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Author Topic: nintendo wheel...  (Read 3150 times)

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nintendo wheel...
« on: July 26, 2003, 11:03:47 am »
here's a preview on what stuzza and i have been up to today  ;)




full pic:
http://www.i-modernist.com/nintendo3.png

pic of the listmenu in this skin based on stuzza's mamewahversion:
http://www.i-modernist.com/nintendo.png


the skin itself but you need also the latest beta as mentioned in the antother wheel thread..
http://www.i-modernist.com/nintendoskin.zip


yeah i still don't use consoles on my cab...this is for my desktop pc  8)

thanks a lot to Stuzza for the artwork!  ;D

peter

AlanS17

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Re:nintendo wheel...
« Reply #1 on: July 26, 2003, 01:02:03 pm »
DAAAAAAAAAAMN!!!

I want I want!!! Can't wait to get started on this whole thing, but i've got a group project to work on this afternoon.   :'( *sniffles*

You helped me decide what frontend I'm using in my new-and-improved cabinet, though. Now I HAVE to have a kick-ass machine or the frontend is gonna make it look like crap. All the curves on my machine will compliment this FE well, though (and vice versa). Can't wait! This baby is gonna be done by the end of summer...


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Re:nintendo wheel...
« Reply #2 on: July 26, 2003, 01:12:24 pm »
Wow that looks utterly amazing...so professional looking. I can't wait till this is released to the public (assuming it is...please say it is ;D).
Awesome work guys
Derek

EDIT* Was it your front-end that supported cascade menus. Scenario: Pick your system (nes,snes....) Pick your genre (all, fighting etc....) and so on?
derek
« Last Edit: July 26, 2003, 01:22:00 pm by crashdmj »

AlanS17

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Re:nintendo wheel...
« Reply #3 on: July 26, 2003, 01:27:25 pm »
What your'e looking at there has already bene released to the publiuc through a series of upgrades to the original frontend.

It does support cascades (sort of). It has seperate levels for choosing emulators and genres, but they're more lateral than vertical.


AlanS17

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Re:nintendo wheel...
« Reply #4 on: July 26, 2003, 01:44:34 pm »
By the way, I like the "less busy" look of the new skin. I know it's not suitable for MAME, but do you plan on making any such thing for arcade games?

I'm going to try and make a more generic "less-busy" design that maybe you can keep. I want to avoid game characters or anything that might tie an FE down to a certain theme. We'll see.

In the meantime, do you have anything in the works?


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Re:nintendo wheel...
« Reply #5 on: July 26, 2003, 01:52:15 pm »
What your'e looking at there has already bene released to the publiuc through a series of upgrades to the original frontend.

It does support cascades (sort of). It has seperate levels for choosing emulators and genres, but they're more lateral than vertical.

yeah but only the last is a real beta ;-)

But it should be very stable the wheel is just cylarcade that has been in the few for ages so only the few additions I made to enhance the use of it as a wheel can have screwed things up...

you the fe runs under a hierarchy of lists...but the lists themselves are very laterally structured in the sense they each can contain anything the fe supports...

peter



« Last Edit: July 26, 2003, 01:56:58 pm by )p( »

)p(

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Re:nintendo wheel...
« Reply #6 on: July 26, 2003, 02:00:41 pm »
By the way, I like the "less busy" look of the new skin. I know it's not suitable for MAME, but do you plan on making any such thing for arcade games?

I'm going to try and make a more generic "less-busy" design that maybe you can keep. I want to avoid game characters or anything that might tie an FE down to a certain theme. We'll see.

In the meantime, do you have anything in the works?

No...I am only planning to make an emulaxian themed wheel skin and all consoles.

the busy feel of the vegasredbigwheel is mainly because of the overlay and backdrop used...easy to change...if you need help with the skinner just let me know  :D

peter

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Re:nintendo wheel...
« Reply #7 on: July 26, 2003, 02:53:26 pm »
Great looking skin guys but I was wondering if you were able to have the currently selected game on the wheel enlarged like the one in this mamewik picture is?
« Last Edit: July 26, 2003, 02:55:09 pm by RetroBorg »

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Re:nintendo wheel...
« Reply #8 on: July 26, 2003, 03:09:06 pm »
Great looking skin guys but I was wondering if you were able to have the currently selected game on the wheel enlarged like the one in this mamewik picture is?


the weird thing is that it's actually possible allready...see what your looking at is cylarcade from the top...without the environment model...if you would make the environmentmodel to be just a wheelpart and somewhat closer to the camera...with the screenshot texture mapped on it...you will get the desired effect....

so yeah i guess...but for real purposes no not at the moment...for users it should be more practical then that ;-)


AlanS17

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Re:nintendo wheel...
« Reply #9 on: July 26, 2003, 03:44:22 pm »
Being enlarged like that would certainly make it easier to read the marquee... But you're the boss here, )P(. (Your name is Peter, right?)

Beggers can't be choosers, and I am most certainly a begger.  ;)


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Re:nintendo wheel...
« Reply #10 on: July 26, 2003, 04:05:08 pm »
Being enlarged like that would certainly make it easier to read the marquee... But you're the boss here, )P(. (Your name is Peter, right?)

Beggers can't be choosers, and I am most certainly a begger.  ;)

maybe as an option...somehow i feel it would make it a bit fake...now the wheel actually turns...and no real changes had to be made to the cylarcade core...

yeah peter it is... ;-)

AlanS17

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Re:nintendo wheel...
« Reply #11 on: July 26, 2003, 04:09:04 pm »
Yes! An option! I LIKE IT! For those of us with lowly 19" screens it will come in handy...


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Re:nintendo wheel...
« Reply #12 on: July 26, 2003, 04:12:40 pm »
Yes! An option! I LIKE IT! For those of us with lowly 19" screens it will come in handy...

or maybe let it over to mamewik...i don't want to make this in a mamewik clone...this started out just as demonstration you could use cylarcade diffrently...as a wheel...but i ended up liking the result myself... 8)

peter

AlanS17

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Re:nintendo wheel...
« Reply #13 on: July 26, 2003, 04:25:15 pm »
Yes! An option! I LIKE IT! For those of us with lowly 19" screens it will come in handy...

or maybe let it over to mamewik...i don't want to make this in a mamewik clone...this started out just as demonstration you could use cylarcade diffrently...as a wheel...but i ended up liking the result myself... 8)

peter

I haven't heard much about that project lately, though. Don't know much about it other than a couple pictures I've seen. His is not likely to be skinnable, either. Maybe changing the background, but that's all. Plus I want this thing NOW!


AlanS17

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Re:nintendo wheel...
« Reply #14 on: July 26, 2003, 06:07:10 pm »
Technically this wouldn't be a mamewik clone. If you get it out first then his is the clone.  ;)


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Re:nintendo wheel...
« Reply #15 on: July 26, 2003, 06:08:37 pm »
Technically this wouldn't be a mamewik clone. If you get it out first then his is the clone.  ;)

ok then it would be a 100% ultracade clone  ;)

peter

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Re:nintendo wheel...
« Reply #16 on: July 26, 2003, 06:52:14 pm »
Quit showing off guys.  ;)  Peter speaking of models, please im me when you get a chance.... I almost have the xformat ready for cab models.  

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Re:nintendo wheel...
« Reply #17 on: July 26, 2003, 07:00:46 pm »
Also speaking of models, Are we gonna be able to show cab models with the rotating wheel? I'm thinking no because of the mode, but perhaps I'm mistaken?


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Re:nintendo wheel...
« Reply #18 on: July 27, 2003, 02:58:51 am »
hc: will do...i have trillian off these days by default...have to get some work done ;-)...i will put it on again tonignht and try to catch ya  :D

alan: you are right not with the wheel as the wheel are the cabmodels. it can be done by just adding an addition 3dsprite with the cab...maybe later on...i'll see...

peter


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Re:nintendo wheel...
« Reply #19 on: July 27, 2003, 05:52:18 am »
Yes! An option! I LIKE IT! For those of us with lowly 19" screens it will come in handy...

for now i think i stay with the current wheel design...but i can make altenraitve wheelpats available with different sieze parts...but bigger parts will render slower ;-) (edit: actually i timed it on my machine and speed was exactly the same...so you might be in luck  ;D)

for example:
http://www.i-modernist.com/biggermarquee.jpg

the part:
http://www.i-modernist.com/wheelpartrot.W3D

peter
« Last Edit: July 27, 2003, 06:00:53 am by )p( »

AlanS17

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Re:nintendo wheel...
« Reply #20 on: July 27, 2003, 03:19:45 pm »
Up working on this stuff at 5am? Doesn't your body tell your mind that it's time for a nap? Take a rest or Monday morning is really gonna suck...


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Re:nintendo wheel...
« Reply #21 on: July 27, 2003, 03:29:53 pm »
Up working on this stuff at 5am? Doesn't your body tell your mind that it's time for a nap? Take a rest or Monday morning is really gonna suck...

hehe..no i am not like hc...lol  8) ...I am from the netherlands so this was done in the morning here...worked for two hours on it...resulting in beta 4...and have since been out the whole day so it's not that bad  ;)

peter

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Re:nintendo wheel...
« Reply #22 on: July 27, 2003, 03:33:12 pm »
Yes! An option! I LIKE IT! For those of us with lowly 19" screens it will come in handy...

for now i think i stay with the current wheel design...but i can make altenraitve wheelpats available with different sieze parts...but bigger parts will render slower ;-) (edit: actually i timed it on my machine and speed was exactly the same...so you might be in luck  ;D)

for example:
http://www.i-modernist.com/biggermarquee.jpg

the part:
http://www.i-modernist.com/wheelpartrot.W3D

peter


I can actually read the words on the marquees now! Before I could recognize them, but now I can actually read them. This will make it alot easier for all those people that have never played alot of games before and don't know what the marquees look like.


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Re:nintendo wheel...
« Reply #23 on: July 27, 2003, 03:37:57 pm »
Yes! An option! I LIKE IT! For those of us with lowly 19" screens it will come in handy...

for now i think i stay with the current wheel design...but i can make altenraitve wheelpats available with different sieze parts...but bigger parts will render slower ;-) (edit: actually i timed it on my machine and speed was exactly the same...so you might be in luck  ;D)

for example:
http://www.i-modernist.com/biggermarquee.jpg

the part:
http://www.i-modernist.com/wheelpartrot.W3D

peter


I can actually read the words on the marquees now! Before I could recognize them, but now I can actually read them. This will make it alot easier for all those people that have never played alot of games before and don't know what the marquees look like.

did it hurt performance for you? if not i think i make this one the default one...
it looked a little slower on mine but after clocking it was definately not...

peter

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Re:nintendo wheel...
« Reply #24 on: July 27, 2003, 04:18:47 pm »
I'm not actually in front of my machine right now. so I can't test it out for you. I haven't had the chance to try it, but I'll tell you as soon as I do.


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Re:nintendo wheel...
« Reply #25 on: July 27, 2003, 04:25:46 pm »
I'm not actually in front of my machine right now. so I can't test it out for you. I haven't had the chance to try it, but I'll tell you as soon as I do.

while your add it you maybe could test this exe
http://www.i-modernist.com/fe3darcadetest.zip
spinning forwards works normally but spinning backwards does only update the marquee and not the screenshot on the wheel. i would be interested to know if that makes a noticable difference in speed...might add that as an option...

peter

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Re:nintendo wheel...
« Reply #26 on: July 27, 2003, 04:31:44 pm »
I'm not actually in front of my machine right now. so I can't test it out for you. I haven't had the chance to try it, but I'll tell you as soon as I do.

while your add it you maybe could test this exe
http://www.i-modernist.com/fe3darcadetest.zip
spinning forwards works normally but spinning backwards does only update the marquee and not the screenshot on the wheel. i would be interested to know if that makes a noticable difference in speed...might add that as an option...

peter

Ok I'll give it a shot. As for not updating, do you mean that the screenshots won't match the matquees or are you refering to games with multiple screenshots?


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Re:nintendo wheel...
« Reply #27 on: July 27, 2003, 04:38:31 pm »
I'm not actually in front of my machine right now. so I can't test it out for you. I haven't had the chance to try it, but I'll tell you as soon as I do.

while your add it you maybe could test this exe
http://www.i-modernist.com/fe3darcadetest.zip
spinning forwards works normally but spinning backwards does only update the marquee and not the screenshot on the wheel. i would be interested to know if that makes a noticable difference in speed...might add that as an option...

peter

Ok I'll give it a shot. As for not updating, do you mean that the screenshots won't match the matquees or are you refering to games with multiple screenshots?

it will not show a screenshot on the wheel but two pics of the marquee while rotating backwards...so one less bitmap has to be loaded from your hd with each turn...it'll will be obvious when you see it...

peter

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Re:nintendo wheel...
« Reply #28 on: July 27, 2003, 04:43:35 pm »
Oooohhh... gotcha


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Re:nintendo wheel...
« Reply #29 on: July 29, 2003, 06:57:08 pm »
I tried changing out the model for the marquee, but it just gave me an error...


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Re:nintendo wheel...
« Reply #30 on: July 29, 2003, 07:14:00 pm »
I finally tried out that one executable you wanted me to try, but I couldn't load it. It wanted me to add all these other programs I hate (like Quicktime) or something like that. On top of that I noticed the icon for it is a Director icon (I think).

Is it some odd kind of executable without everything fully compiled or does it just have alot more stuff in it?


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Re:nintendo wheel...
« Reply #31 on: July 30, 2003, 01:41:29 am »
so you say you replaced models\wheelpartrot with the new one and before that it worked then it gave an error? that's weird

mmm...there is really no difference between the two exe's besided the not updating the screenshot on the wheel change...

looks like the demo hacks are screwing your install up a bit...at least that is what i suspect...so far i got two reports back from my regular beta testers with no problems found...

peter

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Re:nintendo wheel...
« Reply #32 on: July 30, 2003, 12:05:34 pm »
Well let me do a fresh install of the new full beta. I haven't tried that yet. I'llt ell you how that comes out.