Vandepad / sdl-mame-wii

Automatically exported from code.google.com/p/sdl-mame-wii
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Bezel Artwork in .LAY files often do not work #32

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Place the attached zip file in the WiiMame artwork folder.
4. Select the DigDug ROM in WiiMame. Note that this happens with other layouts 
and other roms.

What is the expected output? What do you see instead?
I expect to see the artwork with the game displayed in the middle. What I see 
instead is only the game with diagonal lines across it. I have noticed that if 
I make the png file smaller that it looks better, but I am having trouble 
having it fit right.

What version of the product are you using? On what operating system?
0.6 version of the product. CIOS I think the Wii OS is called.

Please provide any additional information below.

Original issue reported on code.google.com by fuzzycas...@gmail.com on 18 Jun 2011 at 3:06

Attachments:

GoogleCodeExporter commented 8 years ago
I forgot to mention that the Wii is connected to a 16x9 TV via component cables.

Original comment by fuzzycas...@gmail.com on 18 Jun 2011 at 3:07

GoogleCodeExporter commented 8 years ago
Oh, and just out of curiosity what resolution does WiiMame run at in terms of 
pixels. From reading about 480P my guess was something like 852x480? 

Original comment by fuzzycas...@gmail.com on 18 Jun 2011 at 3:41

GoogleCodeExporter commented 8 years ago
In the source I see the texture defined as 640x480, so I'm guessing that is the 
resolution the SDLMame runs in. If that's true that means you would not be able 
to place artwork defined in a .LAY file all over a 16:9 screen when using a 4:3 
resolution. I had wanted to artwork to fill the areas of my TV left blank.

Original comment by fuzzycas...@gmail.com on 18 Jun 2011 at 3:51

GoogleCodeExporter commented 8 years ago
The pixel resolution is 640x480 for non-widescreen and 852x480 for widescreen. 
The reason your artwork layout isn't working is because the image is too large 
for the Wii to make a texture for. Try resizing to 852x480 and see if that 
works.

Original comment by baby.lueshi@gmail.com on 19 Jun 2011 at 3:52

GoogleCodeExporter commented 8 years ago
Thank you for your response and help.

I tried 852x480 for the bezel and it was the closest yet. I'm not sure how the 
dimensions for the play area (screen in the lay file) play into the whole 
thing. Maybe it's resizing to the play area? I'd expect it to keep the bezel 
it's size and resize the the play area to fit within the bounds given for the 
screen. I've attached what I tried.

Contents of lay file below:

<mamelayout version="2">
        <element name="wbezel">
                <image file="digd169.png" />
        </element>
        <view name="Widescreen 16:9 Artwork">
                <bezel element="wbezel">
                        <bounds left="0" top="0" right="852" bottom="480" />
                </bezel>
                <screen index="0">
                        <bounds left="246" top="1" right="606" bottom="480" />
                </screen>
        </view>
</mamelayout>

Original comment by fuzzycas...@gmail.com on 22 Jun 2011 at 3:37

Attachments:

GoogleCodeExporter commented 8 years ago
Oh, I forgot to mention that there is still about an inch gap at the top and 
bottom of a 42" 16:9 LCD screen. 

Original comment by fuzzycas...@gmail.com on 22 Jun 2011 at 1:54

GoogleCodeExporter commented 8 years ago
Tried widening the play area (screen bounds) just to see what it would do and 
it had no affect on how much of the screen was being used. Next I guess I'll 
try more height on both the play area and the bezel to see what that does.

Original comment by fuzzycas...@gmail.com on 24 Jun 2011 at 4:08