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My first build: "Mimic"
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Token:
This whole thing is great, but it's the custom-made front end that really impresses.

I'm a hyperspin guy, but your Fe is perfect for this set-up.  :cheers:
stigzler:
Wicked. When you select a game it sounds like there's a motorised whirring - what's that? Or do I need to stop eating cheese before bed?

You haven't got a friend with a HD Potato have you? Been awesome to see this closer in HD.
harveybirdman:
It's impressive despite all of the caveats you mentioned.

Personally the different sized screens for each game would drive me nuts, so I don't think I'd ever use the virtual bezels but from an aesthetic point of view it's no less impressive.
Laythe:

--- Quote from: stigzler on January 22, 2016, 10:11:11 am ---Wicked. When you select a game it sounds like there's a motorised whirring - what's that? Or do I need to stop eating cheese before bed?

--- End quote ---


The whir is the motors on the two Servosticks.  The front end keeps track of whether the prior game was 4 or 8 way; if that does not match the game you just selected, then it rotates the actuators to spin the restrictor gates on the sticks the correct direction. 

2 way Games like Joust or Battlezone feel a bit better on the 4-way setting, as that gives you an angled pocket to fall into versus a perpendicular wall to possibly slide against.
Laythe:

--- Quote from: harveybirdman on January 22, 2016, 10:19:16 am ---It's impressive despite all of the caveats you mentioned.

Personally the different sized screens for each game would drive me nuts, so I don't think I'd ever use the virtual bezels but from an aesthetic point of view it's no less impressive.

--- End quote ---

Thanks!  Appreciate the frank feedback.

That is a tradeoff that one could favor either side of.  I'm using different sized screens for each game because I'm integer scaling the screen, and many of the games ran at different resolutions.  So if a game were actually, say, 256x224, I would probably go 3x on that and make my display 768x672 to have room for some bezel and to keep the playfield about right.  Keeping it on the integer means there's a minimum of resampling going on to fit the LCD, because uneven resampling is what drives me nuts.  Integer scaling also helps with making the scanlines hit the source pixels correctly.

If different sized screens are what drives you nuts, though, it'd be simple to set up the art and .lay files to make every game have a precisely matching screen size, at the expense of the scaling being non-integer sometimes. 
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