That's why pictures are great, for arcade cabinets that is, and anyone can change them if the mood strikes, plus a picture always just works. I used to "play" with C++ ages ago, but wouldn't know where to start to have a png displayed in front of the pause screen. If one was so inclined, animated Gifs would be a fancy feature in a move list.
To be 100% honest, that's why images suck. Any idiot can edit a text file to move around some icons or ect... but editing an image when you don't have the psd source is hard. Command dat had the right idea... you should generate a layout, it just wasn't implemented in the best way. After it's generated of course, you can have the program spit out an image, which is more universal.
I agree that in the ability to change the move list that text files rule the day, but, this is one of times where once it has been done correctly, there is no reason to change the result.
I contend that for ease of use that nothing beats a folder named "moves" containing pngs named after their roms, much the same way bezels and overlays work now.
Currently to get a list of moves on the screen you need a specially compiled version of MAME (I'm not sure if the diffs are even for current versions), a third party program, a detailed list of moves in a specially formated .dat file. It just seems like the MAME developers themselves should have built in at least minimal support for a "moves" list, they are after all trying to keep the history alive for arcade games, and I think not knowing that Orchid can knock-out her opponent by flashing them her chest if you do a special move set, is a piece of lost history ever bit as much as the rom itself.
Most people don't go and re-create the bezels, the ones that have been created are fine for 99% of us out there, the same would be true once an image of a move set was created. There would be a time in the beginning where there would be multiple versions of the same files, but choices are good. And there are games where the moves list would be multiple pages, but that can easily be rectified by allowing <gamename>-2.png and the use of the joysticks on the pause screen to scroll through them.
Just my 2 cents, anyway, I looked at the source today, and could maybe find the location to call the image routine when MAME was paused, but there is SOOOO much ++ in their C++ that I could never figure out the function to call to render the <gamename>.png on the screen if I wanted too, so it's a moot point.
