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