MAMEWorld >> EmuChat
View all threads Index   Flat Mode Flat  

krick
Get Fuzzy
Reged: 02/09/04
Posts: 4235
Send PM
Re: mamecore.h rotation and mirroring defines
03/07/08 02:27 AM


> > When a monitor is in the bottom of a cabinet with a mirror above it, it reflects
> the
> > image, but it only reverses the image left-to-right, not top to bottom. A real
> world
> > mirror "flips the X axis" which is different than "flips along the X axis".
> > I'll edit my original post for clarity.
>
> Ahh, point of view. I see what you're saying for a monitor is facing directly away
> from the player, where up is pretty clear. But what if the monitor is mounted
> cocktail-like (face being level), with the mirror above it at 45 degree or so? To me,
> up on the monitor in this case is away for the player. This setup would be more like
> flipping the Y axis.
>
> That makes sense, as "up" is 180 degrees between the two, and 180 is flipX + flipY,
> and (flipX | flipY) ^ flipX = flipY, and (flipX | flipY) ^ flipY = flipX.
>
> I don't know how most mirror cabs where setup, but I'd guess most didn't have the
> cocktail-like monitor, but I think they would be closer to horizontal than vertical.
>
>
> As long as zero degrees ("up") on a mirrored monitor is understood as always the side
> closest to the player, sounds good.

That's a good point. I wasn't really thinking about exactly how the monitor was positioned relative to the player, I was more concerned about how the player views the image relative to how the actual game PCB outputs the image. In any game where a physical mirror is used, the original output must be reversed left-to right (flipx) so that text will read correctly in the mirror.

Think of it this way...

If you hook the original arcade PCB up to a non rotated (i.e. horizontal) arcade monitor, what is the transform necessary to get the image oriented correctly for a player.

The first transform will be some sort of monitor rotation...

ROT0
ROT90
ROT180
ROT270

...then if the text is reversed, you need to add a MIRROR.


GroovyMAME support forum on BYOAC

Edited by krick (03/07/08 02:36 AM)







Entire thread
Subject Posted by Posted on
* mamecore.h rotation and mirroring defines krick 03/06/08 07:15 PM
. * Re: mamecore.h rotation and mirroring defines uRebelScum  03/06/08 08:53 PM
. * Re: mamecore.h rotation and mirroring defines krick  03/06/08 09:19 PM
. * Re: mamecore.h rotation and mirroring defines uRebelScum  03/07/08 02:02 AM
. * Re: mamecore.h rotation and mirroring defines krick  03/07/08 02:27 AM
. * Re: mamecore.h rotation and mirroring defines uRebelScum  03/07/08 03:17 AM
. * Re: emucore.h rotation and mirroring defines krick  03/26/11 11:02 PM
. * Re: emucore.h rotation and mirroring defines italieAdministrator  03/30/11 01:45 AM
. * Re: emucore.h rotation and mirroring defines mogli  03/28/11 08:39 PM
. * continued.... mogli  03/29/11 09:26 AM
. * Re: continued.... R. Belmont  03/29/11 03:28 PM
. * Re: continued.... Bryan Ischo  03/30/11 07:46 AM
. * Re: continued.... etabeta  03/30/11 08:06 AM
. * Re: continued.... Bryan Ischo  03/29/11 11:05 PM
. * Re: continued.... R. Belmont  03/30/11 03:49 AM
. * Re: continued.... Fever  03/30/11 10:32 PM
. * Re: continued.... R. Belmont  03/30/11 11:37 PM
. * Re: continued.... Olivier Galibert  03/31/11 09:18 AM
. * Re: continued.... Bryan Ischo  03/30/11 07:42 AM
. * Re: continued.... StevieWunderful  03/30/11 05:08 AM
. * Re: continued.... R. Belmont  03/30/11 03:23 PM
. * Re: continued.... StevieWunderful  03/30/11 04:41 PM
. * Re: continued.... italieAdministrator  03/31/11 02:40 AM
. * Re: continued.... StevieWunderful  03/31/11 08:41 AM
. * Closed. italieAdministrator  03/31/11 02:28 PM
. * Re: continued.... Bryan Ischo  03/30/11 07:44 AM

Extra information Permissions
Moderator:  Robbbert, Tafoid 
1 registered and 189 anonymous users are browsing this forum.
You cannot start new topics
You cannot reply to topics
HTML is enabled
UBBCode is enabled
Thread views: 3132