#69832 - 05/24/11 11:03 PM
SHADER PRESET ONE-STOP SHOP
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Very Senior Member
Registered: 05/23/09
Posts: 1243
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These are the perfect shader settings. If you don't like them, noooooo! Technical merit notwithstanding, I argue these look damn close to my family's shitty 19" TV 80's-era TV. In all cases, click the thumby for bigginess. NES hlsl_enable 1 hlslpath hlsl shadow_mask_alpha 0.25 shadow_mask_texture aperture.png shadow_mask_x_count 512 shadow_mask_y_count 384 shadow_mask_usize 0.125 shadow_mask_vsize 0.125 oversample_x 1.0 oversample_y 1.0 curvature 0.05 screen_scale_top 1.0 screen_scale_bottom 1.0 pincushion 0.05 scanline_alpha 0.5 scanline_size 1.0 scanline_bright_scale 1.0 scanline_bright_offset 0.7 scanline_jitter 0.0 defocus_x 0.0 defocus_y 0.0 red_converge_x 0.0 red_converge_y 0.0 green_converge_x 0.0 green_converge_y 0.0 blue_converge_x 0.0 blue_converge_y 0.0 red_radial_converge_x 0.0 red_radial_converge_y 0.0 green_radial_converge_x 0.0 green_radial_converge_y 0.0 blue_radial_converge_x 0.0 blue_radial_converge_y 0.0 red_from_r 0.95 red_from_g 0.05 red_from_b 0.0 green_from_r 0.0 green_from_g 0.95 green_from_b 0.05 blue_from_r 0.05 blue_from_g 0.0 blue_from_b 0.95 saturation 1.5 red_offset 0.0 green_offset 0.0 blue_offset 0.0 red_scale 1.2 green_scale 1.2 blue_scale 1.2 red_power 2.2 green_power 2.2 blue_power 2.2 red_floor 0.05 green_floor 0.05 blue_floor 0.05 red_phosphor_life 0.45 green_phosphor_life 0.45 blue_phosphor_life 0.45 yiq_enable 1 yiq_w 4.1187867 yiq_a 0.5 yiq_b 0.5 yiq_fsc 1.5 yiq_fsc_scale 1.0 yiq_phase_count 3
SNES hlsl_enable 1 hlslpath hlsl shadow_mask_alpha 0.25 shadow_mask_texture aperture.png shadow_mask_x_count 512 shadow_mask_y_count 384 shadow_mask_usize 0.125 shadow_mask_vsize 0.125 oversample_x 1.0 oversample_y 1.0 curvature 0.05 screen_scale_top 1.0 screen_scale_bottom 1.0 pincushion 0.05 scanline_alpha 0.5 scanline_size 1.0 scanline_bright_scale 1.0 scanline_bright_offset 0.7 scanline_jitter 0.0 defocus_x 0.0 defocus_y 0.0 red_converge_x 0.0 red_converge_y 0.0 green_converge_x 0.0 green_converge_y 0.0 blue_converge_x 0.0 blue_converge_y 0.0 red_radial_converge_x 0.0 red_radial_converge_y 0.0 green_radial_converge_x 0.0 green_radial_converge_y 0.0 blue_radial_converge_x 0.0 blue_radial_converge_y 0.0 red_from_r 0.95 red_from_g 0.05 red_from_b 0.0 green_from_r 0.0 green_from_g 0.95 green_from_b 0.05 blue_from_r 0.05 blue_from_g 0.0 blue_from_b 0.95 saturation 1.5 red_offset 0.0 green_offset 0.0 blue_offset 0.0 red_scale 1.2 green_scale 1.2 blue_scale 1.2 red_power 2.2 green_power 2.2 blue_power 2.2 red_floor 0.05 green_floor 0.05 blue_floor 0.05 red_phosphor_life 0.45 green_phosphor_life 0.45 blue_phosphor_life 0.45 yiq_enable 1 yiq_w 4.1187867 yiq_a 0.5 yiq_b 0.5 yiq_fsc 1.5 yiq_fsc_scale 1.0 yiq_phase_count 3
Genesis hlsl_enable 1 hlslpath hlsl shadow_mask_alpha 0.25 shadow_mask_texture aperture.png shadow_mask_x_count 512 shadow_mask_y_count 384 shadow_mask_usize 0.125 shadow_mask_vsize 0.125 oversample_x 1.0 oversample_y 1.0 curvature 0.05 screen_scale_top 1.0 screen_scale_bottom 1.0 pincushion 0.05 scanline_alpha 0.5 scanline_size 1.0 scanline_bright_scale 1.0 scanline_bright_offset 0.7 scanline_jitter 0.0 defocus_x 0.0 defocus_y 0.0 red_converge_x 0.0 red_converge_y 0.0 green_converge_x 0.0 green_converge_y 0.0 blue_converge_x 0.0 blue_converge_y 0.0 red_radial_converge_x 0.0 red_radial_converge_y 0.0 green_radial_converge_x 0.0 green_radial_converge_y 0.0 blue_radial_converge_x 0.0 blue_radial_converge_y 0.0 red_from_r 1.0 red_from_g 0.0 red_from_b 0.0 green_from_r 0.0 green_from_g 1.0 green_from_b 0.0 blue_from_r 0.0 blue_from_g 0.0 blue_from_b 1.0 saturation 1.5 red_offset 0.0 green_offset 0.0 blue_offset 0.0 red_scale 1.2 green_scale 1.2 blue_scale 1.2 red_power 2.2 green_power 2.2 blue_power 2.2 red_floor 0.05 green_floor 0.05 blue_floor 0.05 red_phosphor_life 0.45 green_phosphor_life 0.45 blue_phosphor_life 0.45 yiq_enable 1 yiq_w 3.1415926535897932384626433832795 yiq_a 0.0 yiq_b 0.5 yiq_fsc 1.875 yiq_fsc_scale 1.0 yiq_phase_count 2
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#69839 - 05/25/11 04:16 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Senior Member
Registered: 04/02/11
Posts: 173
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WOW, I'm so glad I stopped in to shop  Perfect it is Here is results running mslug with nvidia GTX 480 and Samsung WS LCD 20" 
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#69841 - 05/25/11 04:29 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: B2K24]
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Very Senior Member
Registered: 05/23/09
Posts: 1243
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You know, officially including GPL-derived shaders with MESS or MAME would violate said license. ...Nobody says you can't post 'em separately! Drop this over top of deconverge.fx in order to lose convergence but gain (ugh) HQ2x:
//-----------------------------------------------------------------------------
// HQ2x Effect
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD0;
float4 TexPair0 : TEXCOORD1;
float4 TexPair1 : TEXCOORD2;
float4 TexPair2 : TEXCOORD3;
float4 TexPair3 : TEXCOORD4;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float2 TexCoord : TEXCOORD0;
float4 TexPair0 : TEXCOORD1;
float4 TexPair1 : TEXCOORD2;
float4 TexPair2 : TEXCOORD3;
float4 TexPair3 : TEXCOORD4;
};
//-----------------------------------------------------------------------------
// HQ2x Vertex Shader
//-----------------------------------------------------------------------------
float TargetWidth;
float TargetHeight;
float RawWidth;
float RawHeight;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.x /= TargetWidth;
Output.Position.y /= TargetHeight;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.x -= 0.5f;
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
float2 DownRight = float2(0.5f / RawWidth, 0.5f / RawHeight);
float2 DownLeft = DownRight * float2(-1.0f, 1.0f);
float2 PixWidth = float2(DownRight.x, 0.0f);
float2 PixHeight = float2(0.0f, DownRight.y);
Output.TexCoord = Input.TexCoord;
Output.TexPair0.xy = Input.TexCoord - DownRight;
Output.TexPair0.zw = Input.TexCoord - PixHeight;
Output.TexPair1.xy = Input.TexCoord - DownLeft;
Output.TexPair1.zw = Input.TexCoord + PixWidth;
Output.TexPair2.xy = Input.TexCoord + DownRight;
Output.TexPair2.zw = Input.TexCoord + PixHeight;
Output.TexPair3.xy = Input.TexCoord + DownLeft;
Output.TexPair3.zw = Input.TexCoord - PixWidth;
return Output;
}
//-----------------------------------------------------------------------------
// Deconvergence Pixel Shader
//-----------------------------------------------------------------------------
const float SmoothWeight = 0.325f;
const float MaxWeight = 0.25f;
const float MinWeight = -0.05f;
const float WeightDelta = -0.25f;
const float LumaOffset = 0.25f;
float4 ps_main(PS_INPUT Input) : COLOR
{
float3 UL = tex2D(DiffuseSampler, Input.TexPair0.xy);
float3 UU = tex2D(DiffuseSampler, Input.TexPair0.zw);
float3 UR = tex2D(DiffuseSampler, Input.TexPair1.xy);
float3 LL = tex2D(DiffuseSampler, Input.TexPair3.zw);
float3 CC = tex2D(DiffuseSampler, Input.TexCoord);
float3 RR = tex2D(DiffuseSampler, Input.TexPair1.zw);
float3 BL = tex2D(DiffuseSampler, Input.TexPair3.xy);
float3 BB = tex2D(DiffuseSampler, Input.TexPair2.zw);
float3 BR = tex2D(DiffuseSampler, Input.TexPair2.xy);
float3 DotSummer = float3(1.0f, 1.0f, 1.0f);
float Mid1 = dot(abs(UL - BR), DotSummer);
float Mid2 = dot(abs(UR - BL), DotSummer);
float Weight1 = dot(abs(BR - CC), DotSummer) * Mid2;
float Weight2 = dot(abs(BL - CC), DotSummer) * Mid1;
float Weight3 = dot(abs(UL - CC), DotSummer) * Mid2;
float Weight4 = dot(abs(UR - CC), DotSummer) * Mid1;
float Cross1 = Weight1 + Weight3;
float Cross2 = Weight2 + Weight4;
float Weight = max(Cross1, Cross2) + 0.0001f;
CC = (Weight1 * UL + Weight2 * UR + Weight3 * BR + Weight4 * BL + Weight * CC) / (Cross1 + Cross2 + Weight);
float RecipCenter1 = WeightDelta / (0.12f * dot(UU + CC + BB, DotSummer) + LumaOffset);
float RecipCenter2 = WeightDelta / (0.12f * dot(LL + CC + RR, DotSummer) + LumaOffset);
Weight1 = clamp(RecipCenter1 * dot(abs(CC - UU), DotSummer) + SmoothWeight, MinWeight, MaxWeight);
Weight2 = clamp(RecipCenter2 * dot(abs(CC - RR), DotSummer) + SmoothWeight, MinWeight, MaxWeight);
Weight3 = clamp(RecipCenter1 * dot(abs(CC - BB), DotSummer) + SmoothWeight, MinWeight, MaxWeight);
Weight4 = clamp(RecipCenter2 * dot(abs(CC - LL), DotSummer) + SmoothWeight, MinWeight, MaxWeight);
float3 OutColor = Weight1 * UU + Weight2 * RR + Weight3 * BB + Weight4 * LL + (1.0f - Weight1 - Weight2 - Weight3 - Weight4) * CC;
return float4(OutColor, 1.0f);
}
//-----------------------------------------------------------------------------
// HQ2x Effect
//-----------------------------------------------------------------------------
technique DeconvergeTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}
(click for big) 
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#69843 - 05/25/11 05:48 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Very Senior Member
Registered: 05/23/09
Posts: 1243
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Scale2x, same dance, copy over top of deconverge.fx:
//-----------------------------------------------------------------------------
// Scale2x Effect
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = POINT;
MinFilter = POINT;
MagFilter = POINT;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD0;
float2 LeftCoord : TEXCOORD1;
float2 RightCoord : TEXCOORD2;
float2 TopCoord : TEXCOORD3;
float2 BottomCoord : TEXCOORD4;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float2 TexCoord : TEXCOORD0;
float2 LeftCoord : TEXCOORD1;
float2 RightCoord : TEXCOORD2;
float2 TopCoord : TEXCOORD3;
float2 BottomCoord : TEXCOORD4;
};
//-----------------------------------------------------------------------------
// Scale2x Vertex Shader
//-----------------------------------------------------------------------------
float TargetWidth;
float TargetHeight;
float RawWidth;
float RawHeight;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.x /= TargetWidth;
Output.Position.y /= TargetHeight;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.x -= 0.5f;
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
float2 PixWidth = float2(1.0f / RawWidth, 0.0f);
float2 PixHeight = float2(0.0f, 1.0f / RawHeight);
Output.TexCoord = Input.TexCoord;
Output.LeftCoord = Input.TexCoord - PixWidth;
Output.RightCoord = Input.TexCoord + PixWidth;
Output.TopCoord = Input.TexCoord - PixHeight;
Output.BottomCoord = Input.TexCoord + PixHeight;
return Output;
}
//-----------------------------------------------------------------------------
// Scale2x Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 Center = tex2D(DiffuseSampler, Input.TexCoord);
float4 Left = tex2D(DiffuseSampler, Input.LeftCoord);
float4 Right = tex2D(DiffuseSampler, Input.RightCoord);
float4 Up = tex2D(DiffuseSampler, Input.TopCoord);
float4 Bottom = tex2D(DiffuseSampler, Input.BottomCoord);
float2 PixelSize = frac(Input.TexCoord * float2(RawWidth, RawHeight));
// Split along the texel centerpoint
if(PixelSize.y >= 0.5f)
{
float4 swap = Up;
Up = Bottom;
Bottom = swap;
}
if(PixelSize.x >= 0.5f)
{
float4 swap = Left;
Left = Right;
Right = swap;
}
float Match1 = Up == Left;
float Match2 = Up != Right;
float Match3 = Left != Bottom;
if(Match1 && Match2 && Match3)
{
Center = Left;
}
return Center;
}
//-----------------------------------------------------------------------------
// Scale2x Effect
//-----------------------------------------------------------------------------
technique DeconvergeTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}
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#69846 - 05/25/11 12:58 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 05/25/11
Posts: 10
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Many thanks for all the hard work. HLSL is definitely godsend for all of us LCD users. I never thought it would be possible to simulate CRT phosphor bleed and glow. It looks amazing and brings life to good ol' games that we all grew up with.
I would really appreciate if someone could post the code for "Scale3x".
PS. After overwriting and pasting the code to "deconverge.fx" will it be auto enabled when hlsl_enable is 1 or will it only be enabled through the converge settings (as seen below)?
red/green/blue_converge_x ,/y | red/green/blue_radial_converge_x/y
Thanks in advance.
Edited by MilliGoodz (05/25/11 12:59 PM)
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#69857 - 05/25/11 05:28 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Senior Member
Registered: 03/16/06
Posts: 607
Loc: PA, USA
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_________________________
"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"
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#69859 - 05/25/11 06:32 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Lord Nightmare]
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Member
Registered: 05/25/11
Posts: 10
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Thanks for the info Lord Nightmare but unfortunately I cannot use that. I'm looking for the GPL-derived shaders of the scale3x algorithm. PS. I'm still not able to use the scale2x shader posted above even after replacing deconverge.fx with the code. The video output sure looks slightly sharper but the filter still looks disabled when it comes to pixel-edge enhancement when I compare it with scale2x in for exampe MamePlus for the same game. Here are my D3D PP options and I'm not sure why scale2x is still inactive even after I've updated the deconverge.fx. I would appreciate any help to solve this. Cheers #
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable 1
hlslpath hlsl
shadow_mask_alpha 0.1
shadow_mask_texture aperture.png
shadow_mask_x_count 1440
shadow_mask_y_count 900
shadow_mask_usize 0.125
shadow_mask_vsize 0.125
oversample_x 1.0
oversample_y 1.0
curvature 0.05
screen_scale_top 1.0
screen_scale_bottom 1.0
pincushion 0.0
scanline_alpha 0.5
scanline_size 1.6
scanline_bright_scale 1.1
scanline_bright_offset 0.7
scanline_jitter 0.0
defocus_x 0.15
defocus_y 0.15
red_converge_x 0.0
red_converge_y 0.0
green_converge_x 0.0
green_converge_y 0.0
blue_converge_x 0.0
blue_converge_y 0.0
red_radial_converge_x 0.0
red_radial_converge_y 0.0
green_radial_converge_x 0.0
green_radial_converge_y 0.0
blue_radial_converge_x 0.0
blue_radial_converge_y 0.0
red_from_r 1.0
red_from_g 0.0
red_from_b 0.0
green_from_r 0.0
green_from_g 1.0
green_from_b 0.0
blue_from_r 0.0
blue_from_g 0.0
blue_from_b 1.0
saturation 0.70
red_offset 0.0
green_offset 0.0
blue_offset 0.0
red_scale 1.0
green_scale 1.0
blue_scale 1.0
red_power 1.6
green_power 1.6
blue_power 1.6
red_floor 0.05
green_floor 0.05
blue_floor 0.05
red_phosphor_life 0.50
green_phosphor_life 0.50
blue_phosphor_life 0.50
yiq_enable 0
yiq_w 4.1887902047863909846168578443727
yiq_a 0.5
yiq_b 0.5
yiq_fsc 1.5
yiq_fsc_scale 0.5
yiq_phase_count 2
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#69861 - 05/25/11 07:12 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: MilliGoodz]
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Very Senior Member
Registered: 05/23/09
Posts: 1243
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I don't have a solution immediately offhand, but it looks like you set shadow_mask_x_count and shadow_mask_y_count to be the number of visible pixels in your display. It should be the number of visible dots in the original display's shadow mask, and I'm not sure that any CRTs were ever made that have a 1440x900 shadow mask. Typically they were in the neighborhood of 512x384 to 640x480, and due to the way the shader works it's more likely to look better at 512x384.
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#69864 - 05/25/11 07:57 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 05/25/11
Posts: 10
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Greetings Just Desserts and thanks for the reply. The only reason I increased the shadow_mask_x/y_count was to eliminate the circular moiré pattern as seen below in the screenshot. I highlighted some parts of it to show it better, but the downsampled jpg does not do it justice. The pattern is much more obvious in-game when everything moves since the pattern is static. I'm not sure if there are any other proper way around this than increasing the shadow_mask_x/y_count to the LCD's native resolution. Cheers Loading image: 
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#69866 - 05/25/11 08:32 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: MilliGoodz]
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Very Senior Member
Registered: 05/23/09
Posts: 1243
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Perhaps, but if you increase the count to the LCD's native resolution, then you're effectively just turning off the functionality and darkening the screen.  This is not accurate to the arcade in any way, since monitors always had a fixed-size shadow mask, but to get the "best of both worlds", select an X and Y count that's an exact multiple of the arcade game's resolution. For example, if the game was (hypothetically) 512x384, try a shadow mask of either 512x384 or 1024x768.
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#69867 - 05/25/11 08:54 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 05/25/11
Posts: 10
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Thanks for the reply and information about the shadow mask.
I'm not sure if it is OK to use/define the previous old MAME overlay effect png's with HLSL. (it didnt' came any new overlays with the hlsl directory).
In the screenshot above I had used "aperture1x2rb.png" as my as my shadow_mask_texture. When I completely disable shadow_mask_texture and only use scanlines the circular moiré disappears.
Also it looks much better and cleaner when I don't use the bezel. I suspect that it might be the issue since I'm using a default bezel for all my 4:3 and vertical games when displayed on my 16:9 & 16:10 LCD's.
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#69868 - 05/25/11 09:29 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: MilliGoodz]
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Very Senior Member
Registered: 05/23/09
Posts: 1243
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Yes, that would definitely be a problem - I just realized that the latest MAME release probably failed to include the aperture.png that I checked into the artwork directory. If your version of MAME didn't originally come with aperture.png, then you now likely have the incorrect one, and you can download the right one here: http://icips.us/emulation/crt/aperture.pngPlease spread the above message on MAMEWorld as well, since I get the feeling people have not been using any shadow mask because it wasn't included. God damn it.
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#69869 - 05/25/11 09:51 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 05/25/11
Posts: 10
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Many thanks, problem finally solved  . I compiled my own mame build and it completley lacked the artwork directory and the correct shadow mask but the hlsl files/directory were included in the diff. I'm sure all these minor issues will be solved for the next big official 0.143 build. I just have to say wow, with correct shadowmask it just looks amazing  . Many thanks for all the hard work it is indeed much appreciated. Tafoid just posted a HLSL MiniFAQ in the mameworld forums and it will be a perfect place to attach and add the info about the shadow mask for those that are missing it. I'll send him a PM. Cheers
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#69871 - 05/25/11 11:56 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 07/27/01
Posts: 90
Loc: Norman, OK, USA
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Here's a preset I've been messing with. It's very close to an old Wells Gardner K7000 from an original MK2 cabinet I used to do service on. It's not perfect, but it's totally believable.  (edited for better screenshot) hlsl_enable 1
hlslpath hlsl
shadow_mask_alpha 0.2
shadow_mask_texture aperture.png
shadow_mask_x_count 399
shadow_mask_y_count 253
shadow_mask_usize 0.09375
shadow_mask_vsize 0.09375
oversample_x 4.0
oversample_y 4.0
curvature 0.0
screen_scale_top 1.0
screen_scale_bottom 1.0
pincushion 0.0
scanline_alpha 0.6
scanline_size 1.0
scanline_bright_scale 1.0
scanline_bright_offset 0.6
scanline_jitter 0.0
defocus_x 0.0
defocus_y 0.0
red_converge_x 0.0
red_converge_y 0.0
green_converge_x 0.0
green_converge_y 0.0
blue_converge_x 0.0
blue_converge_y 0.0
red_radial_converge_x 0.0
red_radial_converge_y 0.0
green_radial_converge_x 0.0
green_radial_converge_y 0.0
blue_radial_converge_x 0.0
blue_radial_converge_y 0.0
red_from_r 1.0
red_from_g 0.0
red_from_b 0.0
green_from_r 0.0
green_from_g 1.0
green_from_b 0.0
blue_from_r 0.0
blue_from_g 0.0
blue_from_b 1.0
saturation 1.2
red_offset 0.0
green_offset 0.0
blue_offset 0.0
red_scale 1.0
green_scale 1.0
blue_scale 1.0
red_power 2.2
green_power 2.2
blue_power 2.2
red_floor 0.02
green_floor 0.02
blue_floor 0.02
red_phosphor_life 0.4
green_phosphor_life 0.4
blue_phosphor_life 0.4
yiq_enable 0
yiq_w 4.1187867
yiq_a 0.5
yiq_b 0.5
yiq_fsc 1.5
yiq_fsc_scale 1.0
yiq_phase_count 2
Edited by Reznor007 (05/26/11 12:29 AM)
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#69872 - 05/26/11 12:57 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Reznor007]
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Very Senior Member
Registered: 05/23/09
Posts: 1243
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4x oversampling?! You must have a BEASTLY graphics card! My 5970 starts choking at around 3.5!
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#69873 - 05/26/11 01:01 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 07/27/01
Posts: 90
Loc: Norman, OK, USA
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Radeon HD6950 2GB with a 40MHz overclock. I tried 5x and it totally chokes on that though.
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#69874 - 05/26/11 01:02 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 09/26/08
Posts: 61
Loc: WA, USA
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What does the oversampling get you visually again?
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#69875 - 05/26/11 01:59 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: John IV]
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Very Senior Member
Registered: 05/23/09
Posts: 1243
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As oversampling goes up, moiré tends to go down.
EDIT: Another tip to improve moiré without sacrificing either shadow masks entirely, or shadow masks' mathematical accuracy by changing the dot count: Turn scanlines down a bit further and run in a window that's an even multiple of the dot count.
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#69876 - 05/26/11 02:21 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 07/27/01
Posts: 90
Loc: Norman, OK, USA
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Another thing that helps if you get horizontal banding, is to adjust scanline size. This preset looks very similar to a Virtua Racing twin setup at the arcade I used to work at. Works perfect with Model1-3 in MAME. This looks great at a fullscreen res of 1920x1080, but if you swap to windowed mode the banding looks kinda bad. hlsl_enable 1
hlslpath hlsl
shadow_mask_alpha 0.2
shadow_mask_texture aperture.png
shadow_mask_x_count 496
shadow_mask_y_count 384
shadow_mask_usize 0.09375
shadow_mask_vsize 0.09375
oversample_x 4.0
oversample_y 4.0
curvature 0.0
screen_scale_top 1.0
screen_scale_bottom 1.0
pincushion 0.0
scanline_alpha 0.6
scanline_size 0.7
scanline_bright_scale 1.0
scanline_bright_offset 0.6
scanline_jitter 0.0
defocus_x 0.0
defocus_y 0.0
red_converge_x 0.0
red_converge_y 0.0
green_converge_x 0.0
green_converge_y 0.0
blue_converge_x 0.0
blue_converge_y 0.0
red_radial_converge_x 0.0
red_radial_converge_y 0.0
green_radial_converge_x 0.0
green_radial_converge_y 0.0
blue_radial_converge_x 0.0
blue_radial_converge_y 0.0
red_from_r 1.0
red_from_g 0.0
red_from_b 0.0
green_from_r 0.0
green_from_g 1.0
green_from_b 0.0
blue_from_r 0.0
blue_from_g 0.0
blue_from_b 1.0
saturation 1.2
red_offset 0.0
green_offset 0.0
blue_offset 0.0
red_scale 1.0
green_scale 1.0
blue_scale 1.0
red_power 2.2
green_power 2.2
blue_power 2.2
red_floor 0.02
green_floor 0.02
blue_floor 0.02
red_phosphor_life 0.4
green_phosphor_life 0.4
blue_phosphor_life 0.4
yiq_enable 0
yiq_w 4.1187867
yiq_a 0.5
yiq_b 0.5
yiq_fsc 1.5
yiq_fsc_scale 1.0
yiq_phase_count 2
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#69877 - 05/26/11 04:10 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Senior Member
Registered: 08/29/09
Posts: 654
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Here is a preset for the AT driver in mess hlsl_enable 1
hlslpath hlsl
shadow_mask_alpha 0.0
shadow_mask_texture aperture.png
shadow_mask_x_count 640
shadow_mask_y_count 480
shadow_mask_usize 0.1875
shadow_mask_vsize 0.1875
oversample_x 1.0
oversample_y 1.0
curvature 0.0
screen_scale_top 1.0
screen_scale_bottom 1.0
pincushion 0.0
scanline_alpha 1.0
scanline_size 0.8
scanline_bright_scale 1.0
scanline_bright_offset 0.25
scanline_jitter 0.0
defocus_x 0.0
defocus_y 0.0
red_converge_x 0.0
red_converge_y 0.0
green_converge_x 0.0
green_converge_y 0.0
blue_converge_x 0.0
blue_converge_y 0.0
red_radial_converge_x 0.0
red_radial_converge_y 0.0
green_radial_converge_x 0.0
green_radial_converge_y 0.0
blue_radial_converge_x 0.0
blue_radial_converge_y 0.0
red_from_r -0.45
red_from_g -0.825
red_from_b 1.075
green_from_r -2.0
green_from_g 0.0
green_from_b 0.0
blue_from_r -1.0
blue_from_g -0.025
blue_from_b 1.025
saturation 1.0
red_offset 0.0
green_offset 0.0
blue_offset 0.0
red_scale 1.0
green_scale 1.0
blue_scale 1.0
red_power 1.0
green_power 1.0
blue_power 1.0
red_floor 0.0
green_floor 0.0
blue_floor 0.0
red_phosphor_life 0.0
green_phosphor_life 0.0
blue_phosphor_life 0.0
yiq_enable 0
yiq_w 4.1187867
yiq_a 0.5
yiq_b 0.5
yiq_fsc 1.5
yiq_fsc_scale 1.0
yiq_phase_count 2 produces a green  EDIT: Redid it now looks way better
Edited by Kaylee (05/26/11 08:15 AM)
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#69878 - 05/26/11 04:59 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Very Senior Member
Registered: 07/28/07
Posts: 3939
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Looks like a hercules graphic with green screen.  How about amber ?
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#69880 - 05/26/11 07:45 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Kaylee]
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Senior Member
Registered: 03/16/06
Posts: 607
Loc: PA, USA
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http://www.vintage-computer.com/images/ibmpcportscreen.jpgFor ibm 5155: BG (when frontlit only, otherwise appears as nearly black): 783f45 or so (120, 63, 69 in 0-255 range for r,g,b; set the 'floor values' of rgb to this) FG (the text color): ffc62f (255, 198, 45) Yes, this means the text actually has LESS blue than the background! adjust matrix accordingly, unless you're using a black bg. LN
_________________________
"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"
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#69937 - 05/27/11 11:50 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Anna Wu]
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Very Senior Member
Registered: 05/23/09
Posts: 1243
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Anyone who felt that the scanlines and shadow mask seeemed a bit "off" was right - the scanlines did not line up to the individual pixels. Additionally, I was bilinear filtering the texture during multiple stages rather than point sampling until the last possible moment. Sync up to the MESS SVN tree and copy the shaders into your MAME hlsl directory for goodness. The upshot of this is that you can really crank the shadow mask and scanline settings without inducing anywhere near as much rainbow moiré as before. Don't believe me? Here's a before (left) and after (right) with the same settings, no oversampling, no prescale, full alpha on scanlines and shadow mask: http://icips.us/emulation/crt/scanmask_before_after.png
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#70523 - 06/07/11 07:08 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 11/21/09
Posts: 27
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Anyone have any good hlsl settings for the new u5 version? The old ones make the colors all out of whack. For the atari 2600, 5200 & 7800 anyway. Haven't tried it on other systems yet.
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#73239 - 09/14/11 06:41 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Envisaged0ne]
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Member
Registered: 09/14/11
Posts: 28
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Can anyone recommended hlsl settings for Mame 143u5?
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#73240 - 09/14/11 06:45 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Very Senior Member
Registered: 04/13/04
Posts: 1438
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For the a2600 we may need to remove the blurring code from the tia before it'd work ok with hlsl.
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#73243 - 09/14/11 07:58 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Hunk]
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Senior Member
Registered: 04/02/11
Posts: 173
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Can anyone recommended hlsl settings for Mame 143u5? Here's what I'm currently using for MAME games and some console systems in MESS. It's far from perfect, but if you have nothing than consider it a good template to start from. http://pastebin.com/mCMviXmq
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#73253 - 09/14/11 11:01 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: B2K24]
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Member
Registered: 09/14/11
Posts: 28
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Cool, thanks man! I'll give it a try  *edit* Just tried it and Mame stops responding with a black screen.
Edited by Hunk (09/14/11 11:04 PM)
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#73255 - 09/14/11 11:56 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 09/26/08
Posts: 61
Loc: WA, USA
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HLSL doesn't like multi-res games if you're trying it on one of those.
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#73258 - 09/15/11 02:02 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: John IV]
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Member
Registered: 09/14/11
Posts: 28
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I'm not sure. I was trying the first Mortal Kombat (all the revisions in Mame) and each one had a black a screen. Mortal Kombat II seemed to run without issues. Someone mentioned u5 had a bug or something that made some games have a black screen.
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#73259 - 09/15/11 03:08 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 09/26/08
Posts: 61
Loc: WA, USA
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Yes, MKs also have issues.
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#73261 - 09/15/11 03:43 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: John IV]
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Member
Registered: 09/14/11
Posts: 28
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Aw, really? That sucks. At least MK II and UMK3 seemed to work for me. I'm sure this will get fixed in upcoming releases since hlsl is still pretty young.
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#73275 - 09/15/11 11:02 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: B2K24]
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Member
Registered: 09/14/11
Posts: 28
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Thanks man! I'm rolling back to u4 now. hopefully this will be fixed in 144.
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#73343 - 09/21/11 02:55 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 09/14/11
Posts: 28
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Anyone tried HLSL in U6 yet?
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#73345 - 09/21/11 03:52 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Hunk]
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Senior Member
Registered: 04/02/11
Posts: 173
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Anyone tried HLSL in U6 yet? Yeah, it's the exact same as u5 it seems. Also, the whatsnew.txt for u6 didn't have a thing about any HLSL changes or fixes. Maybe the next time around 
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#73617 - 10/12/11 08:56 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 09/14/11
Posts: 28
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Before I update to u7 is there anything broken hlsl wise?
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#73618 - 10/12/11 09:18 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Very Senior Member
Registered: 03/17/01
Posts: 13172
Loc: USA
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Some games on some cards allegedly still have the "seam" problem, but nobody's been willing to say exactly under what circumstances they're getting it.
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#73622 - 10/13/11 03:34 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: R. Belmont]
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Member
Registered: 07/27/07
Posts: 63
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This might not be helpful since I haven't tried the HLSL features, but in my experience with "seam" problems, they tend to show up only for certain output sizes and can be found by slowly resizing the emulator window.
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#73668 - 10/14/11 08:55 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 05/16/10
Posts: 44
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No seam issues here  thanks for the fix! My cab is a i3@3.1,geforce GT 220 I have yet to see a seam issue in u7.I Have ran at least 50+ games so far today.
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#73669 - 10/14/11 09:10 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: mesk]
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Very Senior Member
Registered: 05/23/09
Posts: 1243
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No seam issues here  thanks for the fix! My cab is a i3@3.1,geforce GT 220 I have yet to see a seam issue in u7.I Have ran at least 50+ games so far today. Awesome!
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#73674 - 10/15/11 01:07 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 10/15/11
Posts: 4
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Just Desserts: Hi, I've been using the settings you posted on the first page "Arcade Ideal" and they're the best I think for mame 142u4. Everything is so shiny and the color bleeding is quite awesome. But these settings simply don't work with 143u7 or other 143 versions, I tried to manually copy paste each settings but the result is totally different, much more pixelated and dark. Can you post an updated settings? I'de be more than happy  Thanks a lot!
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#73675 - 10/15/11 01:15 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: kevenz]
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Member
Registered: 05/16/10
Posts: 44
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I am using these,Kevenz.It looks really good in u7.They are not mine,they are B2K24's. Thanks B2K24! http://pastebin.com/NXgnDE7u
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#73687 - 10/15/11 03:22 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 10/15/11
Posts: 4
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Ok after messing around with all settings one by one for 2 hours I finally made my own, it's not perfect but it's a start: http://pastebin.com/TvRhDm7r143u7:  Here's a picture from my previous 142u4 version: 
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#73688 - 10/15/11 05:25 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 09/26/08
Posts: 61
Loc: WA, USA
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Looks like your pastebin'ed settings are in the prior hlsl format, remove that section from mame.ini and do a mame -cc to get the current format to something like this: # # DIRECT3D POST-PROCESSING OPTIONS # hlsl_enable 1 hlslpath hlsl hlsl_ini_read 1 hlsl_ini_write 1 hlslini foo hlsl_prescale_x 0 hlsl_prescale_y 0 hlsl_preset -1 hlsl_write hlsl_snap_width 1920 hlsl_snap_height 1080 shadow_mask_alpha 0.18 shadow_mask_texture aperture.png shadow_mask_x_count 320 shadow_mask_y_count 240 shadow_mask_usize 0.09375 shadow_mask_vsize 0.109375 curvature 0.03 pincushion 0.03 scanline_alpha 0.50 scanline_size 1.0 scanline_height 0.7 scanline_bright_scale 1.0 scanline_bright_offset 0.0 scanline_jitter 0.0 defocus .5,.5 converge_x -.3,0.0,0.0 converge_y -.4,0.0,0.0 radial_converge_x 0.0,0.0,0.0 radial_converge_y 0.0,0.0,0.0 red_ratio 1.0,0.0,0.0 grn_ratio 0.0,1.0,0.0 blu_ratio 0.0,0.0,1.0 saturation 1.10 offset 0.0,0.0,0.0 scale 1.0,1.0,1.0 power 1.0,1.0,1.0 floor 0.0,0.0,0.0 phosphor_life 0.0,0.0,0.0 yiq_enable 0 yiq_cc 3.59754545 yiq_a 0.5 yiq_b 0.5 yiq_o 0.0 yiq_p 1.0 yiq_n 1.0 yiq_y 6.0 yiq_i 1.2 yiq_q 0.6 yiq_scan_time 52.6 yiq_phase_count 2
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#73691 - 10/15/11 09:17 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Senior Member
Registered: 04/02/11
Posts: 173
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Thanks john, for posting your settings. I'm trying to find a fine medium between jclampy, yours, and what I used to use previously. @mesk if your following this thread I have switched to this right now and am still tweaking ;-) It still needs more work FYI http://pastebin.com/7LvMa4wk
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#73703 - 10/16/11 10:03 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: B2K24]
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Member
Registered: 10/15/11
Posts: 77
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Hey B2K24,
It is looking alright.
We just got a issue with the 'shadow mask' with the HLSL filter so turning it down real weak seems to be best.
1) This will get rid of the moire (circle) pattern you have if you look on the top lefthand side of your screenshot, if you don't like that.
2) The 'hatch' pattern showing up all over the screen is tied in with how we have the 'shadow mask' settings as well.
To fix both issues you can lower the 'shadow_mask_alpha' number. Try 0.100000 or 0.050000 and see what you think in comparison.
Anything else you would like to try and change?
PS: can you open the 'artwork' file called mslug.zip and open the mslug.lay file and show me what this part looks like: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <mamelayout version="2"> <element name="bezel"> <image file="mslug_bezel.png" /> </element> <view name="Upright_Artwork"> <screen index="0"> <bounds x="0" y="0" width="1280" height="896" /> </screen> <bezel element="bezel"> <bounds x="0" y="0" width="1280" height="1024" /> </bezel> </view> </mamelayout> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I just want to check you have the resolution numbers set correctly. <They won't look like mine because your border art is different to mine> Cheers.
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#73712 - 10/16/11 05:45 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Senior Member
Registered: 04/02/11
Posts: 173
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Thanks for the advice. I will keep messing with shadow_mask_alpha and I notice shadow_mask_darkness also makes a significant change as well. Don't get me wrong your settings are and look very good, but I believe they are just a bit too conservative. On some games it looks almost if HLSL is disabled. As you have already said there is no 1 master settings that can be good for all unfortunately. mslug.lay shows this <mamelayout version="2"> <element name="neogeo"> <image file="ng_marq.png" /> </element> <element name="mini"> <image file="mslug.png" /> </element> <view name="Marquee_w_Mini"> <screen index="0"> <bounds x="0" y="1156" width="4000" height="3000" /> </screen> <bezel element="mini"> <bounds x="3070" y="88" width="782" height="950" /> </bezel> <bezel element="neogeo"> <bounds x="0" y="0" width="4000" height="1106" /> </bezel> </view> <view name="MM_Inst_Card"> <screen index="0"> <bounds x="0" y="0" width="2400" height="1800" /> </screen> <bezel element="mini"> <bounds x="2475" y="399" width="825" height="1002" /> </bezel> </view> </mamelayout>
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#73724 - 10/17/11 11:39 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: B2K24]
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Member
Registered: 10/15/11
Posts: 77
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Hey B2K24,
The difference in strength of HLSL is because of the difference in resolutions that everyone uses.
It can be even more blown out of proportion when using bezel artwork.
I guess you are using the default bezel artwork / mslug.lay file that is from the Mame collection. IE: not customized by you. I will check before I calculate some new numbers for you in the morning since is getting late where I am.
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#73726 - 10/17/11 02:16 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: jclampy]
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Senior Member
Registered: 09/07/09
Posts: 226
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Hey B2K24,
The difference in strength of HLSL is because of the difference in resolutions that everyone uses.
It can be even more blown out of proportion when using bezel artwork.
I probably out of my depth here but... Can't the resolution artwork problem be overcome using:
input.TextureCoordinates.x *= ScreenDim.x / ArtworkTextureWidth;
input.TextureCoordinates.y *= ScreenDim.y / ArtworkTextureHeight;
input.TextureCoordinates.xy = frac(input.TextureCoordinates.xy);
As long as you set it to Clamp mode it shouldn't matter what resolution you are running at. They overlay will always be the same pixel size.
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#73822 - 10/23/11 09:42 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 05/16/10
Posts: 44
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@ Hunk you mean u8,dont you?  anyways here is what im using at the moment.these are based off of jclampy's,with some personal tweaks.So thanks to jclampy,and his anal settings  These are however,a WIP and im always tweaking them.But these right here I could live with,but I wont  hlsl_enable 1 hlslpath hlsl hlsl_ini_read 0 hlsl_ini_write 0 hlslini %g hlsl_prescale_x 2 hlsl_prescale_y 2 hlsl_preset -1 hlsl_write 0 hlsl_snap_width 1920 hlsl_snap_height 1080 shadow_mask_alpha 0.090000 shadow_mask_texture aperture.png shadow_mask_x_count 320 shadow_mask_y_count 224 shadow_mask_usize 0.187500 shadow_mask_vsize 0.093750 curvature 0.040000 pincushion 0.040000 scanline_alpha 0.450000 scanline_size 1.000000 scanline_height 0.750000 scanline_bright_scale 1.000000 scanline_bright_offset 0.500000 scanline_jitter 0.000000 defocus 0.000000,0.000000 converge_x 0.000000,0.000000,0.000000 converge_y 0.000000,0.000000,0.000000 radial_converge_x 0.000000,0.000000,0.000000 radial_converge_y 0.000000,0.000000,0.000000 red_ratio 1.000000,0.000000,0.000000 grn_ratio 0.000000,1.000000,0.000000 blu_ratio 0.000000,0.000000,1.000000 saturation 1.150000 offset 0.000000,0.000000,0.000000 scale 0.950000,0.950000,0.950000 power 1.100000,1.100000,1.100000 floor 0.000000,0.000000,0.000000 phosphor_life 0.200000,0.200000,0.200000 yiq_enable 0 yiq_cc 3.041830 yiq_a 0.000000 yiq_b 0.000000 yiq_o 3.600000 yiq_p 1.000000 yiq_n 1.000000 yiq_y 2.200000 yiq_i 0.800000 yiq_q 0.200000 yiq_scan_time 52.599998 yiq_phase_count 1
Edited by mesk (10/23/11 09:46 PM)
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#73830 - 10/24/11 04:07 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: B2K24]
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Member
Registered: 05/16/10
Posts: 44
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Nice, thanks! I'll try it out once 143U8 hiscore patch is release so I re-compile Just a friendly heads up Hunk,I just found out (the hard way) that the hi-score diff does more bad then it does good,more then a few games refuse to run with it.Not to mention that the so called "nag" screens are very informative.So unless you really like saving hi-scores,I would just go without it. just my 2 cents  Very nice mesk, looks great in many games I have launched in u8. I will be keeping and using these permanently. Thanks for posting them Thanks buddy,but the majority of credit must go to jclampy,without his base settings,this wouldnt be possible.TBH,I would have never thought to use such small numbers.  I really like the pincushion\curvature settings.the screen is not to curved,as to distort the image.jclampy's original settings had both those settings on 0,but it looked good even then.but I am a fan of the curved monitors,just feels more "real" to me  enjoy guys!
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#73831 - 10/24/11 08:59 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: mesk]
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Member
Registered: 10/24/11
Posts: 8
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Just a friendly heads up Hunk,I just found out (the hard way) that the hi-score diff does more bad then it does good,more then a few games refuse to run with it.Not to mention that the so called "nag" screens are very informative.So unless you really like saving hi-scores,I would just go without it. just my 2 cents  Strange, I never had this kind of problem... do you believe it's related to the NoNag or the HiScore part of the diff? Or maybe both? You know that you can use one independently of the other(through mame.ini)... but whatever, it's completely out of topic. Now on topic... this setting that you posted is using the original aperture? And in witch resolution that you are using your monitor?
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#73832 - 10/24/11 09:52 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Very Senior Member
Registered: 03/17/01
Posts: 13172
Loc: USA
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There have been multiple reports lately of some games simply not starting up with the hiscore diff applied. My guess is whoever maintains it hasn't been properly tracking MAME core changes.
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#73834 - 10/25/11 02:17 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Ramirez]
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Member
Registered: 05/16/10
Posts: 44
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Now on topic... this setting that you posted is using the original aperture? And in witch resolution that you are using your monitor? I was not aware there was more then the original aperture. So yes,it is the original aperture. My TV is set @ 1920 x 1080
Edited by mesk (10/25/11 03:17 AM)
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#73835 - 10/25/11 04:37 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: mesk]
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Member
Registered: 10/15/11
Posts: 77
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I really like the pincushion\curvature settings.the screen is not to curved,as to distort the image.jclampy's original settings had both those settings on 0,but it looked good even then.but I am a fan of the curved monitors,just feels more "real" to me  Actually 'curvature' wasn't working in older HLSL versions which is why I put that at 0. Also, 'pincushin' use to be buggy in older HLSL versions so I recommended to have that at 0 as well. Both were fixed in the last couple of 0.143 'u' builds so now it comes down to personal preference. It can look great, but I don't think it gives 'desired look' when used with certain border artwork. Anyway, heads up, I updated my blog a bit. Only early days with overall progress but it gives people something to play with. Link in my signature. 
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#74262 - 11/09/11 04:07 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 05/16/10
Posts: 44
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I have tweaked my HLSL settings again.Here they are.I also highly suggest using jclampy's aperture from his blog.I personally use aperturegrille 4X with scanlines. I would like to thanks jclampy for all his hard work. I also use these settings for MESS with NES,Snes & Genesis http://pastebin.com/Q7Nf7uy3
Edited by mesk (11/09/11 04:08 AM)
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#74268 - 11/09/11 10:52 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: mesk]
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Member
Registered: 12/07/01
Posts: 79
Loc: gbbgfdxg
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These are really great. Thank you and keep 'em coming! 
_________________________
The developers of MESS have my sincere gratitude. Thank you guys.
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#75464 - 12/18/11 06:50 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 09/26/08
Posts: 61
Loc: WA, USA
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Here's my current settings on MAME. # # DIRECT3D POST-PROCESSING OPTIONS # hlsl_enable 0 hlslpath hlsl hlsl_ini_read 0 hlsl_ini_write 0 hlslini foo hlsl_prescale_x 0 hlsl_prescale_y 0 hlsl_preset -1 hlsl_write hlsl_snap_width 2048 hlsl_snap_height 1536 shadow_mask_alpha 0.05 shadow_mask_texture aperture.png shadow_mask_x_count 320 shadow_mask_y_count 240 shadow_mask_usize 0.093750 shadow_mask_vsize 0.109375 curvature 0.000000 pincushion 0.030000 scanline_alpha 0.600000 scanline_size 1.000000 scanline_height 1.000000 scanline_bright_scale 1.000000 scanline_bright_offset 0.600000 scanline_jitter 0.000000 defocus 1.500000,1.500000 converge_x -0.400000,0.000000,0.000000 converge_y -0.700000,0.000000,0.000000 radial_converge_x 0.000000,0.000000,0.000000 radial_converge_y 0.000000,0.000000,0.000000 red_ratio 1.000000,0.000000,0.000000 grn_ratio 0.000000,1.000000,0.000000 blu_ratio 0.000000,0.000000,1.000000 saturation 1.050000 offset 0.000000,0.000000,0.000000 scale 1.020000,1.020000,1.020000 power 1.300000,1.300000,1.300000 floor 0.020000,0.020000,0.020000 phosphor_life 0.100000,0.100000,0.100000 yiq_enable 0 yiq_cc 3.597545 yiq_a 0.500000 yiq_b 0.500000 yiq_o 0.000000 yiq_p 1.000000 yiq_n 1.000000 yiq_y 6.000000 yiq_i 1.200000 yiq_q 0.600000 yiq_scan_time 52.599998 yiq_phase_count 2
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#75698 - 12/28/11 08:53 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Member
Registered: 05/16/10
Posts: 44
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# # DIRECT3D POST-PROCESSING OPTIONS # hlsl_enable 1 hlslpath hlsl hlsl_ini_read 1 hlsl_ini_write 1 hlslini %g hlsl_prescale_x 2 hlsl_prescale_y 4 hlsl_preset -1 hlsl_write 0 hlsl_snap_width 1920 hlsl_snap_height 1080 shadow_mask_alpha 0.100000 shadow_mask_texture aperture.png shadow_mask_x_count 1 shadow_mask_y_count 2 shadow_mask_usize 1.000000 shadow_mask_vsize 0.750000 curvature 0.040000 pincushion 0.040000 scanline_alpha 0.750000 scanline_size 1.000000 scanline_height 0.500000 scanline_bright_scale 1.000000 scanline_bright_offset 0.500000 scanline_jitter 0.000000 defocus 0.000000,0.000000 converge_x 0.000000,0.000000,0.000000 converge_y 0.000000,0.000000,0.000000 radial_converge_x 0.000000,0.000000,0.000000 radial_converge_y 0.000000,0.000000,0.000000 red_ratio 1.000000,0.000000,0.000000 grn_ratio 0.000000,1.000000,0.000000 blu_ratio 0.000000,0.000000,1.000000 saturation 1.150000 offset 0.000000,0.000000,0.000000 scale 0.950000,0.950000,0.950000 power 1.100000,1.100000,1.100000 floor 0.000000,0.000000,0.000000 phosphor_life 0.200000,0.200000,0.200000 yiq_enable 0 yiq_cc 3.041830 yiq_a 0.000000 yiq_b 0.000000 yiq_o 3.600000 yiq_p 1.000000 yiq_n 1.000000 yiq_y 2.200000 yiq_i 0.800000 yiq_q 0.200000 yiq_scan_time 52.599998 yiq_phase_count 1 Like Mr Belmont already has stated,I found these settings a few months ago and have not changed them since.these are for MAME,if you would like my MESS settings,just ask and specify system of choice.I have settings for the more popular systems. (NES,SNES,Genesis,etc...)
Edited by mesk (12/28/11 08:56 PM)
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#78723 - 04/27/12 03:51 AM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Senior Member
Registered: 04/02/11
Posts: 173
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It's really simple and you have a few options to get snes successfully running. In the root of your MESS path, by default, MESS expects a directory named roms with the zipped bios files inside of that. Also, you can use what's called software list or softlist directories and those are also inside the roms directory. Note: MESS expects the snes directory to be named snes Now it's as simple as using command prompt mess64 -window snes ctrigger Or you can use official MESS binary with QMC2 Front End, which is what I currently do and it's awesome  Latest MESS will be attached on MW site when a new release happens. http://www.mameworld.info/ubbthreads/showflat.php?Number=283721Screen show of MESS using QMC2 and picking games from software list is very simple. http://dl.dropbox.com/u/10573028/Genesis%20Megadrive.png
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#79551 - 05/25/12 10:19 PM
Re: SHADER PRESET ONE-STOP SHOP
[Re: Just Desserts]
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Very Senior Member
Registered: 03/17/01
Posts: 13172
Loc: USA
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The problem is that if it filled out the screen more you'd be distorting the original game and making everything in it wider. (I call this "fatty Chun-Li syndrome" ;-) If you really want to live in Obese World, turn off "keep aspect ratio" though.
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