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See post here:

https://www.mameworld.info/ubbthrea...ded&sb=5&o=&fpart=1&vc=1

Cristina, who is working on cleaning up the Golly Ghost artwork, was actually asking the same thing.

In this particular example, is there anything that can be done (e.g. in a Lua script?) so that when a state of an object is switched from off to on, that "multiple frames of animation" can be triggered, so that it looks like the different artwork pieces are moving as if in real life, from closed to open.

(Hoping that made sense).


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You kinda can by monitoring the state of an output with a Lua script, and then stepping the state of the artwork element on each subsequent update.

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That's a waste of time. There's no animation. The game operates the house doors etc with solenoids. They are either in or out, up or down and it happens VERY FAST in the blink of an eye so you can't even see it. There's no point doing animation because there's none in the real game. That is why I only took photos of the house at each full step (open/close/up/down etc) because there are no in-between steps.

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Hard agree. There's no point in over-engineering it when the artwork system is still purely 2D. Some day, a combination of OG, Vas, and hopefully myself will deliver an all-singing, all-dancing renderer that doesn't suck like the current one does, and is actually future-looking, and will allow for 3D artwork elements. At that point, the frequency of output updates will hopefully be decoupled from the frequency of the original machine, and having a 240Hz display could let you see 1-2 frames of the doors swinging open. Right now, though? Don't bother.


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