> > 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)
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