Super Famicast theme concepts
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- Mental DCEmu
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Great work mastakilla its great how every one has come together to add to the project and some great themes have been designed here.
I only wish i could use Photoshop or PSP but alas im no artist.
Looks good so far.
I only wish i could use Photoshop or PSP but alas im no artist.
Looks good so far.
Last edited by CyberMick on Mon Jan 19, 2004 8:46 am, edited 1 time in total.
Regards.
CyberMick.
CyberMick.
- mastakilla
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Yeah im self taught aswell (im sure it shows lol)
Damn i really need to get the internet at home, I have missed so much since i last logged on. Im really impressed with all the other themes being made. I also just took note of the menu specs so I will have to do a lot of changes to my menu. This is my work so far, and im aware that it needs changing, but I would like some suggestions (including what I would need to do to it so it would work with the xml file).
Also this one WIP (just ignore the layout of it for now i know its a bit messy, suggestions on a possible layout would be good, I just lost all my inspiration recently for some reason)
Damn i really need to get the internet at home, I have missed so much since i last logged on. Im really impressed with all the other themes being made. I also just took note of the menu specs so I will have to do a lot of changes to my menu. This is my work so far, and im aware that it needs changing, but I would like some suggestions (including what I would need to do to it so it would work with the xml file).
Also this one WIP (just ignore the layout of it for now i know its a bit messy, suggestions on a possible layout would be good, I just lost all my inspiration recently for some reason)
- mastakilla
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You said the first one lacks balance (or something to that effect) what should I do?
Yeah I like the second one aswell, but I worked so much on the first one. I remember scherzo saying something about not using round buttons (or menu items), wouldnt circles be programmable in xml?
Also for the P,R and O buttons in the first, I wouldent be able to make them a seperate txt file only the rest of the words.
Maybe my super famicast logo in the second picture can be used for the logo in the ip.bin file (where the sega logo comes up for each game)
Hey I like your idea for the menu in the second one, I was trying to think of something like that thanks, and good work with your work, looks like you got this one
Yeah I like the second one aswell, but I worked so much on the first one. I remember scherzo saying something about not using round buttons (or menu items), wouldnt circles be programmable in xml?
Also for the P,R and O buttons in the first, I wouldent be able to make them a seperate txt file only the rest of the words.
Maybe my super famicast logo in the second picture can be used for the logo in the ip.bin file (where the sega logo comes up for each game)
Hey I like your idea for the menu in the second one, I was trying to think of something like that thanks, and good work with your work, looks like you got this one
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as hard as it will be (after investing so much time) i say just dump the first one and enhance the second one. your first design is usually done to probe and see what does and doesnt work (like my first collage type splash).
my recommendation on the second one is you should change the color of the lettering to something more suitable to the palette (i.e. make the color of the DC's power light)
good luck with your design
my recommendation on the second one is you should change the color of the lettering to something more suitable to the palette (i.e. make the color of the DC's power light)
good luck with your design
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Hey great. I guess I'm with everyone else when I say that the second one is sweet. The biggest problem with the first one, programming wise, is that the menu items follow the curve of that red area. I haven't programmed anything to handle a menu like that yet. The menu items are one on top of the other, left justified. I plan on having the justification configurable at least so that you can have the menu on the left, right, or possiblely middle. I'm working on a way for each menu item to have an optional icon that could be on the left or right of the menu text. Your P, R, and O buttons could work as these icons, and the text for the menu could be like "lay", "oms", and "ptions". The main menu has more than three items so far. Here's what they are in order:Mikey242 wrote:You said the first one lacks balance (or something to that effect) what should I do?
Yeah I like the second one aswell, but I worked so much on the first one. I remember scherzo saying something about not using round buttons (or menu items), wouldnt circles be programmable in xml?
Also for the P,R and O buttons in the first, I wouldent be able to make them a seperate txt file only the rest of the words.
Maybe my super famicast logo in the second picture can be used for the logo in the ip.bin file (where the sega logo comes up for each game)
Hey I like your idea for the menu in the second one, I was trying to think of something like that thanks, and good work with your work, looks like you got this one
* Resume Play (only shown if a rom has been previously loaded)
* Select Game
* Options
* Configure Controllers
* Save Settings
* Credits
Later on, I will probably replace "Save Settings" with "VMU" or "VMU Manager" where you'll be able to do more than save settings.
Here's what the XML looks like so far for the theme I've put together with mastkilla's stuff:I would like some suggestions (including what I would need to do to it so it would work with the xml file)
Code: Select all
<THEME>
<MAIN_SCREEN background="Splashc320.bmp">
<MENU font="comic.txf" x="20" y="36" max_width="620" max_height="464" color="FFFFFF" selected_color="FFA147" font_size="48"/>
</MAIN_SCREEN>
<OPTIONS_SCREEN background="optionsnt.bmp">
<MENU font="comic.txf" x="160" y="38" max_width="434" max_height="400" color="FFFFFF" selected_color="FFA147" font_size="48"/>
</OPTIONS_SCREEN>
<ROM_SCREEN background="rlnt.bmp">
<MENU font="comic.txf" x="20" y="36" max_width="620" max_height="464" color="FFFFFF" selected_color="FFA147" font_size="36"/>
</ROM_SCREEN>
</THEME>
A note about the XML. It's parsed using my own code and it's very strict in the format it expects. For instance, all attributes must be like so: name="value". No spaces between the name, equals sign, or value. Value must be in quotes. All self terminating tags MUST end with /, which you don't have to do in HTML. For example, the <br> tag in HTML is self terminating. If HTML were like strict XML, you would write it like this: <br/>.
As for the font, if you don't provide one, Handel Gothic will be used instead. It's the same font used for the official Super Famicom logo. The font needs to be in txf format. These can be generated from any TrueType font using a console utility called ttf2txf. You can get the windows compile of it here on my website:
http://www.sch3rz0.com/superfamicast/do ... tf2txf.zip
It depends on opengl32.dll and glu32.dll in order to run.
Good luck guys.... ah, you don't need luck. It's obviously all skill for you!
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- mastakilla
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Nice and simple, but I think I'm pretty sure I'm going to use sheng's icons for the first release. I might not even use icons. It looks pretty sweet as it is right now. What I do need is a couple of "loading..." screens. One would serve as the true splash screen and would be shown while all the other images for the theme are being loaded into memory. The other is for when the rom is being loaded from disk.
I just implemented a nice eye candy feature that I saw in xSnes9x for XBOX: a scaled version of the currently emulated frame on the main screen (of course, only if a game is loaded). This feature is configurable through the XML so that you can place it and size it however you want. If you leave it out of the XML, the feature is disabled. A release is coming really soon. There's just a couple more tweaks to make.
I just implemented a nice eye candy feature that I saw in xSnes9x for XBOX: a scaled version of the currently emulated frame on the main screen (of course, only if a game is loaded). This feature is configurable through the XML so that you can place it and size it however you want. If you leave it out of the XML, the feature is disabled. A release is coming really soon. There's just a couple more tweaks to make.
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