So that the upper left corner of the game screen (point 5) The first thing you need to do is adjust the coordinates Logical, you would imagine that they come out like this: If you're looking at the raw coordinates as might seem Let's say you have some artwork like this: Will automatically stretch the bitmaps out to accomodate areasīeyond the game bitmap, and will still keep the proper aspectĪnother common example is a backdrop that extends beyond allįour corners of the game bitmap. The nice thing about the new artwork system is that it Of the artwork at 1.0 and the bottom at something larger, maybeġ.25. However, most of the time, this is not the case.įor example, if you have, say, the Spy Hunter bezel at theīottom of the screen, then you will want to specify the top The game area, then it too should stretch from (0,0) to (1,1). If you have a piece of artwork that exactly covers The positioning of the artwork is a little tricky.Ĭonceptually, the game bitmap occupies the space from (0,0) ![]() Say in the example below, the game screen is 700x500, but what if the bezel opening is 700圆00? Or 700x400? Do you measure the bezel based on the actual art or the art that's showing when the game is displayed? How do you handle differing pixel aspect ratios? Games displayed on an arcade monitor have 0.9:1 pixels, but pn a computer screen and a scan ona bezel, the pixels are 1:1. What I'm trying to figure out is how to handle it if the game screen and the bezel opening are different shapes. I'm having some trouble figuring out how to line everything up. I was inspired by some bezels files I found on the web. Just for my own amusement, but I'd be happy to share. Ok, so I've been messing around with altering some of the official Mame artwork files and creating my own bezels from scans.
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