Yet it will have to be done for preservation purposeslamarax wrote: ↑Sat Jun 11, 2022 7:45 pmNot to mention simulating liquid crystal "ripples" if you push too hard on the screenLamerDeluxe wrote: ↑Sat Jun 11, 2022 7:00 pm [...] it would indeed be great if the LCD sprites could cast shadows as well, though that might be tricky to do well in fpga.
Game & Watch Core
- LamerDeluxe
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Re: Game & Watch Core
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Re: Game & Watch Core
I noticed Gameboy has an option for all the sprites casting a shadow. I'm wondering if that could be done for GNW core as well?LamerDeluxe wrote: ↑Sat Jun 11, 2022 7:00 pm Great to have a complete G&W SM-510 pack. I also prefer backgrounds with shadows and it would indeed be great if the LCD sprites could cast shadows as well, though that might be tricky to do well in fpga.
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Re: Game & Watch Core
I think that might be possible.Larn Conner wrote: ↑Sat Jun 11, 2022 10:04 pmI noticed Gameboy has an option for all the sprites casting a shadow. I'm wondering if that could be done for GNW core as well?LamerDeluxe wrote: ↑Sat Jun 11, 2022 7:00 pm Great to have a complete G&W SM-510 pack. I also prefer backgrounds with shadows and it would indeed be great if the LCD sprites could cast shadows as well, though that might be tricky to do well in fpga.
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Re: Game & Watch Core
Game Boy renders in a square pixel grid, hence the particular mask filter producing that "drop shadow" effect has been possible (that's why it requires both horizontal and vertical integer scaling for it to work).Larn Conner wrote: ↑Sat Jun 11, 2022 10:04 pm I noticed Gameboy has an option for all the sprites casting a shadow. I'm wondering if that could be done for GNW core as well?
I highly doubt something similar can be tailored to the GnW core from a computation budget standpoint (no "pixels" per se here), but hey, with MiSTer genius devs, I've learned to never say never
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Re: Game & Watch Core
I certainly believe one day it may be in-game.lamarax wrote: ↑Sun Jun 12, 2022 5:53 pmGame Boy renders in a square pixel grid, hence the particular mask filter producing that "drop shadow" effect has been possible (that's why it requires both horizontal and vertical integer scaling for it to work).Larn Conner wrote: ↑Sat Jun 11, 2022 10:04 pm I noticed Gameboy has an option for all the sprites casting a shadow. I'm wondering if that could be done for GNW core as well?
I highly doubt something similar can be tailored to the GnW core from a computation budget standpoint (no "pixels" per se here), but hey, with MiSTer genius devs, I've learned to never say never
Wish I could have learned to program, I'd love to work on some unloved systems myself and bring them to the MiSTer, but I sucked a programming classes and self-taught never got me very far, always had questions and nobody to answer them.
Update 3: vector graphics, heard of them, never worked with them. Not sure if shadows of a lighter color could be added to the SVG file directly.
Re: Game & Watch Core
I did some tinkering and found that it looks great, but the core does not show the shadows once compiled. I think the rom file is looking for specific elements in the SVG and adding the drop shadow layer breaks it.
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Re: Game & Watch Core
Sounds like you're close. Hopefully there's a solution.Ashfall wrote: ↑Mon Jun 13, 2022 2:31 pm It's easy to edit SVG graphics in Inkscape, and adding a drop shadow is simple.
I did some tinkering and found that it looks great, but the core does not show the shadows once compiled. I think the rom file is looking for specific elements in the SVG and adding the drop shadow layer breaks it.
Re: Game & Watch Core
I was able to get it to display shadows in MiSTer after compiling, but it looks terrible. There is pixel corruption everywhere.Larn Conner wrote: ↑Mon Jun 13, 2022 2:36 pmSounds like you're close. Hopefully there's a solution.Ashfall wrote: ↑Mon Jun 13, 2022 2:31 pm It's easy to edit SVG graphics in Inkscape, and adding a drop shadow is simple.
I did some tinkering and found that it looks great, but the core does not show the shadows once compiled. I think the rom file is looking for specific elements in the SVG and adding the drop shadow layer breaks it.
Also, the LCD shadows being in front of the background png completely spoils the effect.
We will have to be satisfied with only the background png containing shadows, not the lcd graphics in the svg file. The core would need to be updated to handle this stuff, possibly the rom files too.
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- Count Duckula
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Re: Game & Watch Core
'A' button should start game A and 'B' button game B, once you've mapped the buttons in the 'Define GameNWatch buttons' section.
Re: Game & Watch Core
MANY MANY THANKS !
Honestly - really apprichated and happy as a pig in poo playing this !
Re: Game & Watch Core
I think this only works when using a USB controller. Mapping the buttons to the keyboard doesn't work for me.Count Duckula wrote: ↑Fri Aug 26, 2022 2:41 am'A' button should start game A and 'B' button game B, once you've mapped the buttons in the 'Define GameNWatch buttons' section.
Re: Game & Watch Core
Damn this plays soo well.
I play a few games in this video, not just Donkey Kong - but some of these are bloody hard...
https://youtu.be/FSV2JhItY8g
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Re: Game & Watch Core
Yeah you're right, sorry about that.8bitAndy wrote: ↑Sat Aug 27, 2022 3:12 pmI think this only works when using a USB controller. Mapping the buttons to the keyboard doesn't work for me.Count Duckula wrote: ↑Fri Aug 26, 2022 2:41 am'A' button should start game A and 'B' button game B, once you've mapped the buttons in the 'Define GameNWatch buttons' section.
It lets you define the buttons but cant get the KB to behave as controller 1. I Couldnt get the 'KBD TOGGLE' feature working.
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- LamerDeluxe
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Re: Game & Watch Core
I hope Pierco will find some time again at some point to continue development on it, as it is a really cool core.
Re: Game & Watch Core
breiztiger wrote: ↑Sat Apr 15, 2023 9:43 amhi no one to complet this great core (SM5A for Octopus ...) ?
+1 on this. My sister and I had Octopus and Parachute back in 1981 i think. Mine was Octopus and after playing all the others i still think its one of the best. 2 screen Donkey Kong is brilliant though, and Marios Cement Factory, Mario Bros.... Hell they're all great
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Re: Game & Watch Core
I'd love to see Super Mario Bros and the Zelda G&W games on this core... although no idea what kind of hardware it would need on top of what already exists
- LamerDeluxe
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Re: Game & Watch Core
This new alternative Game and Watch core is really good, nice resolution and it currently supports more games: https://github.com/agg23/fpga-gameandwatch
There's a recent pack for it at the archive.
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Re: Game & Watch Core
It really looks fantastic on my iPad display. I'm currently discussing options to reduce the black borders with horizontal double-screen and single screen games with the developer.
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Re: Game & Watch Core
it's a great core, i love the double screens, you're right about the borders though..
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Re: Game & Watch Core
I've suggested a resolution of 720 x 540 instead of 720 x 720 for the single-screen and horizontal dual-screen games. That should allow the scaler to fully scale up to a 4:3 display aspect ratio.
Hopefully syncing to the MiSTer clock, LCD shadows and high score saving could be added at some point. Bezels showing the handhelds themselves would be great as well.