Re: Star Castle color hack for ZVG?

From: Zonn <mlists_at_zonn.com>
Date: Thu Oct 06 2005 - 20:09:58 EDT

On Thu, 06 Oct 2005 17:14:26 -0500, Tom McClintock <tomm@mgcap.com> wrote:

>
>
>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? :)

Mark Perreira did a great job of all of these things and I believe they have
been incorporated into the newest versions of DOS MAME.

In the MAME.CFG file add:

zvg_artwork = yes // to turn on art work (walls for Armor Attack & Warrior)
zvg_overlay = yes // to turn on overlays (colorize the B&W games)
zvg_menu = yes // keeps vm_menu.exe from crashing between games

-Zonn

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Received on Thu Oct 6 19:51:59 2005

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