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Experimenting with a800 choplifter

[Linked Image from i.imgur.com]
[Linked Image from i.imgur.com]

1 member likes this: Reuental
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Can't remember if I tried these before:

Ulysses and golden fleece:

[Linked Image from i.imgur.com]
[Linked Image from i.imgur.com]


setting A and B to 0.0 and phase pixel clock to 2.0 makes the triangle blue and seems to get rid of the banding
[Linked Image from i.imgur.com]
[Linked Image from i.imgur.com]
[Linked Image from i.imgur.com]

trying Ultima

[Linked Image from i.imgur.com]


also Castle Wolfenstein uses artifact colors

Last edited by Golden Child; 03/27/22 06:49 PM.
1 member likes this: Dullaron
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I like the bright lines and the bright colors.


Windows 10 Home 64-bit / AMD Radeon RX 5700 XT / AMD Ryzen 7 3700X 8-Core 3.59 GHz / RAM 16 GB
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Yes, the white shadow mask is better looking.


I wanted to change the scanline duration in finer increments and it took me awhile to find out which file to change:


Code
grep 'uration' -r src 
src/osd/modules/render/d3d/d3dhlsl.cpp:	{ "NTSC Scanline Duration (uSec)",      0,  52600, 100000, 1, SLIDER_FLOAT,    SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_SCAN_TIME,          0.001f,    "%1.3f", {} },

Code
grep uration -r  bgfx
bgfx/chains/hlsl.json:		{ "type": "float",   "name": "scan_time",       "text": "NTSC Scanline Duration (uSec)",         "default": 52.60,    "max": 150.00,    "min": 1.00,    "step": 0.1,     "format": "%3.1f", "screen": "raster" },

After changing the value in d3dhlsl, running a recompile and it not having any effect, I realized that's because I'm using ubuntu which doesn't use d3d.

The value to change for ubuntu is in bgfx/chains/hlsl.json.


So we just add another digit with step .01 instead of step .1 and change the displayed format from %3.1f to %3.2f

Code
--- a/src/osd/modules/render/d3d/d3dhlsl.cpp
+++ b/src/osd/modules/render/d3d/d3dhlsl.cpp
{ "NTSC Scanline Duration (uSec)",      0,  5260, 10000, 1, SLIDER_FLOAT,    SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_SCAN_TIME,          0.01f,    "%1.2f", {} },
+       { "NTSC Scanline Duration (uSec)",      0,  52600, 100000, 1, SLIDER_FLOAT,    SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_SCAN_TIME,          0.001f,    "%1.3f", {} },


--- a/bgfx/chains/hlsl.json
+++ b/bgfx/chains/hlsl.json

-               { "type": "float",   "name": "scan_time",       "text": "NTSC Scanline Duration (uSec)",         "default": 52.60,    "max": 150.00,    "min": 1.00,    "step": 0.1,     "format": "%3.1f", "screen": "raster" },
+               { "type": "float",   "name": "scan_time",       "text": "NTSC Scanline Duration (uSec)",         "default": 39.60,    "max": 150.00,    "min": 1.00,    "step": 0.01,     "format": "%3.2f", "screen": "raster" },


I also figured out a pretty good workaround for the UI covering up the entire screen. Just use two screens (-numscreens 2) and window mode (-window) and set the second window to be the same as screen 0. (If you only have one screen, they all default to the same screen).

That also allows me to make the second screen's window much smaller to speed up processing.

I wonder if the hlsl could be sped up by processing at the resolution of the driver and then upscaled. So for example the apple ii driver would process at 560x384 and then get upscaled to fit the window.



Apple II example:
Code
100 HGR : FOR C = 0 TO 7 : HCOLOR = C : FOR Y = C * 20 TO (C+1)*20 : HPLOT 0,Y TO 279,Y : NEXT : NEXT

regular mame driver output
[Linked Image from i.imgur.com]

monochrome + hlsl
[Linked Image from i.imgur.com]

Note the scanline duration is now 39.09 (with an additional digit of precision)

[Linked Image from i.imgur.com]


It'd be cool if the slider would allow you change it in a step size of 1 or 10 or 100 by possibly holding down the 2 key for tens and 3 key for hundreds.

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Originally Posted by Golden Child
I wonder if the hlsl could be sped up by processing at the resolution of the driver and then upscaled. So for example the apple ii driver would process at 560x384 and then get upscaled to fit the window.

You just described how it already works.

That's how it already works.

The effects that can be run at the guest resolution are already run at the guest resolution. When dealing with passes like scanlines and the shadow mask, you need as much resolution as possible for a pleasing output, so it runs at the host resolution instead.

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Originally Posted by Golden Child
Experimenting with a800 choplifter
I had also had a go at it yesterday before looking at this thread and got David's Midnight Magic to look alright (well I guess in the ballpark), but had problems with Ultima III.
Some other titles that use artifacting (in limited ways) are 221 Bakerstreet and Mr. Do. For Bakerstreet, someone over at the atariage forums provided a shot from real hardware (XL, a pain that the models output differently) some years ago
[Linked Image from i.imgur.com]

Last edited by Reuental; 03/29/22 03:18 PM.
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A little Atari Basic program to make some artifacts for calibration:

[Linked Image from i.imgur.com]

seems like scanline duration is around 46.93

[Linked Image from i.imgur.com]

Mr Do has artifact colors at the top and the bottom of the screen.
[Linked Image from i.imgur.com]

I don't know if those colors are right, it seems that green and purple should be exchanged.

I couldn't get 221b to run.

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Seems that purple and green should be exchanged.


"Three days? That's tomorrow, we better get going!"
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Found a really great game, called "Pondering about Max's". This is a really clever platform game and it runs under the a800xl driver. It's actually a combination of 3 different games, 2 platform games called "The Dream" and "P.A.M.", and beat-em-up called "Barroom Brawl".

[Linked Image from i.imgur.com]


Strangely though in mame's a800xl driver, you can't move laterally on the vertical pipes on the second level of "The Dream".

I can still finish all the levels in "The Dream". Good fun but really difficult.

Supposedly, there's supposed to be a secret on level 1, the clue is "Make the right moves on level 1 of the dream to create PM Madness"... I can jump down onto the billiard balls from the platform above. I think it must have something to do with the banner possibly. I tried jumping on top of the Eggle to jump up to the banner. Who knows, maybe the secret doesn't work on emulators but on real hardware.

[Linked Image from i.imgur.com]

Shortcut on level 7 of the dream, just jump on top of the Eggle in the upper right and use him as a springboard.

[Linked Image from i.imgur.com]

Longplay on youtube:

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Gotta love the dance the buggles do

Maybe the code in the foot steps on level 4 is a list of the right moves

Last edited by MrBogi; 04/20/22 01:59 AM.
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