>I'm chalking this up to the Mandela Effect! lol I could have sworn it used to have a >blue'ish tint. I remember reading about it & the artwork had a blue'ish tint to it also. >It was subtle..
Memories fade or get fuzzy as time progresses. I had thought Gremlin's Frogs 'jump' sound had made some long lasting sound effect when player has frog jumping, but I mis-remembered that sound effect when last time I had played the the upright arcade cab in 1980 and never saw nor played Frogs again until I discovered MAME in mid 2000 and then purchased a Frogs manual in late 2001 to see what sound effects were generated from the analog (discrete) audio pcb. An absence of not playing a "game/song/video" or whatever along with two decades going by can make memorized details become fuzzy over time.
Another former MW poster Pete/kazzy used to mistakenly thought Sega/Gremlin Borderline used a tank when it was actually a jeep that was used in that game. I used to joke/kid Pete about that back in the days.
>If I were to try to setup a blue tint for the game, how would I go about it? I know >absolutely nothing about setting up artwork & wonder if it'd be more complicated than >it's worth
two .lay files for reference to work with: Depthcharge because of light blue overlay piece and Barrier because it also uses an overlay, but is a vector monitor since Barrier was marketed by Cinematronics/Vectorbeam.
And then will have to make changes with Asteroid.cpp source file in order to recognize of doctored overlay piece.
Will need to do several trial and error experiments with single driver compile build, if that is possible to do with multiple files being involved and also getting help on Mr Dos artwork forum for any other tips.