MAME HLSL CRT SCANLINE EMULATION PRESETS

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Dogway
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Dogway »

I see. Haven't seen MAME 2013 core yet. Anyway I will synchronize both romsets when they make a core higher than my current 0.153.
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lettuce
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by lettuce »

Dogway wrote:I see. Haven't seen MAME 2013 core yet. Anyway I will synchronize both romsets when they make a core higher than my current 0.153.
try the build found on this page, is the latest version and should contain all cores.....

https://www.dropbox.com/sh/91sakv0qdyxjx9f/cGOfV7ZOKd
Dogway
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Dogway »

Thank you, I was using the build from 4 days earlier. Didn't know so much would have changed. I could probably use RetroArch from now on for mame if I can't fix the uneven scanline issue. I don't think many things would brake in using 0.153 romset with 0.150 build.

edit: I see, the core is called mame-SVN_libretro, and internally "MAME-SVN 2014 (r30884)". r30884 is actually "0.154 WIP (r30884)" so no problem with roms. The mame_libretro core is indeed 0.153.


edit: in any case, many question are left open. Lightgun configuration in RetroArch? Per game configuration (for controls, shaders, etc). Etc. RetroArch still has some way to go, hopefully not much.
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SGGG2
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by SGGG2 »

cools wrote:The Retroarch stuff should be off in its own thread, this is the MAME one...
Agreed, we need a Retroarch thread. Lettuce, you're plenty active at the Retroarch thread at Neogaf and over at libretro... :wink:

Provided the upcoming release of Retroarch 1.0.0.3 fixes the issues with control and resolution settings on Wii, I plan on starting a Wii 240p/Retroarch thread. Given that most people here are into upscalers and CRT's, native 240p support makes it thread worthy.
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Fudoh
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Fudoh »

I plan on starting a Wii 240p/Retroarch thread
please do. And if you don't mind feel free to back up a little and provide some useful links at the neccessary homebrew tools. It's been ages that I used my Wii, but I very much like to a fresh and clean install.
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SGGG2
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by SGGG2 »

Resolution settings don't save in any version of Wii Retroarch to date, making it virtually unplayable for XRGB Mini users since it blanks out for five seconds with every change. I have to cycle through 25 (!) resolutions till I get to 640x224 for Neo Geo.

Gamecube controller settings can't be changed unless your wiimote's off, and those don't save either. Once these things are fixed it'll be a go.
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lettuce
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by lettuce »

Recently got one of those Gigabyte Brix systems (i3) for the soul use of xbmc and retroarch, plays everything flawlessly even PSX and N64 games, using openelec boots within seconds

Also new shader on the horizon.....

Image

WANT!!!
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u-man
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by u-man »

Hi Folks,

I followed this very interesting thread for months now and it was my first adress regarding HLSL Shaders in general. I think i understand all the sliders now well enough :wink: .

By testing all the different approaching ways to the use of the shaders, Nueda ones , Retroarch etc., i have come to the conclusion, that one aspect in this thread is not getting enough attention: the useability and resource consumption.

If you only got a grafics on-board solution (HD Intel 2000 or less), all these shaders become nearly useless as they tend to use way too much power and the games run with max 66%. This is true, especially for Nueda and Retroarch (CRT-Halation) settings.
But there is one shader, that shines over all of them and it is the one of "mremulator" recommended here:

http://shmups.system11.org/viewtopic.ph ... &start=510
http://www.aep-emu.de/PNphpBB2-file-vie ... 18991.html

This Shader is really amazing, as it is giving nearly the same results like Nuedas one, but is way less resource hungry, leaving most of all the games at 100%. But there are much more benefits: It fits nearly on every thrown game, due to the automagically applied shadowmasks and there are 3 different ones to choose from (all with their own settings). You have one additionally effect: the vignette (darkens the corners) and the reflexion that comes with it. So basically it beats the "normal" MAME-HLSL shader in every aspect. I highly recommend this shader, for every bartop/weecade-user or users with low-resource-power setups in general.

Nuedas shaders are nice, but looking into the shader-settings, i see a lot wasted grafic-power in ridiculous high settings for some parameters, like the hlsl-prescale parameters, rendering the presets useless, until you change all the .ini files by hand.
Looking in his Asteroids ini for example, shows the usage of scanlines, which is wrong, because vector games dont have scanlines, due to different tubes and ways of displays. I will come to Vector games later.

The cons of the Retroarch-shaders:

- You cannot use your own compiled versions of MAME, which is a big bummer here (no-nag gone i.e.)
- useage in FrontEnds are loosing nice MAME and Database features.
- The CRT-Halation-Shader is nice, but consumes to much grafic-power.
- The CRT-Halation-Shader doesnt have a realistic looking shadowmasks. A real CRT doesnt consists of Gameboy-Dots.
- Modifying the shader is not easy, requires a lot of knowledge and with this I dont mean mixing 4 shaders all together. I mean changing parameters of the shader, like the HLSL equivalent. Experimenting is quite awful. A promising Slider-Update is coming, maybe that will change a lot.

The pros of the Retroarch-shaders:

- Much nicer Bloom-Effect than the HLSL equivalent.
- Softed / Blurred Edges of the screen curvature mask.

I came to the conclusion, to do a small tutorial for the "Jezze"-Shader. :D

You can download my modified Jezze-Shader with working .ini files (only crt-shadow-mask this time sorry) here: http://www47.zippyshare.com/v/95165141/file.html

I will make .ini presets for the other two remaining crt masks (aperture and slot) next time or if you like the crt-shadow-mask settings, start to make your own for the remaining masks. You can use my existing .ini files and just exchange the parameters that are listed in the MASK_SETTINGS.txt for the corresponding mask used. Those settings are IMPORTANT to achieve a properly aligned shadow-mask in the resulting screen-display. For now, my settings are only working for the crt-shadow-mask.

You need to replace post.fx hlsl shader in my corresponding folder with your current post.fx hlsl shader. there two variations: one with reflexions and one without. use the one you prefer most. i didnt include a mame.ini, as everyone has his own preferable settings ;) . Offcourse make a backup of your own post.fx shader, so you can revert the changes.

However i recommend to turn bilinear filtering off in your own mame.ini:

#
# DIRECT3D-SPECIFIC OPTIONS
#
filter 0


as you would only spend more resources on graficpower, because we are doing the same effect with more options with the DEFOCUS parameters in HLSL. You would use the effect twice, so to say. If you want your screen more blurry, just tune up the DEFOCUS x/y parameter. one more advantage is, you have the result on-the-fly comparing to turning bilinear filter on.

you can read more here regarding bilinear filtering: http://gamingnos.blogspot.de/p/to-use-h ... -hlsl.html

Make a backup of your .ini folder and replace it with mine (so you can always revert the changes). You are ready to go. Enjoy this great, low-resource hlsl-shader.

In my .ini folder, i included a view vector presets. its bad that the vector shader doesnt include fx for the points of a vector, as the points are always brighter than the lines, on a real crt. You can still achieve good results with the vertex shader, if you dont start with ridiculous high parameters for the "vector_length_ratio" (default is 500.0). A good start is 20.0 .
If anyone wants to experiment with vector, i recommend to start with:

#
# CORE SCREEN OPTIONS
#
brightness 0.8
contrast 0.2
gamma 0.1

turn off the flicker filter and start to find a good vector_length_ratio. If satisfied, turn on flicker (1-100 will do). Then you start to raise your brightness until the flicker is subtle to see. The Vector shader has it strengths, on vectors that are moving along the z-axis, therefore any racing game or Starwars like game, will benefit a lot of it. Basically the shader should make small objects brighter and with more glow/bloom than larger objects. On plain games, you will not have many options, to visually impact something. Thats why we would need shader-options for points in the vertex-shader. You can still try my asteroids.ini , i like it a lot :) . Also try the speedfreak.ini, it benefits really nice from the vector-shader. Because all of this, you will mostly need to startover again for nearly every single vector-game, as the sizes of vectors differs from game to game.

Open for any suggestions and useful tips, please comment.

u-man
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BuckoA51
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by BuckoA51 »

Did anyone ever re-upload the ini file creator? I can't find a non-dead link.
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u-man
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by u-man »

I uploaded the ini file creator here: http://www45.zippyshare.com/v/88349517/file.html

compare it with Jezze-Shader and see for yourself :wink:
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cools
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by cools »

In case anyone's interested I've been messing with these again. I use a modified version of jezze's post.fx, his shadow mask png and the settings for these, and my own parameters with a few tweaks to how they've been.

I've also combined them in a zip file that you simply extract into your MAME/UME folder to enable them - using horizont.ini for raster horizontal games, and vertical.ini for raster vertical games.

http://wiki.arcadeotaku.com/w/File:Mame ... _cools.zip
Image
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BuckoA51
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by BuckoA51 »

Great! I'm in the process of trying to document all this at the moment on my site, so expect lots of frustrating stupid questions from me :mrgreen:
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u-man
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by u-man »

Hi cools,

can you tell us, what is modified in your post.fx file? I think i will find some time later tonight to test your settings ;) .

As I said, I only can recommend the Jezze Shader for everyone who has NO dedicated grafics-card in their setups and need to fire up games with on-board grafics. This way you can still use the benefits of HLSL shadings in most of the cases, even if you have a low-power rig.

I would still be happy, in getting feedback regarding my vector .ini settings. Or if anyone can point to good vector-sources, as this is a section who needs more attention IMHO. This thread basically covers Raster-games only. If you take Nuenda preset for asteroids i.e., I have seen many differences to the real game. There is really no depth in his setting. All objects in the game are plain white vectors, which is different from the original. Compare my settings for asteroids and you will see i.e. that the hiscore and copyright is much brighter than the rest of the game, just like the original. Or take the rocks and ufos for example. Smaller rocks and ufos are more brighter than the rest, also like the original.

I would like to hear your oppinions on the Tempest settings, as I never saw a real Tempest, but I think it is nice approach.
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cools
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by cools »

Just disabled the reflection, light spot and vignetting.

Without a vector monitor to compare to I won't attempt anything on that.
Image
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nesrulz
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by nesrulz »

cools wrote:In case anyone's interested I've been messing with these again. I use a modified version of jezze's post.fx, his shadow mask png and the settings for these, and my own parameters with a few tweaks to how they've been.

I've also combined them in a zip file that you simply extract into your MAME/UME folder to enable them - using horizont.ini for raster horizontal games, and vertical.ini for raster vertical games.

http://wiki.arcadeotaku.com/w/File:Mame ... _cools.zip
Great settings. Thx. 8)
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BuckoA51
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by BuckoA51 »

I got the first part of my tutorial done, so I'll be looking at U-Man and Cools stuff next. Might be a dumb question but, I have a Vectrex, how does that compare to a vector monitor in Asteroids or something like that?
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MonkeyJug
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by MonkeyJug »

cools wrote:In case anyone's interested I've been messing with these again. I use a modified version of jezze's post.fx, his shadow mask png and the settings for these, and my own parameters with a few tweaks to how they've been.

I've also combined them in a zip file that you simply extract into your MAME/UME folder to enable them - using horizont.ini for raster horizontal games, and vertical.ini for raster vertical games.

http://wiki.arcadeotaku.com/w/File:Mame ... _cools.zip
thanks Cools. out of interest, what resolution/type of display are you running these settings on?
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cools
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by cools »

A couple of different laptop displays - 1920x1080 and 1600x900
Image
isamu
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by isamu »

Hi guys, glad to be here :)

Quick question...does anyone know if it's possible to incorporate the .fx shaders from HLSL into SweetFX? I use sweetFX quite a lot but I'm not happy with its "Arcade CRT" effects shader. Much prefer using the shaders from HLSL
Cisek
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Cisek »

Hi

I just bought 42" Sony W705, mostly for retroarch. I am using "crt royale" shader and I am just stunned after short calibration how close it is to crt in 15 khz scart rgb mode. It is really the most accurate crt shader, i can really recommend it to anyone who want to turn their plasma/lcd screens to 15 khz crt rgb monitor/tv. I recommend however to lower the crt contrast in shader setings to 2,10 and lcd contrast to 2,0. We should donate the author, he deserves it for such fantastic work.
.
I have an issue however - it looks like there is area where the image is distorted (other shaders are fine, it occurs only with crt royale shader). You can see it in this photo (I marked this area with red triangle, look for example at "insert coin") it looks like image is constantly distorted (shrinked?) in that place of screen. I am using athlon X II 240 processor and radeon hd 4800 video card with official catalyst 13.9drivers

[img][IMG]http://imagizer.imageshack.us/v2/150x100q90/537/8RofFj.png[/img][/img]

Shader works really good, only except that selected area.

Please help me, because I am almost satisfied after so many years in trying to replicate crt rgb.
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cools
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by cools »

Post subject: Re: MAME HLSL CRT SCANLINE EMULATION PRESETSUnread postPosted: Tue Aug 12, 2014 5:53 pm
Image
Cisek
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Cisek »

I am sorry, I would ask on neogaf, but I can't register there with my free email.
jedman
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by jedman »

The HLSL settings I have look great for the most part, but on pure white backgrounds the scanlines looks uneven, they look fine on most colors but on white they don't look right at all.

Does anyone know what would be causing this?

Thanks
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u-man
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by u-man »

BuckoA51 wrote:I got the first part of my tutorial done, so I'll be looking at U-Man and Cools stuff next. Might be a dumb question but, I have a Vectrex, how does that compare to a vector monitor in Asteroids or something like that?
A Vectrex IS actually a vector monitor. Have you ever seen scanlines on a Vectrex? No, because it is a vector monitor. So it is very good for comparing... thanks god, that I have one :P .

I can recommend to take a look here: http://www.e-basteln.de/asteroids/asteroids_intro.html

and if you look here, you can clearly see, what I have been talking about the vector presets for Asteroids and their depth that is needed to create a authentic look: http://www.e-basteln.de/asteroids/aster ... nitor.html

See the different shades in white to create a depth? Small objects are whiter than bigger ones etc.
All the presets I have seen for vector games, dont pay enough attention to this important fact. they tend to have plain, pure white only vectors.
The most important slider for vector shading and achieving the desired effect of depth, is the "vector attenuation length limit". Sadly the default is 500.00000, which is way to high. A good start is 20.00000.


And to all the other posters here, I agree with cools... please keep the thread HLSL and MAME related. I allready explained, why Retroarch is not a option for a "real" MAME enthusiast. It may have nice shaders, but it lags huge on MAME functions and you cant compile your own MAME and use it with Retroarch, due to the nature of using own MAME cores. Make a own thread... this is HLSL and MAME and hopefully nothing else.
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dosu
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by dosu »

Does anyone have a nice hlsl setting for an LCD to make it have that brighter glow effect and slightly brighter less dull colors like I see on a lot of cabs? The ones I've tried all look pretty dark and dullish and I'm not sure what setting to make it glow etc
Like so: http://arcadeheroes.com/wp-content/uplo ... 5/ddp1.jpg


Currently using this-

#
# DIRECT3D POST-PROCESSING OPTIONS
#
brightness 1.01
hlsl_enable 1
hlsl_prescale_x 0
hlsl_prescale_y 0
hlsl_preset -1
hlsl_snap_width 2048
hlsl_snap_height 1536
shadow_mask_alpha 0.100000
shadow_mask_texture aperture.png
shadow_mask_x_count 480
shadow_mask_y_count 288
shadow_mask_usize 0.093750
shadow_mask_vsize 0.109375
curvature 0.000000
pincushion 0.020000
scanline_alpha 1.000000
scanline_size 1.000000
scanline_height 1.000000
scanline_bright_scale 1.000000
scanline_bright_offset 0.000000
scanline_jitter 0.050000
defocus 0.500000,0.500000
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 1.000000
offset 0.000000,0.000000,0.000000
scale 1.000000,1.000000,1.000000
power 1.000000,1.000000,1.000000
floor 0.000000,0.000000,0.000000
phosphor_life 0.050000,0.050000,0.050000
yiq_enable 0
yiq_cc 3.597545
yiq_a 0.500000
yiq_b 0.500000
yiq_o 0.000000
yiq_p 1.000000
yiq_n 1.000000
yiq_y 6.000000
yiq_i 1.200000
yiq_q 0.600000
yiq_scan_time 52.599998
yiq_phase_count 2
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u-man
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by u-man »

I would say, that for a glow these parameters are important:

raster_bloom_scale and to some degree phosphor_life

for more colors this:

saturation

if your picture is too dark, then this can have multiple causes... try to lower:

scanline_alpha ... in your settings, way to high.
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dosu
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by dosu »

Ok I'll try that, thanks a lot

Code: Select all

#
# DIRECT3D POST-PROCESSING OPTIONS
#

hlsl_enable 1
hlsl_prescale_x 0
hlsl_prescale_y 0
hlsl_preset -1
hlsl_snap_width 1920
hlsl_snap_height 1080
shadow_mask_alpha 0.100000
shadow_mask_texture aperture.png
shadow_mask_x_count 480
shadow_mask_y_count 288
shadow_mask_usize 0.093750
shadow_mask_vsize 0.109375
curvature 0.000000
pincushion 0.020000
scanline_alpha 0.70
scanline_size 1.000000
scanline_height 1.000000
scanline_bright_scale 1.000000
scanline_bright_offset 0.000000
scanline_jitter 0.050000
defocus 0.500000,0.500000
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 1.3
offset 0.000000,0.000000,0.000000
scale 1.000000,1.000000,1.000000
power 1.000000,1.000000,1.000000
floor 0.000000,0.000000,0.000000
phosphor_life 0.050000,0.050000,0.050000
yiq_enable 0
yiq_cc 3.597545
yiq_a 0.500000
yiq_b 0.500000
yiq_o 0.000000
yiq_p 1.000000
yiq_n 1.000000
yiq_y 6.000000
yiq_i 1.200000
yiq_q 0.600000
yiq_scan_time 52.599998
yiq_phase_count 2

#
# BLOOM POST-PROCESSING OPTIONS
#
vector_bloom_scale        0.3
raster_bloom_scale        0.20
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
I'm not sure if the scan lines are correct but the color, brightness and saturation look pretty good to me. If anyone can test it and fix it to make the scan lines look more like a cab that would help a lot.
thanks
Classicgamer
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Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Classicgamer »

Hi everyone

I am new to this forum and I wanted to ask if anyone here could point me in the right direction to find a version of mame with HLSL that will work with most of my games?

It seems like a lot of changes have been made to the latest versions of mame and most of my games don't work with them as a result. I currently have to use 5 different emulators just to get games to load at all. I get that more features are emulated in later versions so they look for more files that we don't all have but most people would trade a working dip switch 4 to allow the game to load. They should at least give you the option to load the game with less features...

Anyway, I found one version of mame that has HLSL but out of 70 games in my folder, only double dragon works and only the Japanese version. All the other games that I play on other emulators, are "missing files".

Some of my emulators have nice (ish) features and options for graphics but nothing in comparison to the shots that you guys are posting (assuming that the shots were not taken on a CRT monitor). I would love to find a version that would at least let me play street fighter 2, TNMT and other games from that time period, with working HLSL settings.

Failing that, does anyone know where I can find updated roms that work with the newer emulators? Most of my games are downloaded from Rom world or rom nation (to back up the warehouse full of actual jamma boards that I purchased legally of course). Maybe you guys know where I can find the roms with the extra files that newer Mame emulators look for?

Currently, most of my games only work on an old mame 32 with very few display options that make a difference. That emulator works for most games pre super street fighter 2. I have some 64 bit mame emulators for killer instinct and games that came after super s f 2, but older games don't work with it. I use a version of Nebula for some games that don't seem to work on any of my mame emulators, like Sengoku 3 and viewpoint. Nebula seems to have decent image settings which smooth a lot of the jaggies, even on non-neo geo games but they still don't look as goods your screen shots. The only exception is Final Fight, which seems to look great and authentic on any emulator, for some reason, once to set it to 50% scanlines.

I have a few emulators for specific games like Daytona and Sega Ralley but, while they work very well, they still don't have HLSL and they really need it.

I currently use an old 4:3 LCD projector which is rear projected onto a 48" 4:3.black screen. I adjust the lens to take it out of focus a little, to blur the jaggies which gives it more of a CRT look. With 50% scanlines, it looks ok for some games and far better than on my 1080p LCD monitor, but still far from authentic. I find that matching resolutions to make them as close to the original aspect ratio, also makes a big difference. As far as I can tell, it is the digital scaling that does the most damage to the image on modern LCD screens. The Sega Game Gear I had as a kid had an LCD screen and games looked ok on it (for the time). A game that was 320 x 240 originally, tends to look better when I set the resolution to 640 x 480, for example, as scaling is easier. On the other hand, for games like NBA Jam, nothing I do makes it look good (or even ok).

I am hoping that you can save me (and my wife) from having to buy an old CRT tv. I found a 40" Sony which was 4:3 and had a DVI input on Craigslist (the CRT graveyard). While it was less than $100, I would have needed to rent a pick up truck to move it.... A version of mame with HLSL that works with a decent number of the popular classics, would save me a lot of trouble!

Or, is it possible to add HLSL to a mame emulator without needing programing skills? I have the HLSL files in the emulator that only works with Japanese Double Dragon.

Any help would be really appreciated!
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Domino
Posts: 1346
Joined: Sat Feb 16, 2008 11:35 pm
Location: Florida

Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Domino »

cools wrote:In case anyone's interested I've been messing with these again. I use a modified version of jezze's post.fx, his shadow mask png and the settings for these, and my own parameters with a few tweaks to how they've been.

I've also combined them in a zip file that you simply extract into your MAME/UME folder to enable them - using horizont.ini for raster horizontal games, and vertical.ini for raster vertical games.

http://wiki.arcadeotaku.com/w/File:Mame ... _cools.zip
This works well for me, just I put curvature down to 0.0. :)
Classicgamer
Posts: 873
Joined: Thu Sep 11, 2014 3:37 pm

Re: MAME HLSL CRT SCANLINE EMULATION PRESETS

Post by Classicgamer »

Thank you. I will give it a try.
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