GUI Skins
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GUI Skins
I was just looking over our GUI code before, and I realized it may not be that hard to implement a skinning system.
Basically you could put a.png in a certain directory, and it would override how the letter a looks if the a.png was conforment to our requirement for fonts.
And you can do checkbox.png to override the checkbox, but those type of images would have a different set of requirements.
This would require a few hours of work, but shouldn't be too difficult.
Would you guys want such a thing? Think it's worth it?
Basically you could put a.png in a certain directory, and it would override how the letter a looks if the a.png was conforment to our requirement for fonts.
And you can do checkbox.png to override the checkbox, but those type of images would have a different set of requirements.
This would require a few hours of work, but shouldn't be too difficult.
Would you guys want such a thing? Think it's worth it?
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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And one could compress the whole thing in *.gui [renamed .tar.bz2 for size, or renamed .zip for those lusers that can't produce .tar.bz2's], and have a path to find the particular gui to use...
Speaking of GUIs, does anyone know of a cross-platform video API that's relatively simple to use in OO C++? I've looked at allegro, but it doesn't want to work with g++ on my system for some reason [perhaps due to something gentoo did when I emerged it and allegrogl]...
Speaking of GUIs, does anyone know of a cross-platform video API that's relatively simple to use in OO C++? I've looked at allegro, but it doesn't want to work with g++ on my system for some reason [perhaps due to something gentoo did when I emerged it and allegrogl]...
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Cool, my suggestion for skinning Zsnes has come back, and by Nach no less. I had a different username at the time I made the suggestion though. It had quite a bit of debate, over 100 posts in the topic I believe.
Ahh, but that is besides the point. Yes I think skinning Zsnes would be cool, assuming that it doesn't increase the cpu or memory usage by much. I wouldn't mind trying to make skins but you must remember that my artistic skills are suxors, though I suppose I wouldn't need to make picture's, just edit one's I have. Or mabey I could change some colors and fonts.
Ahh, but that is besides the point. Yes I think skinning Zsnes would be cool, assuming that it doesn't increase the cpu or memory usage by much. I wouldn't mind trying to make skins but you must remember that my artistic skills are suxors, though I suppose I wouldn't need to make picture's, just edit one's I have. Or mabey I could change some colors and fonts.
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Re: GUI Skins
When you only have 5x5 cells, there is not much freedom to create different-looking fonts.Nach wrote: Basically you could put a.png in a certain directory, and it would override how the letter a looks if the a.png was conforment to our requirement for fonts.
MaxSt.
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Re: GUI Skins
Very true. But hey, some people are creative.MaxSt wrote:When you only have 5x5 cells, there is not much freedom to create different-looking fonts.Nach wrote: Basically you could put a.png in a certain directory, and it would override how the letter a looks if the a.png was conforment to our requirement for fonts.
About additional memory requirements for this thing, ZSNES will have additional code to convert the PNG to ZSNES graphic format, and this code will be launched when ZSNES loads causing ZSNES an extra load time of 200 milliseconds or whatever.
Now I just need to read up on the PNG format so I can implement this

May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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No I wouldn't. I'd load a PNG, see if it matches requirements, and if it does, convert it to ZSNES format and have it overwrite the built in graphic ZSNES uses, then forget the PNG.Metatron wrote:Won't you need to keep the PNGs in memory though, besides running the game? Some people may be anal about that... After all, its kinda what Winamp's skins do.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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The skin is for the buttons and font. That has nothing to do with the GUI color options.Metatron wrote:What would you do with the color GUI options then? Have them not work while a skin is loaded?
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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If you decide to do this, I will volunteer to rewrite an old hack I did for ZSNES years ago and make the font variable-width. The only potential problem is that the menus are hardcoded, I had to manually change all the menu positions by hand to make the font+interface work. It was scrapped because the ATI/nVidia filter made the font too hard to read in DS modes.
I was also never able to fix the string widths on the load box, that was hardcoded in at least 5 places, some of which I couldn't find.
Please take a look here, Nach: http://snes9x.com/phpBB2/viewtopic.php?t=1138
I can volunteer some time if you want to try and make something like that a reality. A 512x448 window for skinning could result in some really nice interfaces, including a Win32 clone for people who require that sort of thing.
I was also never able to fix the string widths on the load box, that was hardcoded in at least 5 places, some of which I couldn't find.
Please take a look here, Nach: http://snes9x.com/phpBB2/viewtopic.php?t=1138
I can volunteer some time if you want to try and make something like that a reality. A 512x448 window for skinning could result in some really nice interfaces, including a Win32 clone for people who require that sort of thing.
Re: GUI Skins
Even big talent won't be able to overcome such limitations.Nach wrote: Very true. But hey, some people are creative.
Re: GUI Skins
Well, if it really does not take too much time/effort from you, it would be a nice extra feature.Nach wrote:This would require a few hours of work, but shouldn't be too difficult.
Would you guys want such a thing? Think it's worth it?
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I saw that image already, I thought it was nothing more then some concept art you whipped up in paintbrush.byuusan wrote:If you decide to do this, I will volunteer to rewrite an old hack I did for ZSNES years ago and make the font variable-width. The only potential problem is that the menus are hardcoded, I had to manually change all the menu positions by hand to make the font+interface work. It was scrapped because the ATI/nVidia filter made the font too hard to read in DS modes.
I was also never able to fix the string widths on the load box, that was hardcoded in at least 5 places, some of which I couldn't find.
Please take a look here, Nach: http://snes9x.com/phpBB2/viewtopic.php?t=1138
I can volunteer some time if you want to try and make something like that a reality. A 512x448 window for skinning could result in some really nice interfaces, including a Win32 clone for people who require that sort of thing.
If you really have a patch for something like that i would be quite interested.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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ZFE exists. What the hell is the point of this?
I really don't understand what all the fuss is about the GUI. It's simple, it's functional, and you're probably looking at it for 5% or less of your total time using ZSNES. How about getting things like the timing overhaul done, or other such functionally based things, instead of these rather pointless extras that really just boil down to stroking the ROM kiddies?
I really don't understand what all the fuss is about the GUI. It's simple, it's functional, and you're probably looking at it for 5% or less of your total time using ZSNES. How about getting things like the timing overhaul done, or other such functionally based things, instead of these rather pointless extras that really just boil down to stroking the ROM kiddies?
FireKnight:I'm pretty sure a 1KG 24k gold brick costs less than that.
phonymike: well the same amount of raw metals used in a car costs a fraction of the price of a new car idiot. I'm gonna take away your posting privileges and replace them with my balls on your chin.
I smell spray paint.
phonymike: well the same amount of raw metals used in a car costs a fraction of the price of a new car idiot. I'm gonna take away your posting privileges and replace them with my balls on your chin.
I smell spray paint.
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You're right. But then again, I'm not one who can do the timing overhaul.ThunderClaw wrote: I really don't understand what all the fuss is about the GUI. It's simple, it's functional, and you're probably looking at it for 5% or less of your total time using ZSNES. How about getting things like the timing overhaul done, or other such functionally based things, instead of these rather pointless extras that really just boil down to stroking the ROM kiddies?
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Ugh, reading that was painful. I'll never prefer the slow, ugly, glitchy, samey windows GUI over the Zsnes one. I wonder why all these people scream that they like it so much better.byuusan wrote: http://snes9x.com/phpBB2/viewtopic.php?t=1138
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We were having a discussion about the ZSNES GUI and graphics libs a couple days ago, and he showed me MGL, then some screenshots. I said it looked nice, but that I wanted to replicate the current GUI, since a number of users [including me] hate Windows passionately and don't want to use a Windowsy GUI.
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No matter what we do with the GUI, I would want the current look to always be avalible.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Done.MaxSt wrote: (and make "filtered gui" on by default)
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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I think that could easily bother newcomers to ZSNES, if they don't like the way the GUI looks with the filter they use for playing and they don't know that there is the option to disable that.MaxSt wrote:(and make "filtered gui" on by default)
I don't like all the methods of filtering requiring that the same one be used both for in-game playing and for the GUI. Could an option be added to use two separate filters between the GUI and games?
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