>> Not that I'm aware of. Belmsy basically says it will be no problem to emulate. But we >> really need the backdrop or else it's going to look like a game from 1979.
Been like that when frotz had Atari Triple Hunt first emulated in 2001 or 2002 and no external artwork support for Triple Hunt until several years later.
>It projects a spot of light onto a backdrop or are there are moving targets that light up >behind the screen? or am I misunderstanding how it works? The whole backface thing >clearly isn't a monitor.... might actually be quite a bitch with MAME's existing artwork >system because the existing artwork system really doesn't support any moving parts
Yep. The artwork rendering support needs an update since it was done in 2006, but I am impressed with the ingenious work-around methods that contributors have done with the layout system over the last several years. It's too bad that a wall game like the original version of Gremlin's Trap Shoot is beyond the capability feature of the current layout set up.
>and I think the targets would be moving parts in some form....you could maybe cheat with >a fake bitmap and fake rendering of a spot, but that probably wouldn't get by mamedev.
While the artwork / layout needs a future update and also an actual scan of the Shoot Away wall screen is needed as well, can't the current cheat/hack as you described be used in MAME for now?
I'd like to believe Shoot Away II can be almost to the level of these examples (below) even though the rendering output would still be a hack at this time. I like what Sandro was able to do with Ice Cold Beer even though the artwork scans of the pieces would really be the final touch. I am certain a backdrop for Shoot Away II might be able to be scanned eventually. Hopefully there will be a future overhaul for external artwork rendering that can handle multiple lamps output and other features.