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dragon57

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dragon57 last won the day on September 4 2024

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About dragon57

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  1. I'll put an archive together once I am finished. I just got started and already found a couple.
  2. After you brought this up, I am now thinking of going over the rest of the MAME vector game list to see how many others have colored overlay definitions that could be integrated.
  3. I went ahead and knocked these out while I had lay logic in my brain. Here is the replacement for astdelux: default.lay Here is the replacement for bzone: Default.lay
  4. I should not need anything from you other than which MAME games need lay file editing.
  5. I'm not a big arcade game player, so I had to find those and run them. Yes, looks like the same requirement. I'll track down the info required to modify their lay files and work on them tomorrow. Stay tuned! 😁
  6. This should be very close to what you are after. Make a copy of your existing lay file in the starcas directory, then put this lay file from the attachment into your starcas directory. Make sure MAME isn't running when you do this. If you want/need to adjust the strength of the colored overlay parts, look at line 33 for the value of the color alpha value. I set it to .05, which looks good on my monitor, but you may have to tweak it on your setup. The value goes from 0 to 1. Default.lay
  7. OK, the overlay definition in MAME for Star Castle without any 3rd party bezels installed, like from our project, are in its defined logic for the game itself. The lay language allows defining rectangular and circular objects in the later versions of MAME (originally MAME used .art files for many overlays) without needing external graphic files. The only way to use Bezel Project files AND original overlay definitions is to combine the lay file contents in a way that combines all the definitions. I have all this info, but haven't ever performed the conversion required. I will work on your requirement and get back here with an attachment and explantion of how to use the attachment contents.
  8. Not sure if this is close to what you are looking for, but I just whipped this up using the period default for the Konami logo and font.
  9. It sounds like the only way to get your intended result is to combine the lay files and resulting graphic assets. If you don't have the MAME knowledge to do that, there are many here who could probably help out. Just reply and attach the assets you are using for both the overlay and bezel.
  10. From my investigations of the past, there was never an official, or even an unofficial Konami Python logo. The Konami Python system was based on the Playstation 2 and was only a hardware designation. I suppose someone could just make one up, but we would need some kind of guidance as to what you were looking for.
  11. As far as I know, Launchbox can't handle the WBFS naming convention. I can tell you what I did ages ago and it worked for me. I had a full file listing of all the known Wii WBFS file names and the associated 'real' file name, example: R5PE69 = Harry Potter and the Order of the Phoenix I wrote a script to create shortcuts that used the long file names in the shortcut naming and the shortcut pointed to the WBFS files. I imported the shortcuts in Launchbox which allowed scraping using the long name, but ran the actual WBFS file. Hope this all makes sense.
  12. On my Pixel 8 Pro, I have Launchbox installed at /storage/emulated/0/Launchbox I don't recall changing any settings to install it. Everything has always just worked.
  13. Have you checked out his web site: https://www.verticalarcade.com/overlays/all-overlays
  14. Good advice!
  15. Just as a diagnostic step, have you tried installing on your C drive just to test if the same behavior follows drive/filesystems?
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