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CPWizard v2.63 Released

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headkaze:

Doh I should have remembered to tell you. You need to turn off the "Include Vertical Bezel" option because it tries to include a vertical bezel and you don't want one.

I also wanted to ask you, how do I calculate the sizes for the screen when using a vertical bezel?

All I know is that for 640 x 480 I got the values 140 for the left border and 500 for the right border. That leaves a 140 pixel border left and right. So I've just been calculating the 140 pixel border no matter the resolution obviously it's wrong. I'd like to know what values I'm suppoed to use for the other resolutions. Appreciate any input on that.

Anyway bottom line is, take the tick off the "Use Vertical Bezel" and it wont use those values anyway.

As for hiding the bezel on exit obviously it would be best to modify the diff to do that. It would suck having to run another app. The whole beauty of running bezels is that they don't require additional software for the CP viewer. I think adding to the diff would be easy. All you need to do is add mame_pause(Machine, 0); when Mame is exiting to the diff. That should do it. If you get around to creating a new diff with that in there, please post it here and I'll host it on the CPWizard website.

Anyway can you check out the Bezel exporting again without that option, and if you can help me with those values when using the "Include Vertical Bezel" I'd much appreciate it. Sorry if I didn't make it back in time for when your mate was coming around!

TheShanMan:

That seems to mostly work. I've been working on a small set of files on my desktop (I edited the miniinfo.xml - sure would be nice if you could select which games to create bezels for in the UI!), centiped, dkong, pacman, puckman, and simpsons (simpsons being the only horiz game). What you suggested worked for all but centiped! It still is creating the lay as 140 to 1140! I deleted all the zips just to be sure I wasn't looking at an old one, and the file's timestamp also indicated it was new. Could it be that it's doing the first one wrong? Or is there more to it (maybe if I run it on all the games there will be more)?

Oh, and I forgot to report another bug that I discovered. Some of the graphics get created as just blank png's except for your "created by" watermark. For instance, that happened to the simpsons one when I ran it on the whole set of games. Perhaps after so many games something gets messed up and then stops making them properly? ???

Regarding the patch, I think ideally it would be more of a "Hide CP" call rather than an unpause call because for people that use save states, that would result in being unpaused when they start their game back up I think (unless the state gets saved before the output system notifies about exit).


--- Quote ---Sorry if I didn't make it back in time for when your mate was coming around!
--- End quote ---

There's still time! >:D ;)

headkaze:

Okay try this one. I ran a batch off myself, had a look at centipede and it looks okay to me. Not sure what was wrong with the last one as I just cleaned up some of the code.

TheShanMan:

That seemed to work for my sample set of 5 games (centiped.lay looks good!), so I'll let it run on my cab and see how those turn out.

Any idea on why some of the png's are pretty much blank? Is that part of the clean up you mentioned, and maybe that's fixed now? Or (more likely) you just haven't had time to look at that as it requires a bit more digging around?

TheShanMan:

OK, I've tried various things on the cab and can't get it to work right for all games. In order to get all png's to be 1024x1280 I have to pick resolution "Layout Size" (that's the size of my layout) with no options checked. Furthermore, I can't seem to ever get the lay files for horizontal games to set top=256 bottom=1024 (height=768, i.e. 1024x768 on a 1024x1280 screen).

I don't know if this matters, but I do NOT use mame rotation. My graphics card handles rotation at the driver level, so windows actually sees my resolution as 1024x1280.

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