Text Styles:


WordWrap: Whether text wraps inside box
TextAlign: Where text appears in box
AutoFit: Whether text stretches to fit Box
Font: Font to use
FontStyle: Bold,Itallic,Strikeout,Underline

TextFillType: Whether Solid, Gradient or Image Filled

Text Image Fill:
If image filled, there are two images - one placed ontop of the other. You can use this to add overlay effect (e.g. putting a png with transparency over another to give a scanlines effect etc)

ImageFillMode: How Images are handled by the fill:
Clamp - preserves size, no tiling, places at top left of text
Stretch - stretches image to fill text
Tile - Repeats image as tile.
TileX - Repeats image as tile, flipping X on repeat.
TileXY -  Repeats image as tile, flipping X + Y on repeat.
TileY - Repeats image as tile, flipping Y on repeat.
File - the image file
Dynamic?: Functions as per other dynamic images (see elsewhere). For instance if set to GameSnap.png, will fill text with the matching game snap.

Text Solid Fill:
Text Color: Color of the fill

Text Gradient Fill:
Gradient Direction: Sets direction of the gradient
Uses Text Color for the color.

Glow - puts glow effect around the text
Glow?: Turn on/off glow
GlowSize: Pixel Width of glow from outer edge of text fill (not from Strokes)
GlowColor: Color of the glow
Feather?: Whether to fade out the edges of the glow
FeatherSize: Pixel Width of the fade out.
Pulse?: Makes the glow fade in and out, making it pulse - WARNING: this can hit your CPU on large glows.
PulseSpeed: Speed of the pulse.

Shadow?: Whether to draw drop-shadow or not.
ShadowColor: Shadow color.
ShadowAlpha: Transparency of the shadow (0-255)
ShadowEdgeAlpha: Transparency of the shadow's edge (0-255)
ShadowOffset(X+Y): Use to position the shadow (can use minus values)

Strokes: You can use up to 3 strokes. It draws them from 1 to 3, with 1 bottom most.

StrokeWidth: Width in pixels
StrokeType: Solid or Image
StrokeLayout: Stretch (across full text) or Wrap (tiles images)
StrokeColor: as you'd guess..
Stroke1Image: Image file
Stroke1LineJoin: Changes how lines meet (e.g. rounded vs Mitered)
Stroke1Wrap: How wrap is implemented. Similar to TextImage




Dynamic Images

When you choose "Add Image" it automatically assumes you want to add a dynamic image and opens up the placeholder folder:

If you select one of these placeholders, CPMarquee will automatically assume you want it as a dynamic image, and tick the "dynamic" box in the editor (see below). You can navigate to any other image file and if outside the placeholder folders - it will assume it's a 'static' image (ie. not tick the 'dynamic' box). In example below - you'll notice Capcom_logo is a static image, and the rest, dynamic ones:


The way CPMarquee determines which image to use depends upon which image type:

[temp] : https://cpwizbiz.codeplex.com/wikipage?title=Step%20B%3a%20Design%20a%20Rig%20in%20CPWizard&referringTitle=Documentation

GameSnap, GameTitle

Game Snap; Game Title

These images are passed via the command line (see cmd line section) to CPWizBiz - used if your Front End can pass these. If no image present in command line, will use transparency or a no image placeholder. If your front end can't send these - you can alternatively point the Ext_Snap/Title path to any Snap/Title directories you already have.

Controllers; Emulators; System Logos; System Pictures; Developers

Like when designing a rig layout, CPWizBiz first looks in here for these images:

%CPWizBiz%\Assets\Images\Dynamic Images

It then looks here if not found in the above:


This allows you to hold two different versions of the same image if required. The DBImages folder contain the default versions of the image and the ones automatically downloaded from the CPWizBiz server). You can use the Dynamic Images folder to hold edited copies or your own versions.

Extended images:

These are any beginning with "Ext_" CPMarquee will first check if any specific paths have been set for the system for the specific Extended Artwork. That is, set here:

In the example above, if the Ext_BoxArt1 or Ext_Character1 placeholders are used it will look in the folder locations specified for a game image matching the game. If it is blank or if a corresponding image isn't found in this folder, it goes to the next process:

CPMarquee checks for a default assets path for the system here:

If a default path is set here, it then looks in this folder for any folders matching the dynamic image placeholder name. For example if you place "Ext_Character2.png" on your Marquee and the default assets path contains a folder called "Ext_Character2" - it will look in there for an image matching the game.


Image Matching Routine

CPMarquee uses variables from CPWizBiz to identify the image you're wanting. It uses info passed to CPWizBiz via the command line switches - and then searches the identified folder for the image. Image identification follows the precedence below:

Order (topmost given precedence):

ImageName (-im switch in cmd line)

GameName (-gm switch in cmd line)

RomName (-rm switch in cmd line)


Last edited Sep 5, 2015 at 11:23 AM by stigzler, version 8