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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Sun Jun 09, 2013 5:38 am 


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HLSL ['86 Japan] mode v1.01
Formerly "Film mode", "80's mode". Updated 2013-06-17 (MMDD)


v1.01 details:
-------------------------------------
1. Name was changed to make sense

2. Code was changed to clean up the color (it was muddy and cold-looking)

3. Code was changed to brighten everything by one step (it was dark in general, even besides the black crush)





Teenage Mutant Ninja Turtles 1989

Image

Image

Image
Click to view 1600x1200






Final Fight 1989

Image

Image

Image
Click to view 1600x1200






----------------------------------------------------------------
Appropriate games
----------------------------------------------------------------
Capcom: Slam Masters upgrades, Street Fighter II upgrades, and CPS-1 (and older)

I'm not too sure about Punisher, Cadillacs and Dino, Warrior of Fate .....


Data East: Robocop 2

Konami: TMNT 1 (and older)

Sega: System 18, System 16 (and older)

----------------------------------------------------------------
Problematic games
----------------------------------------------------------------
Data East: Robocop 1 (2nd stage bg is too dark)

SNK: everything

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


This HLSL mode will compensate for the overly bright colors and the slightly yellow skew of 80's Japanese games,
and make them look correct and balanced.
It is done by cutting off quite a lot of dark colors and then applying a number of other minor tweaks.

If you use this on 90's games, most of them will look noticeably dark compared to 80's games.
Some games, like KOF98, will look so dark that it gets uncomfortable to look at.

And there are a few 90's games that use bright colors, and should use this mode.
(Street Fighter 2 upgrades (SF2 ~ HSF2) and Slam Masters upgrades)












- Link deleted for being oudated -













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

1. Aperture (Shadow Mask)

Right now, the aperture pattern is only barely visible.
It can't be helped, when the aperture is emphasized, the entire screen starts showing a messy pattern
and it's just way too dark to pretend I'm looking at CRT dot pitch or shadow mask.

It's just something very difficult to do correctly on 1080p LCD monitors.
I'm holding off on this until 4k monitors become the norm.
.....and VERY high contrast ratio will be needed too in order to make this look right.



2. Bloom

I haven't yet figured out a good number for bloom; 0.1 is just a temporary solution.

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






==========================================================================================================




- This portion deleted for rambling without proper research -




==========================================================================================================






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

Street Fighter II 1991

Image

Image

Image
Click to view 1600x1200






Golden Axe 1989

Image

Image

Image
Click to view 1600x1200



The above is HLSL ['86 Japan] mode.
For games that do not use the bright color palette of 80's games, there is HLSL ['91 Japan] mode.

=========================================================================================








- Link deleted for being oudated -


Last edited by NUeda on Thu Jan 02, 2014 12:33 pm, edited 47 times in total.

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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Sun Jun 09, 2013 6:41 am 


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You are doing the lord's work, my friend :shock: Keep this up, I'm heavily intrigued.
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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Sun Jun 09, 2013 9:22 am 


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This is amazing and the work you've done is terrific! :D
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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Sun Jun 09, 2013 9:47 am 


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I'm somewhat dubious about the thinking behind why the different settings are required, but you're 100% correct in pointing out that they use different dynamic ranges.

Super Contra is a very good example. Check its colour test screen. Native it's too bright, but adjusting the offset and scale alters the range significantly.
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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Sun Jun 09, 2013 9:56 am 


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Jesus Christ!!, such an informative post NUeda! Now If there was some way to make a batch file that could automatically make ini files for each game so they use the correct HLSL setting (Film, reference etc) that would be the icing on the cake. Is a 1440p monitor still not enough to emulate shadowmask effect correctly?

Have you tried messing around with the 'Floor' setting in HLSL, it kind of simulates a light behind the screen, so rather than a black screen being pitch black (which it would never be on a CRT) it's more of a very dark grey or lighter black, so kind of simulates the CRT glow through the screen


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Sun Jun 09, 2013 1:33 pm 


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How! i come back here and such an update this thread have. Great job NUeda, love reading it all. Can't wait for more HLSL settings to come (Neogeo, etc)


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Sun Jun 09, 2013 1:49 pm 



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^

Greetings!

There is no need for a batch file for different HLSL presets; you could just create a custom ini-file in the default mame (ini) folder.

For example:

neodrvr.ini (for all the NeoGeo Games)
cps1.ini (for all the Capcom System 1 Games) etc.

or gamename.ini (example ffight.ini) if you would want to use custom settings for a specific game etc.


At this moment I don’t recommend spending much time to change the HLSL settings for each specific game individually due to the upcoming changes to the HLSL source, change it at the driver level instead; cps1.ini/cps2.ini/segas16a.ini/segas16b.ini etc. and it will be much easier to correct these later as compared to thousand separate ini’s.



--------------------------
Here are my custom HLSL settings that I currently use and it is optimised for v0.148u5 as a compromise for both older and newer games. It works great as a baseline if you only wish to use a single preset for all games. You will still have to tweak it and calibrate it for you specific monitor. I’ll post some screenshots later. You might have to adjust (lower or increase) the gamma setting in your ini if the image is too dark or bright.
---------------------------

PS. Tips to reduce moiré: use the game video output resolution (ingame/TAB/Game Information) and set it as the default shadow_mask_x and y count for that game or driver.
For example:

Use these in your neodrvr.ini for all your neogeo games:

shadow_mask_x_count 320
shadow_mask_y_count 224

and for cps1.ini & cps2.ini

shadow_mask_x_count 384
shadow_mask_y_count 224

etc.

Code:
#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable               1
hlslpath                  hlsl
hlsl_ini_read             0
hlsl_ini_write            0
hlslini                   %g
hlsl_prescale_x           3
hlsl_prescale_y           3
hlsl_preset               -1
hlsl_write                0
hlsl_snap_width           1024
hlsl_snap_height          768
shadow_mask_alpha         0.05
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                 0.01
pincushion                0.01
scanline_alpha            0.3
scanline_size             1.0
scanline_height           1.0
scanline_bright_scale     1.35
scanline_bright_offset    0.35
scanline_jitter           0.1
defocus                   1.2,1.0
converge_x                -0.1,0.0,0.1
converge_y                0.1,0.0,-0.1
radial_converge_x         2.0,0.0,-2.0
radial_converge_y         -1.0,0.0,1.0
red_ratio                 1.05,0.04,-0.1
grn_ratio                 0.0,1.05,0.0
blu_ratio                 -0.04,-0.04,1.06
saturation                1.056
offset                    -0.037,-0.04,-0.045
scale                     1.13,1.15,1.19
power                     1.56,1.47,1.25
floor                     0.06,0.07,0.08
phosphor_life             0.16,0.17,0.18
raster_bloom_scale        0.155


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Sun Jun 09, 2013 2:59 pm 


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Quote:
For example:

neodrvr.ini (for all the NeoGeo Games)
cps1.ini (for all the Capcom System 1 Games) etc.


That .ini file will have all the rest of the info as in MAME.ini, or just the "#DIRECT3D POST-PROCESSING OPTIONS" section?


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Sun Jun 09, 2013 3:11 pm 



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Overkill wrote:
That .ini file will have all the rest of the info as in MAME.ini, or just the "#DIRECT3D POST-PROCESSING OPTIONS" section?


You can just use any part (single line or multiple lines) from the mame.ini that you wish to customize in your custom ini file and it will override the defaults for those parts that you’ve added. Cheers

---

It is indeed very useful, especially for vector games. For example save the code blow as vector.ini and it will add motion-trail and much increased vector bloom glow effects and phosphor bleeding as compared to the default MAME settings for all the vector-games.

Quote:
#
# CORE VECTOR OPTIONS
#
antialias 1
beam 1.4

#
# VECTOR POST-PROCESSING OPTIONS
#
vector_time_scale 0.0
vector_time_period 0.1
vector_length_scale 0.8
vector_length_ratio 500.0

#
# BLOOM POST-PROCESSING OPTIONS
#
vector_bloom_scale 0.350
raster_bloom_scale 0.1
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

#
# PHOSPHOR LIFE TO SIMULATE MOTION TRAIL
#
phosphor_life 0.650000,0.650000,0.650000


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Sun Jun 09, 2013 4:30 pm 


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NUeda, fantastic effort on your HLSL write-up! I just think that you're introducing a little too much black-crush with your settings.

And out of interest, does CaveUI 1.3.3 support HLSL ?


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Sun Jun 09, 2013 6:42 pm 


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milligoodz wrote:
^
Here are my custom HLSL settings that I currently use and it is optimised for v0.148u5 as a compromise for both older and newer games. It works great as a baseline if you only wish to use a single preset for all games. You will still have to tweak it and calibrate it for you specific monitor. I’ll post some screenshots later. You might have to adjust (lower or increase) the gamma setting in your ini if the image is too dark or bright.


milligoodz,

I will be giving these a try. I am using HLSL on a 19" Dell LCD monitor. It's native resolution is 1280x1024 and it will be in a cocktail cabinet. So pretty close to the screen when viewing.

In most of the settings I have tested I tend to not like the converge_x and converge_y settings. Also the radial converge settings. It creates color bleed and when you are close to the monitor I don't think it tends to look that good. Also I see your using a prescale of 3, but also using defocus. Don't these cancel each other out? Prescale giving you the best picture for the resolution and then using defocus to worsen the picture. Couldn't you just use 0 for prescale and no defocus? I think the results would be similar.

What specific monitor settings would you recommend for my monitor and resolution. Do you think it's best to run at native or 1024x768? Any other tweaks you can suggest?

Thanks


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Sun Jun 09, 2013 7:21 pm 


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Thank you fellow gamers for your kind words.

It's really great to see arcade games of the yesteryears
still being appreciated by not just myself alone, but by a huge community of retro gaming fans.
You guys are awesome.



cools,

I agree with you. When I finished writing that out, I started realizing the actual reason couldn't be
that arbitrary and going backwards in the "flow of influence". (come on, really? photography?!)
It's gotta be some other limitation in the hardware department that couldn't be sorted out until the 90's.

How do you get into the color test for Super Contra? Pressing F2 does nothing....



lettuce,

Please go ahead and try raising the number for shadow_mask_alpha, 1440p should give you a VERY good result.
And even if your monitor wasn't high-res, everyone has a different comfort zone,
so try changing that setting to find at what point the screen looks the most pleasing to you.

When I said we need 4k, I was only talking in terms of making it look so convincing that it could fool people. "I can't believe it's not CRT" ?
There are already close-up photos of aperture patterns from the actual CRT's, so when 4k monitors arrive,
it should be possible to just use those images and make it really look authentic.

But then again, those 4k monitors better have really, really high contrast ratio.
That's the other serious problem getting in the way of good simulation of shadow mask on LCD's.

I am aware of the floor setting but I was going for a "color-corrected film" look, so I wanted the blacks to be blaaaaaaaaaacks.
I may end up using raised floor in a different HLSL mode.....




Fudoh,

You are right, there is too much black crush going on.
But this setting (HLSL Film mode) was never about general accuracy, and it is catering only for some games
that have colors that are so bright that the graphics look wrong.

Currently I'm cooking up a different setup (HLSL Reference mode) that does things in moderation, so please give that a try when it's released.
I am not too familiar with CaveUI, sorry....


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Sun Jun 09, 2013 10:42 pm 



Joined: 09 Jun 2013
Posts: 3
NUeda:
Thanks for your previous post (in page5), it was indeed a very interesting read. I’m looking forward to your reference HLSL settings.

In my opinion it is much better to use a reference HLSL setting for all games in MAME and adjust the gamma for the drivers that needs it. Neo-Geo games might need an increased gamma value (>1.3+) in neodrvr.ini to compensate the lost black levels, Other drivers like system1.ini might need a lower gamma value than default (0.7 or lower to look right). e.g, other games that also need lower gamma values: Kid Niki, Kung-Fu Master, Wonder Boy etc.

--------

cmoses:
Greetings, I’m also using a 19 inch LCD monitor on my bartop with a native resolution of 1280x1024 like yours. The preset below are much more moderate than the previous one. I use defocus x & y values to make the pixels bleed into each other as they did in the original arcade monitor. The HLSL defocus values are much more advanced than just a simple blur-setting that most people assume that it is. According the main developer of HLSL (Just Desserts @ forums.bannister.org), the defocus passes run at render-target resolution and need to take 8 samples for every outgoing pixel, and it does this twice for a smoother blur.This is much slower than usual box-blur or separated gaussian-blur shaders that are present in games, as they typically run at a lower resolution than the final target, not higher. So if you’r GPU can handle it increase the prescale values a bit in order to compensate for the blurriness caused by the defocus values.

Always use your monitors native resolution and calibrate your monitors brightness/contrast/gamma before further adjusting HLSL in MAME in order to not to crush the black levels by mistake in MAME. Cheers

http://www.designerstalk.com/forums/att ... yscale.png


My current reference: (increase or decrease the gamma values depending on your monitor calibration)
Code:
#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable               1
hlslpath                  hlsl
hlsl_ini_read             0
hlsl_ini_write            0
hlslini                   %g
hlsl_prescale_x           3
hlsl_prescale_y           3
hlsl_preset               -1
hlsl_write                0
hlsl_snap_width           1280
hlsl_snap_height          1024
shadow_mask_alpha         0.05
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                 0.01
pincushion                0.01
scanline_alpha            0.3
scanline_size             1.0
scanline_height           1.0
scanline_bright_scale     1.3
scanline_bright_offset    0.6
scanline_jitter           0.1
defocus                   1.0,0.8
converge_x                -0.1,0.0,0.1
converge_y                0.1,0.0,-0.1
radial_converge_x         2.0,0.0,-2.0
radial_converge_y         -1.0,0.0,1.0
red_ratio                 1.05,0.04,-0.1
grn_ratio                 0.0,1.05,0.0
blu_ratio                 -0.04,-0.04,1.06
saturation                1.05
offset                    -0.05,-0.06,-0.07
scale                     1.01,1.02,1.03
power                     1.4,1.3,1.2
floor                     0.02,0.03,0.04
phosphor_life             0.15,0.15,0.15
raster_bloom_scale    0.14


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Tue Jun 11, 2013 6:03 am 


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Super Contra test mode is entered by enabling the test mode DIP (pressing F2), resetting the game (pressing F3), then waiting for the crosshatch to appear and using P1 start to cycle through the test screens.

milligoodz: Could you post a screenshot of what your settings look like for you? They give an extremely blurry result here, and lose an awful lot of definition in both the black and full-brightnes areas.
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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Tue Jun 11, 2013 11:12 am 


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Quote:
milligoodz: Could you post a screenshot of what your settings look like for you? They give an extremely blurry result here, and lose an awful lot of definition in both the black and full-brightnes areas


Same here, on a Samsung 1080p lcd


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Tue Jun 11, 2013 5:12 pm 


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149 is now out. The defaults are... somewhat odd. But all the sliders are now hooked up properly so it should be straightforward to tweak stuff up.
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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Tue Jun 11, 2013 6:31 pm 


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Updated the settings on my wiki page to cover the newest release: http://wiki.arcadeotaku.com/w/User:Cool ... L_Settings

I've a inkling I know why older games have a different output to the newer ones, though I'm not certain at all - I think it's just a difference in color space being used during development, YUV vs RGB http://en.wikipedia.org/wiki/List_of_co ... their_uses
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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Tue Jun 11, 2013 7:22 pm 



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Cools - That doesn't make much sense though considering the output of arcade hardware has always been (for MAME stuff anyhow) based on RGB video.
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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Tue Jun 11, 2013 7:27 pm 


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The final hardware, yes - but who's to know what the development was actually done with?

I've also found a few bits and pieces about the DC offset of AC coupled monitors... But this is really sparse information and doesn't explain why 80s consoles also seem to be in the same colour space as the arcade boards.
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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Tue Jun 11, 2013 7:28 pm 


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cools. I'm pretty sure it's related to the screwed 7.5 IRE offset associated with NTSC signals in Japan. Some info here: http://www.glennchan.info/articles/tech ... setup.html


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Tue Jun 11, 2013 7:38 pm 


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That looks a likely candidate as well, the timing is quite nice:
Quote:
In Japan, the standard black level was changed from 7.5 IRE to 0 IRE in 1985. So, Japanese NTSC (informally called NTSC-J) has black level at 0 IRE and white level at 100 IRE.


The question next is, how can we replicate that correctly with the HLSL settings for games that require it?
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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Fri Jun 14, 2013 2:41 am 


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Does anyone else have this issue when enabling HLSL after upgrading to 149? See the screen shot. I can't figure this one out. The pictures seems faded and it has those grids. Sorry for the crappy crappy I took it with my phone because when doing alt and F12 to take an HLSL screenshot it shows up normal lol.

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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Fri Jun 14, 2013 4:17 am 


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I have 149 working fine, no grids here. Have you checked other games? Did you change any HLSL settings from the default ones? Did you create a new MAME.ini file or import one from an older version?


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Fri Jun 14, 2013 4:35 am 


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I did import my mame ini so maybe it's something there? I just tried a handful of games and they all have the same issue. The HLSL settings are not default btw. Would my ini help?


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Fri Jun 14, 2013 4:46 am 


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HLSL ['91 Japan] mode v1.01
Formerly "Reference mode", "90's mode". Updated 2013-06-17 (MMDD)


v1.01 details:
-------------------------------------
1. Name was changed to make sense

2. Code was changed to clean up the color (it was muddy and cold-looking)

3. Code was changed to brighten everything by one step (it was dark in general, even besides the black crush)


Screenshots are from older version. (1.0)



King of Fighters 98 1998

Image

Image
Click to view 1600x1200




Garou - Mark of the Wolves 1999

Image

Image
Click to view 1600x1200




Art of Fighting 2 1994

Image

Image
Click to view 1600x1200




Metal Slug 1996

Image

Image
Click to view 1600x1200




----------------------------------------------------------------
Appropriate games
----------------------------------------------------------------
Capcom: CPS-3, CPS-2 (exclude Slam Masters 2 and SSF2/X/HSF2)
Punisher, Cadillacs and Dino, Warrior of Fate might belong here.....


Konami: Turtles in Time (and newer)

SNK: none

----------------------------------------------------------------
Problematic games
----------------------------------------------------------------
Neo-Geo games

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


This HLSL mode is for Japanese games released around 1991 (and after) that don't have the overly bright color palettes used during the 80's.
This mode is relatively safe to use on any game
but will push down the darkest colors to black.

For the most part, it's using the same principles as the earlier [80's] mode, posted on page 5.









- Link deleted for being outdated -











---------------------------------------------------------------------------------------
What are some upcoming changes? (same with 80's mode)

1. Aperture (Shadow Mask)

Right now, the aperture pattern is only barely visible.
It can't be helped, when the aperture is emphasized, the entire screen starts showing a messy pattern
and it's just way too dark to pretend I'm looking at CRT dot pitch or shadow mask.

It's just something very difficult to do correctly on 1080p LCD monitors.
I'm holding off on this until 4k monitors become the norm.
.....and VERY high contrast ratio will be needed too in order to make this look right.



2. Bloom

I haven't yet figured out a good number for bloom; 0.1 is just a temporary solution.

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




Mortal Kombat II 1993

Image

Image
Click to view 1600x1200




Robocop 1988

Image

Image
Click to view 1600x1200




Street Fighter III 3rd Strike 1999

Image

Image
Click to view 1600x1200




Progear 2001

Image

Image
Click to view 1600x1200



The above is HLSL ['91 Japan] mode.
=========================================================================================





















=========================================================================================
HLSL [Game Boy] mode v0.5
Updated 2013-06-14 (MMDD)



Alex Kidd 1986

Image






Captain America and The Avengers 1991

Image






Hang-On 1985

Image






Samurai Shodown 1993

Image






Street Fighter 1987

Image






Tetris (Sega) 1989

Image






Teenage Mutant Ninja Turtles 1989

Image






Virtua Fighter 1993

Image





----------------------------------------------------------------
Appropriate games
----------------------------------------------------------------
Games with bright colors and simple background graphics.

I don't have a list yet.

----------------------------------------------------------------
Problematic games
----------------------------------------------------------------
At this point, most games.

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


Please note that this is a novelty mode, just for trying once or twice but not for extensive use.



- Deleted for being outdated -



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

1. Color differentiation from the source

Right now, games that rely on color hue for game mechanism are unplayable. (e.g. Puyo Puyo, Puzzle Bobble, S.Puzzle Fighter 2.T)
I'm going to do the following for next update:

Source -> output
----------------------------
Reds ----> mid-level green
Greens -> bright green
Blues ---> dark green



2. Dot pitch

The actual LCD used inside Game Boy had noticeable dot pitch. I already tried simulating it with artwork overlay,
but it just wouldn't look right with ugly lines that show alternating thickness.
The proper way to do this would be using "reverse" scanlines (lines that are brighter, hence, don't qualify as scanlines anymore.)
and laying them out in both horizontal and vertical orientations, forming a grid pattern.

But I don't think "reverse" scanlines are going to happen in MAME.



3. Reverse phosphor life

Instead of bright pixels lingering, Game Boy had dark pixels lingering due to slow response time of its LCD.

I don't think this is going to happen in MAME either.......

==============================================================================









- Link deleted for being outdated -


Last edited by NUeda on Fri Jan 03, 2014 11:36 am, edited 29 times in total.

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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Fri Jun 14, 2013 5:16 am 


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Joined: 09 Feb 2011
Posts: 4
Those new settings look sweet!!! But even trying those I still get those lame grids on the screen. It's driving me crazy lol. Here's my ini

http://pastebin.com/jVcVFVZL


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Fri Jun 14, 2013 5:31 am 


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Joined: 29 May 2013
Posts: 76
Hunk_4TH,

Locate
Code:
artpath                   D:/Emulators/Mame/artwork

and try changing it to
Code:
artpath                   D:\Emulators\Mame\artwork


If that fails, can you try using the default ini file that is generated by mame?
You can do this by removing/renaming the mame.ini you are using
and then restarting mame and trying to play any game.

I tried your mame.ini file but couldn't recreate the square grid....


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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Fri Jun 14, 2013 6:28 am 


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Joined: 29 May 2013
Posts: 76
milligoodz,

I stopped using gamma in picture adjustments after doing a little test:

Code:
gamma    2.0

power    1.0,1.0,1.0
Image


Code:
gamma    1.0

power    0.5,0.5,0.5
Image


Please look at the black oval around Alex (blonde guy with red bandana).
Notice how the black pixels have shrunk while the adjacent bright pixels expanded.
I personally felt this looked better than having uniform size for white and black pixels.




Yes I agree Neo-Geo games are quite dark and need to restore brightness compared to other systems.

I didn't know System 1 and the specific games you mentioned could benefit from using lowered gamma (darkened screen),
thanks for the tip!


Last edited by NUeda on Fri Jan 03, 2014 11:44 am, edited 1 time in total.

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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Fri Jun 14, 2013 11:18 am 



Joined: 19 Mar 2010
Posts: 1647
Location: UK
Those Gameboy shots look STUNNING!!!!!! It really does look real (from what I remember).

What emulation is that using?
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 Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETS
PostPosted: Fri Jun 14, 2013 11:38 am 


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Joined: 06 Mar 2006
Posts: 12045
Location: Germany
that's non-GB roms running to look like GB screens. You can clearly see the higher resolution of those games compared to genuine Gameboy titles. But granted, it looks amazing!


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