Previous Thread
Next Thread
Print Thread
Page 1 of 44 1 2 3 43 44
Joined: May 2009
Posts: 2,214
Likes: 382
J
Very Senior Member
OP Offline
Very Senior Member
J
Joined: May 2009
Posts: 2,214
Likes: 382
If you compile MAME, you will soon need this:

http://icips.us/emulation/crt/new_d3dx9_headers.zip

Put them here for x64, you can possibly put them directly in mingw/mingw64-64/include, I haven't tried it yet:
mingw/mingw64-64/x86_64-w64-mingw32/include/

Do NOT put them in the directx/ folder!

Checkin incoming...

Joined: Mar 2001
Posts: 17,215
Likes: 234
R
Very Senior Member
Online Content
Very Senior Member
R
Joined: Mar 2001
Posts: 17,215
Likes: 234
Please note that The Management would prefer people get the entire new compile tools package coming with the next MAME u-release. This will include newer GCC compilers and the necessary changed headers, among other things.

Joined: May 2009
Posts: 2,214
Likes: 382
J
Very Senior Member
OP Offline
Very Senior Member
J
Joined: May 2009
Posts: 2,214
Likes: 382
Here's a phenomenal preset, in my not-so-humble opinion:
Code
hlsl_enable               1
hlslpath                  hlsl
shadow_mask_alpha         0.6
shadow_mask_texture       aperture.png
shadow_mask_pix_width     3.0
shadow_mask_pix_height    3.0
shadow_mask_usize         0.1875
shadow_mask_vsize         0.1875
oversample_x              1.0
oversample_y              1.0
pincushion_x              0.06
pincushion_y              0.06
scanline_alpha            0.0
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            0.1
red_converge_y            0.0
green_converge_x          0.0
green_converge_y         -0.1
blue_converge_x          -0.05
blue_converge_y           0.05
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                0.9
red_from_g                0.1
red_from_b                0.0
green_from_r              0.0
green_from_g              0.9
green_from_b              0.1
blue_from_r               0.1
blue_from_g               0.0
blue_from_b               0.9
saturation                1.4
red_offset                0.0
green_offset              0.0
blue_offset               0.0
red_scale                 1.25
green_scale               1.25
blue_scale                1.25
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         0.4
green_phosphor_life       0.4
blue_phosphor_life        0.4
y_from_y                  1.0
y_from_i                  0.0
y_from_q                  0.0
i_from_y                  0.0
i_from_i                  1.0
i_from_q                  0.0
q_from_y                  0.0
q_from_i                  0.0
q_from_q                  1.0
y_scale                   1.0
i_scale                   1.2
q_scale                   1.0
y_offset                  0.0
i_offset                  0.0
q_offset                  0.0
subsample_length          3.0
dot_crawl_width           1.0
dot_crawl_height          3.0
dot_crawl_rate            3
dot_crawl_skip            2
edge_amount               1.0
edge_ratio                0.0

If you have the GPU grunt to spare - at least a Radeon 5970 or equivalent - then crank the oversampling up to 3.0, the experience borders on religious.

Joined: May 2009
Posts: 2,214
Likes: 382
J
Very Senior Member
OP Offline
Very Senior Member
J
Joined: May 2009
Posts: 2,214
Likes: 382
And here's a preset for an arcade monitor as opposed to a shitty NTSC TV:

Code
hlsl_enable               1
hlslpath                  hlsl
shadow_mask_alpha         0.7
shadow_mask_texture       aperture.png
shadow_mask_pix_width     3.0
shadow_mask_pix_height    3.0
shadow_mask_usize         0.1875
shadow_mask_vsize         0.1875
oversample_x              1.0
oversample_y              1.0
pincushion_x              0.06
pincushion_y              0.06
scanline_alpha            0.0
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                1.4
red_offset                0.0
green_offset              0.0
blue_offset               0.0
red_scale                 1.25
green_scale               1.25
blue_scale                1.25
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         0.4
green_phosphor_life       0.4
blue_phosphor_life        0.4
y_from_y                  1.0
y_from_i                  0.0
y_from_q                  0.0
i_from_y                  0.0
i_from_i                  1.0
i_from_q                  0.0
q_from_y                  0.0
q_from_i                  0.0
q_from_q                  1.0
y_scale                   1.0
i_scale                   1.2
q_scale                   1.0
y_offset                  0.0
i_offset                  0.0
q_offset                  0.0
subsample_length          1.0
dot_crawl_width           0.0
dot_crawl_height          3.0
dot_crawl_rate            3
dot_crawl_skip            2
edge_amount               1.0
edge_ratio                0.0

Joined: Feb 2005
Posts: 449
C
Senior Member
Offline
Senior Member
C
Joined: Feb 2005
Posts: 449
Can we have a shitty PAL TV filter as well smile

Joined: May 2009
Posts: 2,214
Likes: 382
J
Very Senior Member
OP Offline
Very Senior Member
J
Joined: May 2009
Posts: 2,214
Likes: 382
Originally Posted by Curt Coder
Can we have a shitty PAL TV filter as well smile

I don't know how the PAL signal works! smile

Joined: Sep 2008
Posts: 92
J
Member
Offline
Member
J
Joined: Sep 2008
Posts: 92
Thought about creating a page on your site for effect pics and the settings to get them? smile

Joined: Sep 2009
Posts: 239
D
Senior Member
Offline
Senior Member
D
Joined: Sep 2009
Posts: 239
Posting some pictures in this thread would also be most welcome. laugh

Joined: May 2009
Posts: 2,214
Likes: 382
J
Very Senior Member
OP Offline
Very Senior Member
J
Joined: May 2009
Posts: 2,214
Likes: 382
I have indeed thought about it - I'm going to be writing up a nice, long description of exactly how the shader works and why it works the way it does. In the meantime, yes, I will be making various screenshots to try to mimic what I see in certain videos.

Joined: Oct 2004
Posts: 93
Member
Offline
Member
Joined: Oct 2004
Posts: 93
Yes PAL shitty filter wink

Page 1 of 44 1 2 3 43 44

Link Copied to Clipboard
Who's Online Now
2 members (AJR, R. Belmont), 319 guests, and 1 robot.
Key: Admin, Global Mod, Mod
ShoutChat
Comment Guidelines: Do post respectful and insightful comments. Don't flame, hate, spam.
Forum Statistics
Forums9
Topics9,320
Posts121,925
Members5,074
Most Online1,283
Dec 21st, 2022
Our Sponsor
These forums are sponsored by Superior Solitaire, an ad-free card game collection for macOS and iOS. Download it today!

Superior Solitaire
Forum hosted by www.retrogamesformac.com