MAME Scanline/Phosphor effect.

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TurboRotary13b
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Joined: Wed Dec 26, 2012 1:03 am

MAME Scanline/Phosphor effect.

Post by TurboRotary13b »

I just thought I would share this with you guys.. I made some "filters" for MAME because I wasn't happy with the ones that were included. These are for a scanline and phosphor effect. These are numbered 1,2,and 3 and get progressively darker.. I also included a few others that I made just for fun. Try them out.. If you like them let me know.

Here are a few pics.. They don't look quite right because of the compression or re-sizing or something but you can kind of get the idea.

https://www.dropbox.com/s/r5dp4liqeza8p ... canline.7z

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Fudoh
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Re: MAME Scanline/Phosphor effect.

Post by Fudoh »

You might want to post them here instead: http://shmups.system11.org/viewtopic.php?f=6&t=45026 Thread might be titles HLSL, but alternative methods are welcomes as well.

Unfortunately you're scanlines are misaligned. Check the "Press Start" lettering on the Demon Front screenshot. You can clearly see how the scanlines are splitting up pixels.... That's why you usually don't use the standard scanline function while using Direct3D output from MAME.
TurboRotary13b
Posts: 2
Joined: Wed Dec 26, 2012 1:03 am

Re: MAME Scanline/Phosphor effect.

Post by TurboRotary13b »

Fudoh wrote:You might want to post them here instead: http://shmups.system11.org/viewtopic.php?f=6&t=45026 Thread might be titles HLSL, but alternative methods are welcomes as well.

Unfortunately you're scanlines are misaligned. Check the "Press Start" lettering on the Demon Front screenshot. You can clearly see how the scanlines are splitting up pixels.... That's why you usually don't use the standard scanline function while using Direct3D output from MAME.
I did notice that but I wasn't sure how to correct it.
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Fudoh
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Re: MAME Scanline/Phosphor effect.

Post by Fudoh »

It just got broken several years ago. If you want to use MAME's internal scanline filters, DirectDraw is the better choice. But then again you're limited to much lower resolutions in your overlays. That's why eventually HLSL was implemented.
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