Format specifications for the AGEMAME AWPVid Layout file version 1.1 (19th June 2006). Specifications subject to amendment as the core program develops to include further AWP and SWP technologies. The layout file is constructed around a custom XML schema, as used by MAME for rendering. Hence, the output should be a text file, with a .lay extension, and a name matching the short name used by AGEMAME (i.e. bfmdrwho.lay) It is hoped that this document will allow support for writing AGEMAME layout files for later submission. File format: Files start with these two lines: And the remainder of the file is layout-specific. There are two distinct halves to the layout file, with each item being represented in each half. The first half contains the filenames and configuration information. Every lamp, LED or reel is firstly defined as an 'element', which can take any name, but it's recommended to keep these easy to understand, and preferably using underscores instead of spaces. The filename must also be listed. For example, a background image (all lights off), with a file name of alloff.png would be listed as A similar system can be used for any other graphic that needs to be permanently displayed. For lamps, additional information needs to be provided. The current system sets lamps to one of two states: 0 - lamp off 1 - lamp on When a lamp is turned on, the element goes from image state 0 to image state 1, causing the drawing of the relevant image, if set up as follows. For lamps with an independent alpha file (note that white is the transparent colour in these files), the middle line should be For general transparency, or colour tinting use: where 1.0 represents 100% of the values in the existing image. However, alpha channels within the PNG's are read, which may make matters simpler. For Bellfruit LED's (which are really driven lamps), the special LED graphics are needed (available on request). Since elements can be used more than once, this only needs to be included in the first half once: A limitation of the AGEMAME format is that reel animation is difficult to achieve automatically. For simplicity, I will include the easiest form to write i.e. a reel which updates after every complete change of symbol, although I am prepared to explain methods of attaining full animation, or setting up disc and belt reels if necessary. As you can see, the default state of 96 is used to prevent premature display of any reel symbols. Each 'state' here represents a half-step of the reel, splitting a standard 48-step reel into 96 states. It is recommended that reel images are given 50-60% transparency when converted to PNG's, this will allow reel lamps to shine throguh more effectively, while not affecting the image when lamps are off (internally, a black background is used behind the image). Again, special reel lamp graphics are available for use in layouts. After setting up all graphics in this manner, it is necessary to add the configuration parameters, These are all written as Where the Parameters and states must follow the scheme below: Parameter State ReelSteps1 Number of steps between symbols on Reel1 ReelSymbols1 Number of visible symbols on Reel1 (usually 3 or 5) ReelSteps2 Number of steps between symbols on Reel2 ReelSymbols2 Number of visible symbols on Reel2 (usually 3 or 5) ReelSteps3 Number of symbol stops on Reel3 ReelSymbols3 Number of visible symbols on Reel3 (usually 3 or 5) ReelSteps4 Number of symbol stops on Reel4 ReelSymbols4 Number of visible symbols on Reel4 (usually 3 or 5) ReelSteps5 Number of symbol stops on Reel5 ReelSymbols5 Number of visible symbols on Reel5 (usually 3 or 5) ReelSteps6 Number of symbol stops on Reel6 ReelSymbols6 Number of visible symbols on Reel6 (usually 3 or 5) Width Width of background image (used to draw screen) Height Height of background image (used to draw screen) VFDX1 X coordinate of the first 16seg display VFDY1 Y coordinate of the first 16seg display VFDR11,VFDG11,VFDB11, Value (in decimal notation 0-255) of the Red,Green or Blue component of the first 16seg display respectively when on. VFDR01,VFDG01,VFDB01, Value (in decimal notation 0-255) of the Red,Green or Blue component of the first 16seg display respectively when off. In the second half of the file, the items set up in the first half are acted upon: First, bounds needs to be set, again to the dimensions of the background image. Now, the names of the files become significant, as each lamp needs to be set up. The lamping system gives each lamp an internal name LAMPXYZ, where XYZ is the number of the lamp in the decimal system, without leading zeroes, which will necessitate a hex to decimal conversion in some cases. The dimension figures here should be self explanatory, starting coordinates, width and height (you can also use left="", right="", top="", bottom="" if this helps) . e.g. Reels are set up as follows: The central symbol of the reel is set up in its bounds. Next the symbols above and below it are set up, the A1 suffix representing the first symbol above the centre, and B1 representing the first one below - and so on. They all use the same element in this setup, the one we constructed earlier. The BFM LED system is set up as follows (replace the lamp numbers and bounds with the correct ones for your layout) The layout must then end as follows, in order for AGEMAME to be able to read it correctly: For each reel that exists,