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MAME 0.152->0.153 : filters not working anymore ?

Posted By: torturedutopian

MAME 0.152->0.153 : filters not working anymore ? - 05/05/14 07:15 AM

Hi everyone !

After building MAME 0.151 and 152 on my machine (with the hiscore patch ; Ubuntu 14.04 amd64) I did exactly the same thing to build MAME 0.153 ; all of a sudden, my filters are gone (CRT pixel shaders) while the mame.ini is correct. Any idea what may have gone wrong ?

Cheers ! & thanks again & sorry for bothering smile

Edit : to specify : I get no error on the command line and I tried without the hiscore patch too.
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 05/05/14 11:59 AM

Heh, yeah, I was kind of afraid that nobody following SVN used shaders.

Anyway, post the relevant chunk of your ini and some way to download the shaders and I'll see what I can do.
Posted By: torturedutopian

Re: MAME 0.152->0.153 : filters not working anymore ? - 05/05/14 03:05 PM

Thanks a lot :-) If you want, I can follow the SVN in the future if it helps...

So : http://mahen.free.fr/temp/CRT.tar.gz

It's a version from 2011. I found a version from 2012 too but the screen curvature was incorrect for vertical games.

Code:
#
# OpenGL-SPECIFIC OPTIONS
#
filter                    1
prescale                  1
gl_forcepow2texture       0
gl_notexturerect          0
gl_vbo                    1
gl_pbo                    1
gl_glsl                   1
gl_glsl_filter            1
glsl_shader_mame0         /home/mahen/mame/glsl_plain
glsl_shader_mame1         /home/mahen/mame/CRT


Posted By: torturedutopian

Re: MAME 0.152->0.153 : filters not working anymore ? - 05/05/14 03:49 PM

(well, it seems there are curvature problems even with this ; do you have a better version by any chance ,)
Posted By: etabeta78

Re: MAME 0.152->0.153 : filters not working anymore ? - 05/05/14 04:01 PM

I cannot find anymore the shaders that I had around, unfortunately
(which is also why I had no way to test the latest changes until now frown )
Posted By: cgwg

Re: MAME 0.152->0.153 : filters not working anymore ? - 05/05/14 10:35 PM

I really should set up a website for my shaders, but it probably won't happen.

Here's the older version and the most recent version. Note that the latter has several parameters tweakable in the file CRT-geom.vsh; in particular, the tilt angle which by default will tilt vertical games in a wrong direction.
Posted By: torturedutopian

Re: MAME 0.152->0.153 : filters not working anymore ? - 05/06/14 07:18 AM

@cgwg : thanks, that's most appreciated ; those are the ones I had indeed ! I guess there is no way to fix the curvature angle issue apart from having 2 separate configurations ?

Meanwhile, I'll use the older one, I'm not sure to see the difference anyway smile
Posted By: torturedutopian

Re: MAME 0.152->0.153 : filters not working anymore ? - 05/06/14 07:35 AM

I know this is off topic (problem was MAME 0.153 shaders support) but do you guys enable the unevenstretch option ? I cannot make up my mind about this one...
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 05/06/14 12:03 PM

It's kind of an intersection of personal taste and your output DPI. I run 1600x1200 on a 20" 4:3 monitor, and for that I don't think the unevenness is noticeable on most games. But if you're running a 15 kHz arcade monitor at 640x480 or 800x600 instead of doing custom modes, unevenstretch can definitely get pretty odd, especially on scrolling games.
Posted By: torturedutopian

Re: MAME 0.152->0.153 : filters not working anymore ? - 05/06/14 09:01 PM

I use a 17" LCD in 1280x1024 so I think the only visible difference it makes is the fact a smaller picture will look sharper but sometimes the screen area difference is very small so I wonder if the extra screen area is worth the risk wink

Anyway, that's not that important !
Posted By: torturedutopian

Re: MAME 0.152->0.153 : filters not working anymore ? - 05/27/14 07:46 AM

Hi Richard ! By any chance, did you have the opportunity to have a look at the shaders code ? Please tell me if you want me to test the SVN smile

Cheers !
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/11/14 02:47 AM

Latest SVN #30935 has working shaders again. Note that you no longer need to have stage 0 be the GLSL_plain anymore, you can simply -glsl_shader_mame0 CRT-geom and it works (I tested it with your shader you posted smile )

Sorry about the delay!
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/11/14 02:48 AM

Oh great. smile
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/11/14 02:54 AM

Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/11/14 04:52 AM

Edit: Been fully fix.

Don't use 30935. Use 30936 instead. smile

Thanks a lot on fixing this.

I wish the CRT.vsh have the rounded corners. I already have the one tilt back a little.

Who have the older files of the CRT-geom.vsh?
Posted By: Ciro Consentino

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/11/14 12:08 PM

Thank you for the fix RB. Can't wait to try SDLMAME with GL shaders... and add SDLMAME support in my frontend Emu Loader!
I'm a Windows user by the way, can't compile SDL builds.
Posted By: Tafoid

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/11/14 12:35 PM

Actually, you can.
It is the same compile string as a normal build; simply add "OSD=sdl" to it. This requires that the compile tools' (Setup-QT.bat, etc) files have been run on your compiling machine and in order to use the binary, you'll want latest SDL.dll somewhere in your path.
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/11/14 01:36 PM

Yup, SDL builds have always been possible on Windows, and then you can use this CRT-geom shader just like I showed, assuming your video card has reasonable OpenGL drivers.
Posted By: Ciro Consentino

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/11/14 07:52 PM

My system specs is beefy for PC gaming... not high-end but pretty fast for MAME and OpenGL.
2nd gen Core I7 2600 3.4GHz (Sandy Bridge)
8GB RAM
eVGA GeForce GTX 570HD 2.5GB of VRAM with latest drivers
Windows 7 64-bits

I'm adding SDLMAME support in MAME right now but I have a couple questions (well, more than a couple):
I've downloaded the shaders pack from here:
http://www.mameau.com/mame-glsl-shaders-setup/

and I followed the tutorial.

- when selecting .vsh files in the new \osd\ folder, only the CRT-geom.vsh file can be used or I can use the other too ? (CRT-geom_idx16_lut.fsh; etc...)

I know the glsl_shader_mame0 gets the .vsh files from \osd\ folder.

What about the files in the \osd\shaders\ sub-folder ? What are they for ?

Also, what values can be used in the glsl_shader_screen0 parameters?

- where the GL shader files must be placed ? in the \osd\ folder ?

Thank you.
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/11/14 10:50 PM

GL shader files can be place anywhere as long that you point to the file or files.

For example. "glsl_shader_mame0 shader\CRT" is pointing at the "CRT.vsh" file.

Or just unzip those into MAME folder and just run it the same way as R. Belmont did. mame -glsl_shader_mame0 CRT-geom

You can find two different screen types on the main page 1 here.

I use the CRT because it doesn't cut off the top part of the letters and numbers.

I use the CRT-geom when there no letters and numbers at the top. Not good for the vertical games because it turn the screen to it side instead of stretching it longer.

Oh forgot to say that the glsl_general.vsh does not work. Missing files. From that download page.

I wouldn't use the glsl_bilinear.vsh with the CRT files because it give too much blur.
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/11/14 11:10 PM

Originally Posted By Ciro Consentino

- when selecting .vsh files in the new \osd\ folder, only the CRT-geom.vsh file can be used or I can use the other too ? (CRT-geom_idx16_lut.fsh; etc...)


The parameter you give is a full path minus the file extension. MAME automatically appends ".vsh" and "_rgb32_dir.fsh". All other files are no longer necessary.

Quote:
I know the glsl_shader_mame0 gets the .vsh files from \osd\ folder.


That is an old implementation detail that has been eliminated for improved usability. glsl_shader_mame0 can now point directly to CRT or CRT-geom and everything will work fine. The shaders in src/osd/sdl/shaders are for MAME's internal processing and you should not try to load them.

Quote:
Also, what values can be used in the glsl_shader_screen0 parameters?


These are to allow different processing on each MAME screen (for e.g. OutRunners). The actual values are the same as for glsl_shader_mame0 and are interpreted the same way.

Quote:
- where the GL shader files must be placed ? in the \osd\ folder ?


The parameter can include a full path, so the shaders can be placed anywhere.

"-glsl_shader_mame0 c:\mame\shaders\CRT_geom" is entirely valid, for instance.
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/11/14 11:23 PM

Thanks for pointing out that we don't those extra files. I deleted the extras. smile
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/12/14 05:32 AM

Found more over here at. https://github.com/douglaslassance/mame

Look for the glsl folder in the mame-master.zip.

CRT-Scanlines.vsh < Good one for Space Invaders and a few others that uses artworks. Using this right now.

glsl_bilinear.vsh < Already got.
glsl_plain.vsh < Already got.

Not worth to use are these below. Nothing but color boxes. Yuck.

CRT-Phosphors.vsh
CRT-Trinitron.vsh

Edit: Found another website that have shaders that made in 2007 or the website dated wrong? Most of those from that website only have the custom yucky ones.
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/12/14 01:53 PM

CRT-geom has several "knobs" in the CRT-geom.vsh file, incidentally. Open it in a text editor and look at the part between "START of parameters" and "END of parameters".
Posted By: Ciro Consentino

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/12/14 02:29 PM

Thank you for the details. I'll just add a text box with a file selection dialog for the shaders.
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/12/14 07:46 PM

Wow thanks for pointing out that the file can be edit.

I change the tilt to normal view not tilt. I did tried the tilt for the dkong and it tilt right but 1941 tilt downward instead upper. LOL
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/12/14 09:18 PM

Here is a flat screen with some rounded corners. I change the bowl screen effect to flat as well. This for Space Invaders and clones because the colors overlay or what ever those are. Call it invaders. laugh

Code:
/*  CRT Scanlines Shader
 *
 *  Copyright (C) 2012-2013 Douglas Lassance
 *  Port of the amazing CRT-Geom shader by cgwg, Themaister and DOLLS for SDLMAME and SDLMESS.
 *
 *  This program is free software; you can redistribute it and/or modify it
 *  under the terms of the GNU General Public License as published by the Free
 *  Software Foundation; either version 2 of the License, or (at your option)
 *  any later version.
 */

varying float CRTgamma;
varying float monitorgamma;
varying vec2 overscan;
varying vec2 aspect;
varying float d;
varying float R;
varying float cornersize;
varying float cornersmooth;

varying vec3 stretch;
varying vec2 sinangle;
varying vec2 cosangle;

uniform vec2 color_texture_sz;
uniform vec2 color_texture_pow2_sz;

varying vec2 texCoord;
varying vec2 one;

#define FIX(c) max(abs(c), 1e-5);

float intersect(vec2 xy)
{
  float A = dot(xy,xy)+d*d;
  float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d);
  float C = d*d + 2.0*R*d*cosangle.x*cosangle.y;
  return (-B-sqrt(B*B-4.0*A*C))/(2.0*A);
}

vec2 bkwtrans(vec2 xy)
{
  float c = intersect(xy);
  vec2 point = vec2(c)*xy;
  point -= vec2(-R)*sinangle;
  point /= vec2(R);
  vec2 tang = sinangle/cosangle;
  vec2 poc = point/cosangle;
  float A = dot(tang,tang)+1.0;
  float B = -2.0*dot(poc,tang);
  float C = dot(poc,poc)-1.0;
  float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A);
  vec2 uv = (point-a*sinangle)/cosangle;
  float r = R*acos(a);
  return uv*r/sin(r/R);
}

vec2 fwtrans(vec2 uv)
{
  float r = FIX(sqrt(dot(uv,uv)));
  uv *= sin(r/R)/r;
  float x = 1.0-cos(r/R);
  float D = d/R + x*cosangle.x*cosangle.y+dot(uv,sinangle);
  return d*(uv*cosangle-x*sinangle)/D;
}

vec3 maxscale()
{
  vec2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y));
  vec2 a = vec2(0.5,0.5)*aspect;
  vec2 lo = vec2(fwtrans(vec2(-a.x,c.y)).x,
		 fwtrans(vec2(c.x,-a.y)).y)/aspect;
  vec2 hi = vec2(fwtrans(vec2(+a.x,c.y)).x,
		 fwtrans(vec2(c.x,+a.y)).y)/aspect;
  return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x,hi.y-lo.y));
}


void main()
{

  // START of parameters

  // gamma of simulated CRT
  CRTgamma = 2.4;
  // gamma of display monitor (typically 2.2 is correct)
  monitorgamma = 2.2;
  // overscan (e.g. 1.02 for 2% overscan)
  overscan = vec2(1.00,1.00);
  // aspect ratio
  aspect = vec2(2.0, 1.75);
  // lengths are measured in units of (approximately) the width of the monitor
  // simulated distance from viewer to monitor
  d = 999.0;
  // radius of curvature
  R = 10.0;
  // tilt angle in radians
  // (behavior might be a bit wrong if both components are nonzero)
  const vec2 angle = vec2(0.0,0);
  // size of curved corners
  cornersize = 0.04;
  // border smoothness parameter
  // decrease if borders are too aliased
  cornersmooth = 1000.0;

  // END of parameters

  // Do the standard vertex processing.
  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

  // Precalculate a bunch of useful values we'll need in the fragment
  // shader.
  sinangle = sin(angle);
  cosangle = cos(angle);
  stretch = maxscale();

  // Texture coords.
  texCoord = gl_MultiTexCoord0.xy;

  // The size of one texel, in texture-coordinates.
  one = 1.0 / color_texture_pow2_sz;
}


Example from a game. https://sites.google.com/site/o0kinghanco0o/Home/ddonpach.png

Download invaders.vsh and invaders_rgb32_dir.fsh here. https://docs.google.com/viewer?a=v&p...ODY2MDBlMDU0ZmM
Posted By: torturedutopian

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/13/14 08:46 AM

Thanks for the fix, Richard !
Posted By: torturedutopian

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/13/14 09:11 AM

Oh by the way, I'm getting a little offtopic but partly smile As I realized MAME 0.153 introduces SH3 support which is just a little too heavy apparently for my computer (i3 NUC) I'm checking all possible performance improvements.

One thing I noticed it that, in general, even if it's a different problem, input delay is probably not as good as it could be (although acceptable compared to MAME on the raspPi smile. I stumbled upon this : https://github.com/libretro/RetroArch/wiki/KMS-mode
KMS support for libretro, which makes it possible to use the emulator without the X server and reduce delay. Would it be possible with sdlmame ?

Are there other tweaks you are aware of to reduce delay or speed in general ?

Thanks again smile
Posted By: torturedutopian

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/13/14 09:30 AM

(also : I heard somewhere that it was advised to use a combination of throttle=0 and syncrefresh=1 to get an optimal lag + smooth animation even if the game is sped up a little in order to be in sync with the constant LCD refresh rate ; are there any general advice on this ?)
Posted By: qmc2

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/13/14 10:14 AM

Running the emulator w/o an X server doesn't get you any remarkable latency decreases or performance improvements (unless you're coming from a very bad graphics hardware & driver). It will just use less resources (mostly memory) since the X server doesn't need to be run, but that's it.

Also, NO current CPU can run all systems at 100% speed.

(PS: In order to avoid a flame-war here, I'd recommend not to mention anything with "retro" in its name smile. However, they have their own OSD, AFAIK. I really doubt it's "faster", though.)
Posted By: torturedutopian

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/13/14 10:27 AM

Hehe, thanks for the clarification smile I'll leave everything as it is then, it's already pretty awesome smile
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/13/14 12:01 PM

Yeah, Wayland will be cool when it arrives, but not for latency or performance increase reasons. Just that we'll have a display server designed in this century ;-)
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/13/14 05:20 PM

I notice if you set the screen into flat screen (No tilt and no rounded corners at all.) with scanlines that some of the lines for example in the lime green color will get uneven. Showing two close together then spread out leaving a darker color green line. Keep on going in this pattern. vs castlevania for example. Doesn't happen when tilt back or forward. smile

////////////////////////////////////////////////////////////////

https://docs.google.com/viewer?a=v&p...ZDc5YjdhNzE3ODI

Here are more mods that I did. Instead of having the games fill up the whole screen I made those close to the real thing like Ms. Pac-man. The screen still have rounded corners but I got games away from the edges.

plain-scanlines.vsh - no tilt and no rounded corners.

horizont.vsh - tilt and rounded corners.

vertical.vsh - tilt and rounded corners.

vertical-2.vsh - tilt and rounded corners.

Note: vertical and vertical-2 - tilt the screen the wrong way on some games. This the reason why there are two version so it can be fix easy.

////////////////////////////////////////////////////////////

Would it be cool to tilt the artworks back like the games screen? laugh
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/14/14 08:13 AM

Here is another one. I call this one a TV. Be cool if someone make a TV artwork for this. smile

https://sites.google.com/site/o0kinghanco0o/Home/cvania2u.png

https://docs.google.com/viewer?a=v&p...ZWQ5MDE1M2VhY2U

Using Windows SDLMESS64 not Windows SDLMAME64 if anyone ask. smile
Posted By: Ciro Consentino

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/14/14 12:08 PM

Thank you for the shaders, Dullaron.
Posted By: cgwg

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/14/14 04:47 PM

Code:
/*  CRT Scanlines Shader
 *
 *  Copyright (C) 2012-2013 Douglas Lassance
 *  Port of the amazing CRT-Geom shader by cgwg, Themaister and DOLLS for SDLMAME and SDLMESS.

Ha ha, wtf. The original release of the "CRT-geom" shader was for SDL MAME/MESS; I ported it to the xml format that was used at the time by bsnes and the predecessor of Retroarch a few days later.

Edit: I'm not angry, or anything just amused. Part of this is my fault for being lazy and not setting up a website for hosting "official" versions of my shaders.
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/14/14 05:25 PM

Yea I saw that. When I found that one. I will remove that one right away. R. Belmont or who ever can delete that post. All I did is made a few changes to that file.

Edit: That file is deleted and gone now. Anyway thanks. smile
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/14/14 07:28 PM

And now, thanks to Just_Desserts, here's NTSC for SDLMAME. You'll need SVN #30975 or later for this to work properly.

NTSC shader pack download

There are two versions: NTSC is for using it by itself, NTSC_chain is for putting it in glsl_shader_mame0 and then chaining other shaders. For example:

-glsl_shader_mame0 NTSC/NTSC_chain -glsl_shader_mame1 CRT-geom/CRT-geom gives this:

Posted By: Just Desserts

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/14/14 07:31 PM

Nicely done, my friend. smile
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/14/14 07:42 PM

A second example with Sonic 2 and the CRT-geom parameters backed off (overscan 1.00,1.00 R 2.0 tilt angle 0.0, -0.05 cornersize 0.03).

Posted By: qmc2

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/14/14 08:40 PM

Very nice smile!
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/14/14 09:15 PM

Wow I will try that settings.

Edit: Looking better.
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/15/14 01:15 AM

R. Belmont what that RBG with blur that you are using?
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/15/14 01:29 AM

That's just NTSC chained into CRT-geom with the settings I mentioned.

-glsl_shader_mame0 NTSC/NTSC_chain -glsl_shader_mame1 CRT-geom/CRT-geom
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/15/14 02:07 AM

Sorry for asking. I didn't look back on the page 4. Now I know. Thanks. smile

Edit: Look like I'm going to hold off on the NTSC files until I install Linux or wait until stable source is release. It cut the screen in half and then moved the game screen into a half of it. I can't even use it alone because it make the screen very small and cut in half. frown

Using "At revision: 30967"
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/15/14 02:41 AM

If you're using NTSC by itself without chaining to CRT-geom, use just "NTSC". NTSC_chain will cut the screen in half as you described if you try and use it by itself.

Similarly, weird things will happen if you use plain NTSC and *do* chain to CRT-geom or another CRT shader.
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/15/14 05:03 AM

I didn't make it clear.

NTSC_chain + CRT-geom + genesis sonic2 and also nes cvania2u.

Use the same settings that you got and got this.

https://sites.google.com/site/o0kinghanco0o/Home/sonic2.png

Moved to the 1st half of the screen.

https://sites.google.com/site/o0kinghanco0o/Home/cvania2u.png

cvania2u is missing some graphics. For example. II and words on the title screen.

NTSC give me a black screen. When I use it alone.

Like I'm saying not stable on the Windows version. There is something wrong. CRT-geom alone with your change is working just fine on the nes and genesis.

Note: Let don't talk about the psu. CRT-geom broken it. There are some other stuff isn't working right as well. I don't want to talk about other stuff because off topic.

Your Apple is showing those are working just fine.

Anyway I think that the Linux will make those work better too. Just need to install Ubuntu or some other Linux to see.

Who is the Dev for the Windows port by the way? Just wondering. smile
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/15/14 01:21 PM

I am the dev for the Windows port. And it should work equally well there if your video drivers are reasonably up to date, since both MAME's OpenGL renderer and the Nvidia OpenGL drivers run the same code on Linux and Windows. (I'm running Linux Forceware 331.79).

There are known problems with games that change resolutions (e.g. if you let Sonic 2 go into 2 player split-screen you'll be missing half the screen afterwards), but e.g. Resident Evil 3 works fine for me on psu with the NTSC_chain + CRT-geom chain.
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/15/14 01:56 PM

Got it fix. All good.

gl_forcepow2texture 0
gl_notexturerect 0

I will never mess with those ever again. I should've known those causes the issue.

You are right about Sonic 2. Darn screen moved down stretching. We both are having the same thing now. LOL
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/15/14 02:46 PM

Those options are both for very old video cards. You don't need to go anywhere near them on a GTX 760 smile
Posted By: Ciro Consentino

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/15/14 08:21 PM

Thanks for the tip on those two settings. I will add a "can cause graphic corruption on new video cards!" warning on those settings smile
Here's a preview of the SDLMAME settings screen smile
http://www.mameworld.info/ubbthreads/sho...part=1&vc=1

Does SDLMAME support SDL 2 ? I've seen a lot of settings in sdlmain.c source file that do not appear in mame.ini
I've added all those settings in Emu Loader but they are hidden... for now.

SDL Lightgun Mapping (XInput)
SDL Mouse Mapping (SDL 2)
SDL Keyboard Mapping (SDL 2)
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/15/14 08:39 PM

There is SDL 2 support but it's still experimental and disabled by default. I expect it'll become the default late this year/early next year when SDL 2 is more widely available in shipping Linux distros.
Posted By: Ciro Consentino

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/17/14 06:02 PM

deleted... created a new message.
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/21/14 12:14 PM

const vec2 angle = vec2(0.0,-0.025);

This will get rid of the flat bottom. Perfect. smile
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/22/14 03:52 PM

Is there away to turn the lines different direction? Like was going across to the right and now going up?
Posted By: R. Belmont

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/22/14 04:29 PM

That's a function of the shader. cgwg?
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/23/14 03:34 AM

Would like to see floor and phosphor_life added.

floor > I want to brighten the black up a little.

phosphor_life > Leaving a little faded of the moving around.

Just like the HLSL. smile

Maybe some glowing on the screen.
Posted By: cgwg

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/26/14 04:06 AM

Originally Posted By Dullaron
Is there away to turn the lines different direction? Like was going across to the right and now going up?

Yes, this could be done by suitably modifying the shader. But in every example that I've seen with MAME/MESS, the scanlines go in the correct direction.

Quote:
floor > I want to brighten the black up a little.

This is easy enough for any knowledgeable person to do, but I'm too busy at the moment.

Quote:
phosphor_life > Leaving a little faded of the moving around.

This requires access to previous frames, which is not currently supported in SDL MAME/MESS. Furthermore, accurate behaviour involves a power-law falloff, which is not so easy to implement. Given the appropriate support from the GL code, I could probably produce a reasonable approximation, but I don't have time at the moment.
Posted By: Dullaron

Re: MAME 0.152->0.153 : filters not working anymore ? - 06/26/14 06:41 AM

Oh OK. Don't worry about the phosphor_life. Sound unfriendly. smile

Is there away to get one of the screens to tilt? Like punchout? On a real machine it have a top screen that isn't tilt and the bottom screen have a tilt.
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