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Latest and greatest. These came out super nice. The buttons are just fantastic and all animated. Comes with 6 manufacturer colors and the latest Virtual Matrix LCD screen Emulation. Video Options allows you to use the screen emulation or not, for those who prefer their own post processing.
Finally, because of the child/parent relationship with GB - Video options from gbpocket will import and append gameboy video options. Not sure if I can null that with xml in the lay file or not. "If" there is a way I will update accordingly. Anyway...
I wanted to do a clear case design, but I haven't found a good scan of the PCB and internal hardware.
Enjoy.
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Picture of over lay kit
[ATTACHED IMAGE - CLICK FOR FULL SIZE]
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Dullaron |
Diablo III - Dunard #1884
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Reged: 07/22/05
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Posts: 6125
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Loc: Fort Worth, Tx
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Re: Game Boy Pocket Overlay Kit
[Re: SteelTigers]
#373388 - 01/25/18 02:31 AM
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> Picture of over lay kit
You come up with some pretty cool artworks.
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W11 Home 64-bit + Nobara OS / AMD Radeon RX 5700 XT / AMD Ryzen 7 3700X 8-Core 3.59 GHz / RAM 64 GB
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Re: Game Boy Pocket Overlay Kit
[Re: Dullaron]
#373390 - 01/25/18 04:08 AM
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> You come up with some pretty cool artworks.
You are much to kind. LOL, thank you. I am working on a Asteroids cabinet atm. Hoping to find out if there is start button outputs in the CPP so I can animate them.
-Steel
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Mr. Do |
MAME Art Editor
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Reged: 09/21/03
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Posts: 4876
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Loc: California
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Re: Game Boy Pocket Overlay Kit
[Re: SteelTigers]
#373396 - 01/25/18 07:07 AM
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> > You come up with some pretty cool artworks. > > You are much to kind. LOL, thank you. I am working on a Asteroids cabinet atm. Hoping > to find out if there is start button outputs in the CPP so I can animate them. > > > -Steel
There are... look at the LAY file for Asteroids on my "Other Artwork" page.
Excerpts below:
<element name="button1" defstate="0"> <image file="asteroids_acc_button_1_off.png" state="0" /> <image file="asteroids_acc_button_1_on.png" state="1" /> </element> <element name="button2" defstate="0"> <image file="asteroids_acc_button_2_off.png" state="0" /> <image file="asteroids_acc_button_2_on.png" state="1" /> </element>
<view name="Atari_Classics"> <backdrop element="acc"> <bounds x="0" y="0" width="1280" height="1024" /> </backdrop> <bezel name="led0" element="button1"> <bounds x="429.95" y="892" width="140" height="132" /> </bezel> <bezel name="led1" element="button2"> <bounds x="710.1" y="892" width="140" height="132" /> </bezel>
Edited by Mr. Do (01/25/18 07:19 AM)
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RELAX and just have fun. Remember, it's all about the games.
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Re: Game Boy Pocket Overlay Kit
[Re: Mr. Do]
#373399 - 01/25/18 09:15 AM
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> Hoping > > to find out if there is start button outputs in the CPP so I can animate them. > > > > > > -Steel > > There are... look at the LAY file for Asteroids on my "Other Artwork" page.
Fantastic, thank you very much!!!!
[Edit] I got it working, thank you, thank you! I have a question. Looking at your xml, counting from top to bottom, on your excerpts, on Line 13 you reference "led0" and line 16 "led1". My question is, is that just an arbitrary variable? I didn't see a reference in the asteroid.cpp. Maybe it's in there some where and I missed it? I'm trying to figure out how your xml works. LOL
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