX8
This one makes sure that the bottom layer remains black, plus it blocks mouse clicks. Before, a mouse click on the artwork caused the 1st button to be pressed.

Last edited by hap; 10/08/19 11:33 AM.
Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116160 10/08/19 01:36 PM
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hydef Offline
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Cheers notknown. Wish I had another way of saying cheers and thanks all the time :-) But yeah, trying to get a look which is like the glass and whatever makes it look the way it does is what I want. It's been back and forth with different attempts at that and even things like shadows. And the shadows I think sorta match my backdrop even though they might be too much for some people. But it all depends on what lighting you perceive.

Also cheers hap, you know, I've though for ages I might be doing the defstate wrong, I just left it this way cause "it works" and was wondering if something was causing lag since so many people have said about it so I'll try what you're suggesting here. Think it'll take a while, though. And again, I would have never figured this out without your help.

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116161 10/08/19 01:51 PM
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hap Offline
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defstate is the starting state for an element before an output sends its state(for example a LED starts at off-state). Usually you set to 0, but on inputs it doesn't matter since MAME sets the state rightaway. Here I'm setting defstate to 1 solely to get the animation caching to work.

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116170 10/09/19 11:50 AM
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Haze Offline
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these all sound a bit like workaround hacks tho, maybe MAME just needs an attribute for elements that can be set, so that more complex ones have their cache built early?

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116171 10/09/19 12:12 PM
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hap Offline
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Yes I said it's a workaround. MAME already knows which elements can be set(see state/defstate params). It doesn't cache all possible outputs, and it shouldn't be need to. Take for example a 16seg display, it would be mad to cache all 65536 possible states at start.

The reason it's slower on hydef's artwork is because the animated button pngs are large. 1-Flat.png on mickey mouse is 2611x1579, it's mostly empty but MAME still needs to load the whole image. He can make the images smaller to speed up caching (crop the buttons) but then you'd get aliasing/alignment issues.

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116173 10/10/19 11:55 AM
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hydef Offline
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That's right, yes. Unfortunately, that's the only way I could think of reliably doing it for quality.

Just a note that I've updated lots of games with this new cache code, mainly the Wide Screen/New Wide Screen games, Silver, Gold, Crystal Series, Elektronika and Tronica... I'm still working on the multi screen games because I'm also redoing the screens and that's taking longer.

Re: TMS-09xx/1xxx thread (was New Dumps) [Re: seanriddle] #116174 10/10/19 03:46 PM
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hap Offline
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I downloaded gnw_ball
Code
<element name="Dust" blend="add"><image file="Dust.jpg"/></element>

The blend attribute over there won't have any effect.

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