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Golden Logres (LittleWing 1998) Media Files & Cabinet Instructions
By SixOfTwelve
And we're back with
Let's Put Things On Cabinets That Were Never Meant To Be On Cabinets!
Still going through the catalogue of Japanese studio LittleWing, we've arrived at Golden Logres, released in 1998 for Windows and Macintosh, and also for PlayStation and Dreamcast. The game continues the story of King Arthur and the Knights of the Round Table from Crystal Caliburn.
The included AutoHotKey script rotates the playfield to portrait mode, lowers the resolution to 1024x1080, fills the backglass and DMD screens with decorative images, launches the game and maps the keys to standard cabinet buttons.
I've included
the AutoHotKey launch script, fully annotated (please go through it and adapt the variables to your system before running it!) a DDrawCompat INI file for the resolution - see further below under "How to run it" a DMD filler image for in-game purposes a backglass image (also usable for your frontend of choice), in both 4:3 and 16:9 formats
Also, tons of frontend media:
2 flyer images (images of the Dreamcast packaging, since the Windows version was never released in a box - courtesy of MobyGames) 64 instruction cards (taken from the official PDF guide - Yes, that many. This thing goes deep.) table audio (recorded directly from the game) table image (an upscale of the playfield) company logo (taken from Crystal Caliburn's official PDF guide) a wheel logo
You can use the start button to skip the intro cutscene.
Share and enjoy!
SOME MORE NOTES:
Where to get it:
The company's website at www.littlewingpinball.com is still up, and you can download the demo version of the game there. It needs to be be unlocked to full version with a code you could once buy at the website store, but that store has been "out of service due to a maintenance" since 2013. Never fear though, just browse any Archive that's reasonably well Organized on the www 😉
How to run it:
Golden Logres will crash on modern systems since it uses an obsolete DirectX version. Go to https://github.com/narzoul/DDrawCompat/releases and download the latest version of DDrawCompat (expand the "Assets" tab under the latest post and get the ZIP file). Unzip and put the ddraw.dll file into your Golden Logres game directory. This Media Pack includes a file called DDrawCompatOverlay-G_logres.ini that needs to be dropped into the same folder, as it will tell DDrawCompat what resolution to use.
What didn't work:
During launch, Golden Logres will switch into a really weird resolution problem while displaying the opening cutscene and title screen: The area in which you can move the mouse is shifted upward from the area displayed on screen. For that reason, even though I moved the mouse pointer out of sight in the script, the spinning blue circle will still show up on the left side (you can see it in the last image I added to this post). Once the game starts though, the mouse pointer is safely out of view.
What worked eventually:
While the game process proper is G_logres.exe, the game spawns a nameless process during the introduction that can't be killed with AutoHotKey's Process, Close command. Terminating G_logres.exe at this point will still wait for the intro to end before it does anything, which can lead to weird glitches, like moving the game to the background behind the frontend instead of closing it. Luckily I found out that pressing CTRL+ALT+END is DDrawCompat's killswitch, so I used the script to trigger that. That way you can quit the game with the ESC key instantly even if the intro is still running.
AI use disclaimer:
The backglass image is based on the cover image of the Dreamcast version. I used Freepik to remove the logos and expand the image to the left and right. I then tweaked it further in Photoshop.36 downloads
