From a90ca40ea9e852b61e6aec10ca3245231f227777 Mon Sep 17 00:00:00 2001 From: TaikoZhong <108016253+GanYiZhong@users.noreply.github.com> Date: Wed, 9 Sep 2026 06:25:28 +0800 Subject: [PATCH] entry: centre the credit-row text and give the 1P/2P labels their white outline MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The 1人プレイ / 2人プレイ labels and the 太鼓をたたいてスタート! prompt sat about 10 px above the middle of their yellow pills; the labels also lacked the cabinet's white outline (they were drawn black on black). Co-Authored-By: Claude Fable 5.1 --- Scripts/entry/entry.lua | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/Scripts/entry/entry.lua b/Scripts/entry/entry.lua index d45b2d4..7acfe21 100644 --- a/Scripts/entry/entry.lua +++ b/Scripts/entry/entry.lua @@ -34,8 +34,9 @@ function Entry.new() -- (`scratchpad/r15ae/z_1player_en.png`). Deliberate deviation, documented here: the -- fill colour is unchanged, so the label still reads exactly as the cabinet's black -- text, and it is legible in every language this skin ships. - text.create_text("entry_credit_1p", { 0, 0, 0, 255 }, { 0, 0, 0, 255 }, false, 0, 0), - text.create_text("entry_credit_2p", { 0, 0, 0, 255 }, { 0, 0, 0, 255 }, false, 0, 0), + -- black ink with the cabinet's WHITE outline (same 7 stage-px border as the message) + text.create_text("entry_credit_1p", { 0, 0, 0, 255 }, { 255, 255, 255, 255 }, false, 7.0 / tex.get_screen_scale(), 0), + text.create_text("entry_credit_2p", { 0, 0, 0, 255 }, { 255, 255, 255, 255 }, false, 7.0 / tex.get_screen_scale(), 0), } -- the message is ONE string drawn in two colourways: the arcade stacks a black-tinted -- outline copy (ET3 via cmul (0,0,0)) under a white fill copy (ET5), and its blink @@ -230,7 +231,8 @@ local ROW_CY = { 432 + 72, 432 + 248 } -- 504 / 680 -- CENTRE is box.top + box.h/2 + border -- independent of which font raster is used: local LABEL_INK_X = CREDIT_CX - 443 -- box.left(-450) + border(7), left-aligned local MSG_INK_X = CREDIT_CX + 190 -- box.left(-137) + border(7) + box.w/2(320) -local TEXT_INK_DY = -9.5 -- box.top(-64.5) + box.h/2(48) + border(7) +local TEXT_INK_DY = 0.5 -- box.top(-64.5) + box.h/2(48) + border(7), +10: measured + -- against the cabinet the ink sat ~10 px above the pill centre local PAD5 = 9 -- OutlinedText pad for thickness 5: (int)(5*1.5)+2 -- ROUND 15: the two player labels are now built with thickness 0 (see `text_credit_p` above), -- so their texture pad is (int)(0*1.5)+2 = 2, not 9. Using PAD5 here would shift the ink 7 px -- 2.54.0