MAME HLSL CRT SCANLINE EMULATION PRESETS

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lettuce
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by lettuce »

Elaphe wrote:The difference between the screenshots is mainly in how blocky or blurred they look. You must have something incorrectly configured in mame.ini because they shouldn't look so blocky with my setup. Be sure you have filter 1, prescale 1, hwstretch 1, video d3d, switchres 1. I'll capture some of those screens when I arrive home to show the difference.
Yeah that would be good
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NUeda
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by NUeda »

HLSL [Megalo] mode v0.9
Updated 2013-07-05 (MMDD)


Image

Sega made some of the largest cabs in the arcades and that sometimes involved using rear projection displays.

Rear projection screens were very, very big for the time (41 or 50 inches), but had problems like:
mediocre black level, poor convergence (RGB tube alignment), narrow viewing angle, and foggy highlights.
They were nowhere near perfect.

However, Virtua Fighter (1993) looks quite good with rear projection display, which is not so surprising
when considering the fact that the default cab for Virtua Fighter was Super Megalo. (50" rear projection cab for 2 players)

I am aware Virtua Fighter did NOT use Super Megalo 2,
but SM and SM2 are nearly same in terms of size and appearance, so I just used the marquee from SM2.
I am also aware that the bezel looks different from the actual SM2 cab; it was slimmed down to get the illusion of a larger screen.





Virtua Fighter 1993

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----------------------------------------------------------------
Appropriate games
----------------------------------------------------------------
Namco: Time Crisis
Sega: Virtua Fighter

Games that use simple 3D modeling have good mileage.

----------------------------------------------------------------
Problematic games
----------------------------------------------------------------
Don't have a list yet, but 80's games don't respond well.

----------------------------------------------------------------


Please note, this HLSL mode is an attempt at simulating the flaws of rear projection display.
Please don't expect good picture quality.



- Deleted for being outdated -


---------------------------------------------------------------------------------------
What are some upcoming changes?

Not sure yet. I will get back to this when I'm done with other HLSL modes.
---------------------------------------------------------------------------------------





Time Crisis 1995

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Street Fighter III 3rd Strike 1999

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Street Fighter Zero 3 1998

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The above is HLSL [Megalo] mode.
=========================================================================================













- Link deleted for being outdated -
Last edited by NUeda on Sat Dec 14, 2013 10:52 pm, edited 14 times in total.
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lettuce
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by lettuce »

Great work NUeda!!!. Keep em coming!

So is there an easy what to implement these different HLSL settings, other than changing them manual for each game??. For instance say if i wanted to play Green Beret i would need to use the 80's HLSL setting, then after that wanted to play SF2 i would then need to go into mame.ini and edit the HLSL settings to the 90's HLSL. Is there a way each HLSL setting that you have made can be applied to the correct games??, maybe a batch program or something?
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Fudoh
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Fudoh »

Mame.ini is the most general settings file for MAME. There's also an .ini file for each driver and one for each game. So - for example - if you want to apply some general HLSL settings, but use different settings for all CPS2 games, you put the general ones in the mame.ini and the CPS2 ones into the cps2 driver ini. The driver ini files override the general settings. And the individual ini files override the drivers.
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lettuce
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by lettuce »

Fudoh wrote:Mame.ini is the most general settings file for MAME. There's also an .ini file for each driver and one for each game. So - for example - if you want to apply some general HLSL settings, but use different settings for all CPS2 games, you put the general ones in the mame.ini and the CPS2 ones into the cps2 driver ini. The driver ini files override the general settings. And the individual ini files override the drivers.
Ah ok i didnt know this, so all drives from the 80's i just edit them to reflect the 80's HLSL setting? Where are these drivers stored?, can seem to find the folder for my command line version of mame im using?

I wonder if NUeda will do more specific HLSL setting in the future for each driver?

Just looking at the driver sources over at MAMEDev.org and there seems to be drivers that overlap each other, just looking at the Capcom Systems driver...

CPS1 1988-1995 (Forgotten Worlds - Street Fighter Zero)
CPS2 1993-2004 (Super Street Fighter II: The New Challengers - Hyper Street Fighter 2: The Anniversary Edition)
CPS3- 1996-1999 (Red Earth -JoJo's Bizarre Adventure)
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Fudoh
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Fudoh »

I wonder if NUeda will do more specific HLSL setting in the future for each driver?
based on his great presets, I don't see why you can't explore this yourself.
Just looking at the driver sources over at MAMEDev.org and there seems to be drivers that overlap each other, just looking at the Capcom Systems driver...
in terms of years of release, but not in terms of actual games.
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lettuce
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by lettuce »

Fudoh wrote:
I wonder if NUeda will do more specific HLSL setting in the future for each driver?
based on his great presets, I don't see why you can't explore this yourself.
Just looking at the driver sources over at MAMEDev.org and there seems to be drivers that overlap each other, just looking at the Capcom Systems driver...
in terms of years of release, but not in terms of actual games.

Im not sure i follow, for instance for CPS1 driver if i was to using the 80's HLSL settings for that driver, not all games that use CPS1 are from the 80's theres 90's games as well, so the 80's HLSL setting would only be beneficial for some of the CPS1 games not all
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Fudoh
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Fudoh »

don't you think it's silly trying to find a cut-off date for using NUeda's 80s presets ?
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Elaphe
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Elaphe »

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lettuce
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by lettuce »

Fudoh wrote:don't you think it's silly trying to find a cut-off date for using NUeda's 80s presets ?

Well no not really, as if your suggestion of using the hlsl settings for the driver ini files then if i have selected CPS1 for instance and altered the hlsl to NUeda's 80's settings but then not all CPS1 games came out in the 80's, and defeats the point in of NUeda hlsl as these are for 80's games. For example the CPS1 game, The Punisher would look better with the 90's HLSL settings that it would if using the 80's HLSL setting??/

In fact ill test it, to see which looks the better

EDIT: OK heres pics of the punisher for 80's and 90's HLSL settings....

80's
http://i.minus.com/iIWic6JzUGzNs.png
http://i.minus.com/ibm4UP7o2ylUZY.png
http://i.minus.com/ipgqITLRJAQXY.png
http://i.minus.com/iHFzkcTV2gq3z.png
http://i.minus.com/i71vQMmoXYAux.png
http://i.minus.com/ibmRQFojm5r5Fq.png
http://i.minus.com/ibvH1fCYcKNyBU.png
http://i.minus.com/ivLqa7SuWGsD8.png

90's
http://i.minus.com/ibpc4o2oBLjlBj.png
http://i.minus.com/i291JWl3OGIFA.png
http://i.minus.com/iuLtoBvWuDJTt.png
http://i.minus.com/ibgtdCMKZti6sm.png
http://i.minus.com/ibdbCLx8kzeGhn.png
http://i.minus.com/i9nA77YbTfUaM.png
http://i.minus.com/ibzKAaX699YnBd.png
http://i.minus.com/ibigoJUw7sWQF5.png
Last edited by lettuce on Sat Jul 06, 2013 2:34 pm, edited 1 time in total.
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lettuce
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by lettuce »

That certainly looks a whole lot better. Here my ini file.....

Code: Select all

#
# CORE CONFIGURATION OPTIONS
#
readconfig                1
writeconfig               0

#
# CORE SEARCH PATH OPTIONS
#
rompath                   i:\mame 0.148 Roms
hashpath                  hash
samplepath                samples
artpath                   artwork
ctrlrpath                 ctrlr
inipath                   .;ini
fontpath                  .
cheatpath                 cheat
crosshairpath             crosshair

#
# CORE OUTPUT DIRECTORY OPTIONS
#
cfg_directory             cfg
nvram_directory           nvram
memcard_directory         memcard
input_directory           inp
state_directory           sta
snapshot_directory        snap
diff_directory            diff
comment_directory         comments

#
# CORE OUTPUT DIRECTORY OPTIONS
#
hiscore_directory         hi

#
# CORE STATE/PLAYBACK OPTIONS
#
state                     
autosave                  0
playback                  
record                    
mngwrite                  
aviwrite                  
wavwrite                  
snapname                  %g/%i
snapsize                  auto
snapview                  internal
statename                 %g
burnin                    0

#
# CORE PERFORMANCE OPTIONS
#
autoframeskip             0
frameskip                 0
seconds_to_run            0
throttle                  1
syncrefresh               0
sleep                     1
speed                     1.0
refreshspeed              0

#
# CORE ROTATION OPTIONS
#
rotate                    1
ror                       0
rol                       0
autoror                   0
autorol                   0
flipx                     0
flipy                     0

#
# CORE ARTWORK OPTIONS
#
artwork_crop              1
use_backdrops             0
use_overlays              0
use_bezels                0
use_cpanels               0
use_marquees              0

#
# CORE SCREEN OPTIONS
#
brightness                1.0
contrast                  1.0
gamma                     1.0
pause_brightness          0.65
effect                    effect2.png

#
# CORE VECTOR OPTIONS
#
antialias                 1
beam                      1.0
flicker                   0

#
# CORE SOUND OPTIONS
#
sound                     1
samplerate                48000
samples                   1
volume                    0

#
# CORE INPUT OPTIONS
#
coin_lockout              1
ctrlr                     
mouse                     0
joystick                  1
lightgun                  0
multikeyboard             0
multimouse                0
steadykey                 0
ui_active                 0
offscreen_reload          0
joystick_map              auto
joystick_deadzone         0.3
joystick_saturation       0.85
natural                   0
joystick_contradictory    0
coin_impulse              0

#
# CORE INPUT AUTOMATIC ENABLE OPTIONS
#
paddle_device             keyboard
adstick_device            keyboard
pedal_device              keyboard
dial_device               keyboard
trackball_device          keyboard
lightgun_device           keyboard
positional_device         keyboard
mouse_device              mouse

#
# CORE DEBUGGING OPTIONS
#
log                       0
verbose                   0
update_in_pause           0
debug                     0
debugscript               
debug_internal            0

#
# CORE MISC OPTIONS
#
bios                      
cheat                     0
skip_gameinfo             0
uifont                    default
ramsize                   
confirm_quit              0
ui_mouse                  0
autoboot_command          
autoboot_delay            2
autoboot_script           

#
# CORE MKChamp OPTIONS
#
disable_hiscore_patch     0
disable_nagscreen_patch   1
disable_loading_patch     1

#
# CORE SWITCHRES OPTIONS
#
modeline                  1
monitor                   lcd
orientation               horizontal
connector                 auto
interlace                 1
doublescan                1
cleanstretch              0
changeres                 1
powerstrip                0
lock_system_modes         1
lock_unsupported_modes    1
refresh_dont_care         0
dotclock_min              0
sync_refresh_tolerance    2.0
frame_delay               0
lcd_range                 51-61
crt_range0                auto
crt_range1                auto
crt_range2                auto
crt_range3                auto
crt_range4                auto
crt_range5                auto
crt_range6                auto
crt_range7                auto
crt_range8                auto
crt_range9                auto

#
# WINDOWS DEBUGGING OPTIONS
#
oslog                     0
watchdog                  0
debugger_font             "Lucida Console"
debugger_font_size        9

#
# WINDOWS PERFORMANCE OPTIONS
#
priority                  
multithreading            1
numprocessors             auto
profile                   0
bench                     0

#
# WINDOWS VIDEO OPTIONS
#
video                     d3d
numscreens                1
window                    0
maximize                  1
keepaspect                0
prescale                  1
waitvsync                 0
menu                      0

#
# DIRECTDRAW-SPECIFIC OPTIONS
#
hwstretch                 1

#
# DIRECT3D-SPECIFIC OPTIONS
#
filter                    1

#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable               0
hlslpath                  hlsl
hlsl_ini_read             0
hlsl_ini_write            0
hlslini                   %g
hlsl_prescale_x           0
hlsl_prescale_y           0
hlsl_preset               -1
hlsl_write                
hlsl_snap_width           2048
hlsl_snap_height          1536
shadow_mask_alpha         0.0
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            1.0
scanline_size             1.0
scanline_height           1.0
scanline_bright_scale     1.0
scanline_bright_offset    0.0
scanline_jitter           0.0
defocus                   0.0,0.0
converge_x                0.3,0.0,-0.3
converge_y                0.0,0.3,-0.3
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                1.4
offset                    0.0,0.0,0.0
scale                     0.95,0.95,0.95
power                     0.8,0.8,0.8
floor                     0.05,0.05,0.05
phosphor_life             0.4,0.4,0.4

#
# NTSC POST-PROCESSING OPTIONS
#
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

#
# VECTOR POST-PROCESSING OPTIONS
#
vector_length_scale       0.8
vector_length_ratio       500.0

#
# BLOOM POST-PROCESSING OPTIONS
#
vector_bloom_scale        0.3
raster_bloom_scale        0.225
bloom_lvl0_weight         1.0
bloom_lvl1_weight         0.21
bloom_lvl2_weight         0.19
bloom_lvl3_weight         0.17
bloom_lvl4_weight         0.15
bloom_lvl5_weight         0.14
bloom_lvl6_weight         0.13
bloom_lvl7_weight         0.12
bloom_lvl8_weight         0.11
bloom_lvl9_weight         0.10
bloom_lvl10_weight        0.09

#
# PER-WINDOW VIDEO OPTIONS
#
screen                    auto
aspect                    auto
resolution                2560x1140
view                      auto
screen0                   auto
aspect0                   auto
resolution0               auto
view0                     auto
screen1                   auto
aspect1                   auto
resolution1               auto
view1                     auto
screen2                   auto
aspect2                   auto
resolution2               auto
view2                     auto
screen3                   auto
aspect3                   auto
resolution3               auto
view3                     auto

#
# FULL SCREEN OPTIONS
#
triplebuffer              0
switchres                 1
full_screen_brightness    1.0
full_screen_contrast      1.0
full_screen_gamma         1.0

#
# WINDOWS SOUND OPTIONS
#
audio_latency             2

#
# INPUT DEVICE OPTIONS
#
dual_lightgun             0
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NUeda
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by NUeda »

Glad to share retro gaming with all of you.
I don't find too many people in my offline circles who appreciate old arcade games, so it's good to hear from you gentlemen.



The blame for the confusion over "80's" and "90's" lies with me, I should have spelled out the criteria more clearly.

There isn't an exact cut-off date and different companies switched over at different times.
Konami still used the old colors for Aliens (1990) but used new colors for TMNT in Time (1991).




Just as Fudoh mentioned above, keeping multiple ini files works nicely,
naming them cps1.ini, cps2.ini, neodrvr.ini, etc.

And there will also be non-conforming weirdos like Super SF2 Turbo
which will need its own .ini file using codes from HLSL 80's mode, instead of depending on cps2.ini.




CPS1 games
should use 80's mode,

but I'm not 100% sure about the CPS1 + QSound games:

Warriors of Fate
Punisher
Cadillascs and Dinosaurs


(these look good in both 80's and 90's modes)


But Slam Masters (QSound) should only use 80's mode, whereas Mega Man (not Qsound) should use 90's mode.
Street Fighter Zero (CPS changer version) is technically CPS1, but should use 90's mode,
but then again it's not even officially included in MAME.
It's a messy situation that can be solved by using a combination of cps1.ini and a handful of single-game .ini files.

*NOTE: SF2 (1991) is a weird animal,
it uses a lot of yellow in the color palette and really begs for its own customized setting.
(SF2CE isn't so yellow and looks good with HLSL 80's mode)
Anyway, for the time being, I recommend using 80's mode for SF2.




CPS2 and CPS3 games
should use 90's mode,

except for games that use sprite upgrades from CPS1 games:

Super SF2
Super SF2 Turbo
Hyper SF2
Slam Masters 2


(these look better in 80's mode)




I will work on making a proper list for this.
First I will figure out broader categories (80's vs 90's), then system categories, and then I might go into categorizing individual games,
but MAME had over 8000 games last time I checked... a list that long should be a group effort. :(
Last edited by NUeda on Sat Jul 06, 2013 10:28 pm, edited 7 times in total.
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lettuce
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by lettuce »

Thanks NUeda, yeah i did a test on The Punisher above, and whilst they both look good i think the 90's HLSL settings look the better out of the 2. I take i specific game ini files override both mame and driver ini files??
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NUeda
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by NUeda »

That is a yes.
The .ini file with the name that is most closely related to your ROM gets priority.

e.g.
last: mame.ini
3rd: cps2.ini
2nd: ssf2t.ini (parent)
1st: ssf2xj.ini (clone)


However, the influence will move in the direction of
system -> parent -> clone.
ssf2xj.ini (clone) will not be applied to Super SF2 Turbo (parent).

So it's a good idea to create an .ini file with the name of the parent ROM.


But in some cases that won't work right away;
I had believed that tmnt.ini should only be affecting the first TMNT (1989)
but it also affected TMNT in Time (1991).

This is because the system driver for both games is tmnt.c
The situation is similar to SSF2T and SFZ3 both having the same system driver, cps2.c

In such case, having tmnt2.ini solves the problem.
Last edited by NUeda on Sun Jul 07, 2013 12:37 am, edited 7 times in total.
Mame4Life
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Mame4Life »

My CPS1 HLSL:

Image

Code: Select all


hlsl_enable            1
hlsl_prescale_x        6
hlsl_prescale_y        6
hlsl_preset            -1
hlsl_snap_width        1280
hlsl_snap_height       1024
shadow_mask_alpha      0.080000
shadow_mask_texture    aperture.png
shadow_mask_x_count    330
shadow_mask_y_count    180
shadow_mask_usize      0.093750
shadow_mask_vsize      0.187500
curvature              0.000000
pincushion             0.020000
scanline_alpha         0.650000
scanline_size          1.500000
scanline_height        1.000000
scanline_bright_scale  1.250000
scanline_bright_offset 0.600000
scanline_jitter        0.250000
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             1.250000
offset                 0.000000,0.000000,0.000000
scale                  1.000000,1.000000,1.000000
power                  1.250000,1.250000,1.250000
floor                  0.000000,0.000000,0.000000
phosphor_life          0.000000,0.000000,0.000000

CPS2:

Image

Code: Select all


hlsl_enable            1
hlsl_prescale_x        6
hlsl_prescale_y        6
hlsl_preset            -1
hlsl_snap_width        1280
hlsl_snap_height       1024
shadow_mask_alpha      0.080000
shadow_mask_texture    aperture.png
shadow_mask_x_count    213
shadow_mask_y_count    170
shadow_mask_usize      0.093750
shadow_mask_vsize      0.109375
curvature              0.000000
pincushion             0.020000
scanline_alpha         0.650000
scanline_size          1.500000
scanline_height        1.000000
scanline_bright_scale  1.250000
scanline_bright_offset 0.600000
scanline_jitter        0.250000
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                  1.000000,1.000000,1.000000
power                  1.250000,1.250000,1.250000
floor                  0.000000,0.000000,0.000000
phosphor_life          0.000000,0.000000,0.000000
CPS3:

Image

Code: Select all


hlsl_enable            1
hlsl_prescale_x        6
hlsl_prescale_y        6
hlsl_preset            -1
hlsl_snap_width        1280
hlsl_snap_height       1024
shadow_mask_alpha      0.050000
shadow_mask_texture    aperture.png
shadow_mask_x_count    213
shadow_mask_y_count    170
shadow_mask_usize      0.093750
shadow_mask_vsize      0.187500
curvature              0.000000
pincushion             0.020000
scanline_alpha         0.600000
scanline_size          2.250000
scanline_height        1.500000
scanline_bright_scale  1.500000
scanline_bright_offset 0.600000
scanline_jitter        0.050000
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             1.050000
offset                 0.000000,0.000000,0.000000
scale                  1.000000,1.000000,1.000000
power                  1.250000,1.250000,1.250000
floor                  0.000000,0.000000,0.000000
phosphor_life          0.000000,0.000000,0.000000
NeoGeo:

Image

Code: Select all

hlsl_enable            1
hlsl_prescale_x        6
hlsl_prescale_y        6
hlsl_preset            -1
hlsl_snap_width        1280
hlsl_snap_height       1024
shadow_mask_alpha      0.050000
shadow_mask_texture    aperture.png
shadow_mask_x_count    213
shadow_mask_y_count    170
shadow_mask_usize      0.093750
shadow_mask_vsize      0.187500
curvature              0.000000
pincushion             0.020000
scanline_alpha         0.650000
scanline_size          2.250000
scanline_height        1.000000
scanline_bright_scale  1.250000
scanline_bright_offset 0.600000
scanline_jitter        0.050000
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             1.300000
offset                 0.000000,0.000000,0.000000
scale                  1.000000,1.000000,1.000000
power                  1.250000,1.250000,1.250000
floor                  0.000000,0.000000,0.000000
phosphor_life          0.000000,0.000000,0.000000
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Overkill
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Overkill »

I will work on making a proper list for this.
First I will figure out broader categories (80's vs 90's), then system categories, and then I might go into categorizing individual games,
but MAME has over 8000 games last time I checked... there should be a group-edited document for that.
Thanks NUeda, i will look forward for it :)
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cools
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by cools »

Surely it makes more sense to have a plug in system developed? By this I mean something whereby your game or driver INI just needs a single line to pick what settings to use. Updating a single point for all games would be far easier than updating all games that use it.

I.e. get a diff file submitted with these as presets for HLSL!
Image
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Elaphe
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Elaphe »

Lettuce, I think I've found the problem with your blocky image using SweetFX. It's not mame.ini nor any other configuration issues. It's that your graphic card doesn't support shader3 and therefore SweetFX is not working correctly. Am I wrong? Please check it out. Download this and run it.

http://www.alvarezeninternet.com/temp/DumpCaps.rar

A devcap.txt file will be created. Open it up and look for:

MAX_VERTEX_SHADER30_INSTRUCTION_SLOTS
MAX_PIXEL_SHADER30_INSTRUCTION_SLOTS

Tell me the values on the right. If they are 00000000, SweetFX will not work. If they are low, it will not work either. In my card I have 00001000. I don't know exactly what's the minimum value.
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lettuce
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by lettuce »

Elaphe wrote:Lettuce, I think I've found the problem with your blocky image using SweetFX. It's not mame.ini nor any other configuration issues. It's that your graphic card doesn't support shader3 and therefore SweetFX is not working correctly. Am I wrong? Please check it out. Download this and run it.

http://www.alvarezeninternet.com/temp/DumpCaps.rar

A devcap.txt file will be created. Open it up and look for:

MAX_VERTEX_SHADER30_INSTRUCTION_SLOTS
MAX_PIXEL_SHADER30_INSTRUCTION_SLOTS

Tell me the values on the right. If they are 00000000, SweetFX will not work. If they are low, it will not work either. In my card I have 00001000. I don't know exactly what's the minimum value.
Well I have a AMD hd7950 surely that has shader 3, but I'll try what u suggested

EDIT: Heres what devcap reports:

MAX_VERTEX_SHADER30_INSTRUCTION_SLOTS 00008000
MAX_PIXEL_SHADER30_INSTRUCTION_SLOTS 00008000
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NUeda
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by NUeda »

- Deleted for being outdated -
Last edited by NUeda on Sat Dec 14, 2013 10:53 pm, edited 18 times in total.
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cools
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by cools »

Care to post a screenshot of the test screen colour test in HSF2 with your 80s preset?
Image
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NUeda
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by NUeda »

Image
Look at the II
Image




Image
Look at the blue shape that's to the left side of the bird. Also look at the yellowish shape to the right of Fei Long's legs.
Image




Image
Look at the shrub between Dee Jay and the guitarist
Image



The only company with reliable color test screen is Konami.

Parodius, Gokujou Parodius, and Salamander 2 all have slightly different color bars.

Image




All other companies including Capcom kept the color bars only for CRT diagnostics, not for proper color calibration.


SF2 and HSF2 show the same color bars in color test screen.

Image



Look at Neo-Geo color test screen.

Image

It doesn't even bother showing a gradient ramp.
Last edited by NUeda on Mon Jul 08, 2013 12:02 am, edited 1 time in total.
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lettuce
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by lettuce »

Thanks NUeda!!. Was Aliens, Asteroid and tmnt different hardware then?

Will there be a HLSL setting for vertical only games, or is that not needed?

EDIT: Ok i must be missing something here, where the hell are the hardware drivers/ini files stores in the mame directory?
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Fudoh
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Fudoh »

you must change something in the driver settings ONCE, so the proper .ini file gets created.
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lettuce
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by lettuce »

Fudoh wrote:you must change something in the driver settings ONCE, so the proper .ini file gets created.
Ok where do i find the driver settings?, i thought it was just a case of creating a ini file, for example cps1.ini and place it in the ini folder?
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Fudoh
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Fudoh »

If you use an UI version you just right-click on either the driver or the game and change the driver/game specific settings there. This will create a new .ini file with just the "specific" settings.
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Fudoh
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Fudoh »

Does a HLSL have a slight problem with scanline/pixel-row alignment ? On some screenshots, e.g. here http://postimg.org/image/s56r56h43/full/ I see some rows not exactly aligned with the scanlines (if you check the bottom row of pixels of the INSERT COIN lettering). On some of the Street Fighter snapshots the edges of the power bars look blurred due to this misalignment.

(of course those settings look fantastic otherwise, just wondering why this happens... how does HLSL calculate the number of scanlines ? Based on active pixels in the game ? So, does HLSL just overlay a pattern after MAME itself upscaled the image ?)
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NUeda
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by NUeda »

Lettuce,
Yes they were all different.

One process you could use for now (I do not recommend it for the long term) is to:

1. make duplicates of mame.ini
2. take those duplicates and rename them into driver or ROM names (e.g. neodrvr, cps2, kof98, ssf2)
3. copy-paste the HLSL code into those .ini accordingly

But this method makes it very difficult to update the .ini files. :(

Once the list of games grows large enough,
I will be looking into making a batch file that will create hundreds of .ini from just a few different HLSL presets.

It's still a messy method that resorts to using duplicate files, but as of now
I don't know how to assign hundreds of non-related games to just a few .ini files.









Fudoh,
I see what you're pointing out.

But the pixel count is accurate in terms of scanlines, look at the "S" and "R", they are both 14 pixels tall.

Image
Last edited by NUeda on Tue Dec 24, 2013 11:42 pm, edited 5 times in total.
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Overkill
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Overkill »

NUeda will be worthy to spend time on that Polygon games like Virtua Fighter and Time Crisis? I just tryed your settings for that, and they are great as usually, but the problem is MAME still can't emulate at 100% that kind of games, can't talk about Time Crisis, but i know well VF1 and i can see its missing things on the game running on lateste MAME. Don't know about the rest of the folks here, but for me i would like to see the settings from older games first.

By the way, thanks for all you effor, its been very helpfull, keep up the good work, in the end it will sure be very well apreciated by our community here.
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NUeda
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by NUeda »

I'm doing this at a relaxed pace just for fun,

I try this and that, and try messing the numbers up on purpose to see what they do,
and go through actually playing the game for a while to check for any visual discomfort,
and when it feels like the setting has reached a sweet spot that won't fall apart easily,
the numbers are posted here.

That's why it's taking so long, I'm trying to make sure the numbers aren't breaking its designated games.

Give me some break, my friend.
I only do this during the weekends. :mrgreen:


Better yet, which old games did you have in mind?
I could look into those sooner if you tell me.
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