Re[2]: Star Castle color hack for ZVG?

From: peter jones <highwayman2000_at_mail.ru>
Date: Thu Oct 06 2005 - 19:25:01 EDT

-----Original Message-----
From: Tom McClintock <tomm@mgcap.com>
To: vectorlist@vectorlist.org
Date: Thu, 06 Oct 2005 17:14:26 -0500
Subject: Re: VECTOR: Star Castle color hack for ZVG?

>
>
>
> peter jones wrote:
> > -----Original Message-----
> > From: Tom McClintock <tomm@mgcap.com>
> > To: vectorlist@vectorlist.org
> > Date: Thu, 06 Oct 2005 16:44:49 -0500
> > Subject: VECTOR: Star Castle color hack for ZVG?
> >
> >
> >>How hard would it be to modify the Star Castle code to output color
> >>instead of two intensities like War of the Worlds? Would see quite
> >>advantageous for those of us running a ZVG on a color screen and who
> >>don't want to swap monitor overlays all the time... :)
> >>
> >
> >
> > i dont have a zvg and havnt seen the sourcecode,
> > but as someone who contributes to mame i can tell you that there is no reason why the scaled overlays in the standard version couldnt be used to "colourize" the output.
>
>
> Would be nice to see this for Solar Quest as well. Tailgunner should be
> an easy blue. No real way around Armor Attack though... Anyone? :)
>
i was refering to the translucent layers, not the artwork! :-)
if you want the artwork then teke the png and remove all the translucent colours and then take it to a printshop and they can print it to film.

you could leave the colors but they may charge more and if it gets added to mame you would have to try to line it up properly or the vectors would disappear at the color transitions.

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Received on Thu Oct 6 19:25:08 2005

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