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B2K24
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MAME 0.142u4 is out
#255344 - 05/24/11 04:04 AM


http://mamedev.org/

0.142u4
-------


MAMETesters Bugs Fixed
----------------------
- 04354: [Crash/Freeze] bigappg, casino5, dodge, slither, slithera,
ssingles: Heap corruption detected by VS2010 RTC (R. Belmont)
- 04350: [Graphics] buggyboy, buggyboyjr: Missing/corrupt graphics
(Alex Jackson)
- 04346: [Graphics] dangar, galivan and clones: Scrolling incorrectly
changes scene (Angelo Salese)

Source Changes
--------------
Removed deprecat.h usage for the following drivers: [Angelo Salese]
- galpanic.c, gradius3.c, halleys.c, hexion.c

Inputs from the scratch for Champion Poker (v100) [Roberto Fresca]

Cleaned-up protection simulation in Yam Yam!? [Angelo Salese]

Implemented an almost complete Konami k053252 device emulation, adds
accurate refresh rate timings and irq acks to many mid-90-era Konami
games [Angelo Salese, O.Galibert]

Various changes for PSX HW [smf]
- Modernised internal memory map;
- MDEC is now an internal device of the PlayStation CPU;
- Root counter & Serial I/O converted to internal CPU devices;
- Moved PlayStation IRQ code to sub device of the CPU;

Switch input ports to use function-based constructors instead of
tokens. Remove the old tokenizing helpers. Add basic classes for
ports, fields, settings, and dip locations as a first step. These will
be fully cleaned up later. Added machine() method to field to hide all
the necessary indirection. Changed custom/changed handlers into
generic read/write handlers, and added wrappers to convert them to
device read/write lines. [Aaron Giles]

Changed input read/write and crosshair callbacks into delegates.
Changed signature for callbacks to take an input_field_config
reference instead of pointer. [Aaron Giles]

Removed legacy trampolines from eeprom_device, taking advantage of new
input port support for delegates. [Aaron Giles]

mc6845.c: Converted to C++. [Wilbert Pol]

Fixed the disassembly of the "mov ax, mem" instructions (opcodes A0-
A3) in the i386 and NEC disassemblers. The argument (the memory
address) was being displayed as a signed number, which doesn't make
any sense. [Alex Jackson]

Fixed a tiny bug with the debugger hex dump command: the printable
characters in ASCII range from 32 to 12*6*, not 127. [Alex Jackson]

Fixed input regression with Racin' Force, allowing it to boot again
[Angelo Salese]

Gave labels to many inputs in Midway's T, Wolf and Y Unit games as
well as CPS1 and CPS3. [Joe Caporale]

Implemented experimental HLSL post-processing support on Direct3D 9
targets. [Ryan Holtz, Bat Country Entertainment]
* 5-pass post-processing: Upscale, Post-Process, Store Last Frame,
Defocus 1, Defocus 2
* Many tunable effects including: Scanlines, defocus, linear
deconvergence, radial deconvergence, pincushion, RGB colorspace
convolution, YIQ colorspace convolution, saturation, simulated dot
crawl, simulated chroma subsampling, aperture masking, and more.
* Requires a GPU that supports Shader Model 3.0 to be enabled and a
powerful GPU, the entire pipeline consists of approximately 30
texel fetches and approximately 230 arthimetic ops.
* Will supersample the framebuffer up to 9x in both X and Y, but this
requires an enormously powerful GPU that has not been invented;
users with Radeon 5000-class cards should limit themselves to 3x,
Radeon 4000 to 1.5x.
* The default configuration will NOT appear to do anything; it
requires tuning to the user's liking.
* Should nicely fall back in all cases except missing shaders, and it
might fall back correctly in that case as well. Report any
anomalies.
- For obvious reasons, the Direct3D8 renderer cannont support this.

Enable Visual Studio basic run-time checks in non-optimized builds
[Oliver Stoneberg]

Flush stderr, so the data is actually written when output is being
redirected [Oliver Stoneberg]

i286 - Added 286 LOADALL and triple fault resets. [Carl]

i286 - Added support for 16-bit protected mode far calls and segment
privilege checks. [Carl]

i86 - Fixed shift instructions, helps detecting proper CPU [Miodrag
Milanovic]

i86 - Fixed handling of invalid instructions in 0x60-0x6f section
[Miodrag Milanovic]

Major clean-up and state machine conversion for the Sega ST-V / Saturn
driver [Angelo Salese]

HLSL Updates [Ryan Holtz, Bat Country Entertainment]
* Split color convolution and deconvergence into separate shaders for
potential GPU savings down the line
* Added light and heavy variants of the color convolution shader, the
former with YIQ colorspace removed
* Re-worked defocus to occur prior to shadow mask application, as it
would be on a real monitor.
* Split "pincushion" into "Pincushion" and "Screen Curvature", the
former affecting the only the displayed image and the latter only
affecting the shadow mask.
* Made major fixes to CVBS simulation, significantly increasing color
saturation
* Added magnet deconvergence via a shader uniform
* Improved phosphorescence
* Improved YIQ codec
* Added adjustable color carrier in YIQ processing mode.
* Fixed resolution-change crash and likely D3D performance regression
with -nohlsl on low-spec cards
* Created a new OSD function, osd_get_slider_list, which allows
OS-specific slider controls.

HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg]
* The defocus pass is now switched off when defocus_x and defocus_y
are zero, allowing finer-grained performance tuning.
* Removed YIQ convolution from the main color-convolution shader and
replaced it with a full composite encode/decode pass. This is slower,
but looks amazing(ly like a terrible TV) and can be turned off.
* More authentic NTSC dot crawl and bandwidth limiting.

i86 - Implemented POP CS and MOV CS,reg instructions that are 8086
specific [Miodrag Milanovic]

Implemented multi-cart support to ST-V driver [Angelo Salese, Tafoid]

Managed to get the multiplexer/state machine emulated, amongst some
watchdog fixes for BFM games. [J. Wallace]

Added missing bipolar PROM dumps to Lucky Lady (Wing) [Team Europe]

pic8259 - updated to be more according to documentation [Carl]

Initial frameworking for upcoming artwork updates [Mr. Do]


New games added or promoted from NOT_WORKING status
---------------------------------------------------
Doraemon no Eawase Montage (prototype)
[dopefishjustin, Smitdogg, Luca Elia, The Dumping Union]

New clones added
----------------
Champion Poker (v100) [Roberto Fresca, Team Europe]
Gunbarl (Japan, GNB4/VER.A) [The Dumping Union]
Amidar (Konami/1982) [Patrik Styrnell]

New games marked as GAME_NOT_WORKING
------------------------------------
Baryon Future Assault [ Corrado Tomaselli, f205v, The Dumping Union]
Brixian [ Corrado Tomaselli, f205v, The Dumping Union]
Orbatak (prototype)
Popeye (20p/8 GBP Token) [J. Wallace]






SmitdoggAdministrator
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Re: MAME 0.142u4 is out new [Re: B2K24]
#255347 - 05/24/11 04:35 AM


I get an error in compiling with src/osd/windows/d3d9intf.c. There's also an obvious error where devs would rather add obsolete calculators to MESS than to add my arcade dumps but one needs not compile source code to find that one.



redk9258
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Re: MAME 0.142u4 is out new [Re: B2K24]
#255348 - 05/24/11 04:37 AM


It appears that new compile tools are needed to compile this version. It looks like they are available at http://mamedev.org/tools/.



SmitdoggAdministrator
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Re: MAME 0.142u4 is out new [Re: redk9258]
#255350 - 05/24/11 04:39 AM


Ah, I better go grab those, thanks.



redk9258
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MAME0142u4b_64-bit... new [Re: B2K24]
#255352 - 05/24/11 04:50 AM Attachment: MAME0142u4b_64-bit.7z 11923 KB (106 downloads)


See attached...



Kale
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Re: MAME 0.142u4 is out new [Re: Smitdogg]
#255353 - 05/24/11 04:57 AM


> There's also an obvious
> error where devs would rather add obsolete calculators to MESS than to add my arcade
> dumps but one needs not compile source code to find that one.

They'll be eventually sorted at some point (I count five games atm?) ... just be patient.



SmitdoggAdministrator
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Re: MAME 0.142u4 is out new [Re: Kale]
#255354 - 05/24/11 05:00 AM


Nah it's way more than that. I'll work on a list tomorrow or possibly Wed.



Kale
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Re: MAME 0.142u4 is out new [Re: Smitdogg]
#255355 - 05/24/11 05:01 AM


> Nah it's way more than that. I'll work on a list tomorrow or possibly Wed.

Ok, looking forward for that.



redk9258
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MAME0142u4b... new [Re: B2K24]
#255356 - 05/24/11 05:02 AM Attachment: MAME0142u4b.7z 11073 KB (109 downloads)


See attached...



SmitdoggAdministrator
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Re: MAME 0.142u4 is out new [Re: Kale]
#255357 - 05/24/11 05:06 AM


Off the top of my head, there's like 5 Konami discs (well, 5 that I've ripped correctly, I will re-rip a bunch more once those are added), like 5 or so SF2 boots, an MK boot, proms from FAX, around 5 System 246/256 games, and that last System 10 game I dumped, and I think one of the System 11 or 12 dumps was skipped. I'll have to check everything again.



B2K24
Evolution is a mystery
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Re: MAME0142u4b_64-bit... new [Re: redk9258]
#255359 - 05/24/11 05:21 AM


It looks like the 0.142u4 diff was re-posted, so make sure before compile you have the fixed one.






redk9258
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Re: MAME0142u4b_64-bit... new [Re: B2K24]
#255360 - 05/24/11 05:29 AM


> It looks like the 0.142u4 diff was re-posted, so make sure before compile you have
> the fixed one.

How can I tell? What is different.

I compiled with this...

Name: 0142u4.diff
Size: 3651550
CRC32: fca00516
MD5: 1362ce455cb12664e0e2c442f46d6e7c
SHA1: 3a5e81301f4bb00a21eaece4ebae71c35236f157

I guess it is not the latest then. Oh well. I'm not re-compiling and re-posting.

Edited by redk9258 (05/24/11 05:35 AM)



SmitdoggAdministrator
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Re: MAME0142u4b_64-bit... new [Re: redk9258]
#255361 - 05/24/11 05:35 AM


It seems that the new one is CRC CD5F134D. The old one starts with FCA.



TafoidAdministrator
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Re: MAME0142u4b_64-bit... new [Re: redk9258]
#255362 - 05/24/11 05:36 AM


> > It looks like the 0.142u4 diff was re-posted, so make sure before compile you have
> > the fixed one.
>
> How can I tell? What is different.

Added the missing HLSL folder (*.fx files) needed for the Shader additions. Simply add to your other folders or assign in .ini where you want it.



redk9258
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Re: MAME0142u4b_64-bit... new [Re: Tafoid]
#255365 - 05/24/11 05:46 AM Attachment: hlsl.7z 5 KB (211 downloads)


Ok then, just decompress the attached to your MAME folder then..



B2K24
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Re: MAME0142u4b_64-bit... new [Re: Smitdogg]
#255366 - 05/24/11 05:51 AM


> It seems that the new one is CRC CD5F134D. The old one starts with FCA.

old one was

CRC32: FCA00516
MD5: 1362CE455CB12664E0E2C442F46D6E7C
SHA-1: 3A5E81301F4BB00A21EAECE4EBAE71C35236F157


new one is

CRC32: CD5F134D
MD5: A8D00CFB349C43679C4541F239EA04E8
SHA-1: 18A01D1D9A4EB9345EC1081B75B49D6E8C12FF98






CTOJAH
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Re: MAME 0.142u4 is out new [Re: Smitdogg]
#255367 - 05/24/11 05:53 AM


Speaking of skipping; What happened with Danbi's Donggul Donggul Haerong ?
That game was also purchased by You, am I missing something ?



SmitdoggAdministrator
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Re: MAME 0.142u4 is out new [Re: CTOJAH]
#255368 - 05/24/11 05:55 AM


Was sent to Guru a long time ago before I had adapters for the roms. I don't know if he has dumped it but I think it might also need decapping.



Cyberzinho Punk
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Re: MAME 0.142u4 is out new [Re: B2K24]
#255369 - 05/24/11 06:11 AM


Thanks for the update!!!!



Sorry, my English is bad!!!
Slackware Linux 14.2 beta 2/Fluxbox 1.3.7
Linux user #438128
MAME for Slackware



DaffyDuck
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Re: MAME0142u4b_64-bit... new [Re: Tafoid]
#255395 - 05/24/11 12:12 PM


> > > It looks like the 0.142u4 diff was re-posted, so make sure before compile you
> have
> > > the fixed one.
> >
> > How can I tell? What is different.
>
> Added the missing HLSL folder (*.fx files) needed for the Shader additions. Simply
> add to your other folders or assign in .ini where you want it.

Are there going to be scale2x and hq2x filters. Can I use the direct3d (hlsl) filters from gulikoza's or ykhwong's Dosbox builds? Or they are probaly incompatible?

Edited by DaffyDuck (05/24/11 12:27 PM)



Daffy Duck



CiroConsentino
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Re: MAME 0.142u4 is out new [Re: B2K24]
#255398 - 05/24/11 02:36 PM


oh boy, oh boy, oh boy, oh boy...
thank you for the new build.

new HLSL feature... so many settings



Emu Loader
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MAMu_
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Re: MAME0142u4b... new [Re: redk9258]
#255401 - 05/24/11 02:56 PM


> See attached...

Thx for binary



MAMu_
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Should users better delete their ini files...? new [Re: B2K24]
#255403 - 05/24/11 03:13 PM


Hi, should we better delete the mame.ini, mameui.ini files with the addition of the new options and let MAME recreate these auto...?



R. Belmont
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Re: Should users better delete their ini files...? new [Re: MAMu_]
#255410 - 05/24/11 03:58 PM


> Hi, should we better delete the mame.ini, mameui.ini files with the addition of the
> new options and let MAME recreate these auto...?

The new options are all in addition to the previous ones, so you should just be able to run -cc with your existing inis to create a new one.



MAMu_
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Thx (nt) new [Re: R. Belmont]
#255424 - 05/24/11 05:11 PM


> > Hi, should we better delete the mame.ini, mameui.ini files with the addition of the
> > new options and let MAME recreate these auto...?
>
> The new options are all in addition to the previous ones, so you should just be able
> to run -cc with your existing inis to create a new one.



B2K24
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Re: Thx (nt) new [Re: MAMu_]
#255435 - 05/24/11 06:36 PM


I think RB is saying if you run -createconfig the new options will merge into your old .ini

I however just deleted and started with a fresh one.






CrapBoardSoftware
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Re: MAME 0.142u4 is out new [Re: B2K24]
#255438 - 05/24/11 07:10 PM


> Implemented experimental HLSL post-processing support on Direct3D 9
> targets. [Ryan Holtz, Bat Country Entertainment]

Best thing since sliced bread; was about time. Finally being able to play Twin Eagle like i remember it. No, niche stuff like actual CRT monitors don't count in today's mostly-not-arcade-cabinet context.

Btw: tweaked'n' tested a bit today, looking abso-fucking-lutely-tastic. Way better (of course, with all the approximation work done) than Nebula or WinKawaks, can't remember.



firebricks
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Re: MAME 0.142u4 is out new [Re: CrapBoardSoftware]
#255441 - 05/24/11 07:15 PM


Anyone have a list of suggested settings for hlsl?



etabeta
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Re: MAME 0.142u4 is out new [Re: firebricks]
#255442 - 05/24/11 07:23 PM


check the HLSL thread on the MESS forum



John IVModerator
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Re: MAME 0.142u4 is out new [Re: firebricks]
#255445 - 05/24/11 07:43 PM


Here's my current fuzzy scanlines settings.. still trying to get scanline size correct. But I like how this looks in Pacman. I haven't seen an arcade monitor for some time, hopefully Smit or Guru will post some that may more closely match.

Adapter: ATI 4850 512M, output 1900x1200 28" Hanns

#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable 1
hlslpath hlsl
shadow_mask_alpha 0.05
shadow_mask_texture aperture.png
shadow_mask_x_count 640
shadow_mask_y_count 480
shadow_mask_usize 0.1875
shadow_mask_vsize 0.1875
oversample_x 1.0
oversample_y 1.0
curvature 0.0
screen_scale_top 1.0
screen_scale_bottom 1.0
pincushion 0.11
scanline_alpha 0.50
scanline_size 0.65
scanline_bright_scale 1.50
scanline_bright_offset 0.45
scanline_jitter 0.10
defocus_x 1.5
defocus_y 1.5
red_converge_x 0.0
red_converge_y 0.0
green_converge_x 0.0
green_converge_y 0.0
blue_converge_x 0.0
blue_converge_y 0.0
red_radial_converge_x 0.0
red_radial_converge_y 0.0
green_radial_converge_x 0.0
green_radial_converge_y 0.0
blue_radial_converge_x 0.0
blue_radial_converge_y 0.0
red_from_r 1.0
red_from_g 0.0
red_from_b 0.0
green_from_r 0.0
green_from_g 1.0
green_from_b 0.0
blue_from_r 0.0
blue_from_g 0.0
blue_from_b 1.0
saturation 1.0
red_offset 0.0
green_offset 0.0
blue_offset 0.0
red_scale 1.0
green_scale 1.0
blue_scale 1.0
red_power 1.0
green_power 1.0
blue_power 1.0
red_floor 0.0
green_floor 0.0
blue_floor 0.0
red_phosphor_life 0.28
green_phosphor_life 0.28
blue_phosphor_life 0.28
yiq_enable 0
yiq_w 4.1187867
yiq_a 0.5
yiq_b 0.5
yiq_fsc 1.5
yiq_fsc_scale 1.0
yiq_phase_count 2

Edited by John IV (05/24/11 11:57 PM)



john iv
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B2K24
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Re: MAME 0.142u4 is out new [Re: John IV]
#255446 - 05/24/11 07:56 PM


If folks are gonna start posting there preferred configs, it might help to list what GPU you have at the top of post.

[edit] and type of display as well.

Edited by B2K24 (05/24/11 08:01 PM)



redk9258
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Re: MAME 0.142u4 is out new [Re: B2K24]
#255451 - 05/24/11 08:15 PM


Well I downloaded DX9 and HLSL is simply AMAZING!



B2K24
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Re: MAME 0.142u4 is out new [Re: redk9258]
#255453 - 05/24/11 08:24 PM Attachment: Clipboard02.png 897 KB (1 downloads)


> Well I downloaded DX9 and HLSL is simply AMAZING!

I totally agree. I have some more tweaking too do, but it's a start.

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment



gregf
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Re: MAME 0.142u4 new [Re: B2K24]
#255457 - 05/24/11 09:06 PM


>New games marked as GAME_NOT_WORKING
>------------------------------------
>Orbatak (prototype)



--
http://mamedev.org/source/src/mame/drivers/3do.c.html

GAME( 199?, orbatak, 3do, 3do, 3do, 0, ROT0, "", "Orbatak (prototype)", GAME_NOT_WORKING | GAME_NO_SOUND )
--

Assuming it is the same American Laser Games' product, it appears the game had a limited field test market.


--
http://emuconsoleexploitnews.blogspot.com/2010/06/orbatak-cancelled-3do-arcade-game.html

This game made it out in small amounts. I played it in San Antonio, Texas. University Bowl had it around 95-96 July 10, 2010 7:24 PM
--


Clip of gameplay showing 1996 as the year. http://www.youtube.com/watch?v=qgAnAXiScoE


Somewhat related topic, an early 1990s Today Show (hosts Joe Gargiola and Katie Couric) talking to American Laser Games top brass demonstrating one of the laser games at the time. It seems Katie enjoyed the game while it is noticeable that Joe's area of expertise should be sticking with baseball (announcing MLB games like he did then). Notice "Pong" pronounced as "Poing".


http://www.youtube.com/watch?v=WeSoU-ZYh90







o/t

Allstate's character of "Mayhem" at work.

http://www.youtube.com/watch?v=tZXM_g3mqew




CiroConsentino
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Re: MAME 0.142u4 is out new [Re: John IV]
#255459 - 05/24/11 09:20 PM


that's cool. thank you.
I think we could have some pre-made "presets" for this new feature.

...not added into MAME, but some kind of database with several different HLSL settings.



CrapBoardSoftware
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Re: MAME 0.142u4 is out new [Re: CiroConsentino]
#255464 - 05/24/11 09:57 PM


> that's cool. thank you.
> I think we could have some pre-made "presets" for this new feature.
>
> ...not added into MAME, but some kind of database with several different HLSL
> settings.

There's already the artwork / effects package... something similar.



CiroConsentino
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Re: MAME 0.142u4 is out new [Re: CrapBoardSoftware]
#255480 - 05/24/11 11:13 PM


yes, but this one has tons of different settings. the effect overlay is just a .png file.



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Re: MAME 0.142u4 is out new [Re: B2K24]
#255482 - 05/24/11 11:20 PM


> > Well I downloaded DX9 and HLSL is simply AMAZING!
>
> I totally agree. I have some more tweaking too do, but it's a start.


I couldn't agree more! HLSL is definitely godsend for all of us LCD users. I've been spending the last hours fine tuning the settings and now there's definitely no going back. I temporary disabled hlsl to see how it used to look like in the past and I wonder how I ever could use MAME/MESS without it before. I never thought it would be possible to simulate CRT phosphor bleed. It looks amazing and brings life to good ol' games that we all grew up with. I only wish that we could combine it with other shader based filters; scale2x or scale3x etc.

Many thanks to all the developers.



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Re: MAME 0.142u4 is out new [Re: B2K24]
#255490 - 05/24/11 11:55 PM


Sure, feel free to start a new thread, maybe Twisty will sticky it like the other art effects one.. and interestingly the pincushioning/curvature has grown on me.

Edited by John IV (05/24/11 11:56 PM)



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Re: MAME 0.142u4 is out new [Re: B2K24]
#255491 - 05/24/11 11:58 PM


Nice, settings?



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HLSL presets new [Re: B2K24]
#255503 - 05/25/11 02:25 AM


JD's 'perfect' presets!

http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=69832#Post69832



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Re: MAME 0.142u4 is out new [Re: John IV]
#255509 - 05/25/11 02:44 AM


> Nice, settings?


I copied JD settings from the last page in this thread.

http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=69633&page=3

Now he has a PERFECT thread, so I'm gonna give those a run.



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Re: MAME 0.142u4 is out new [Re: B2K24]
#255513 - 05/25/11 03:17 AM


Not Surprise to see Arctic Thunder not being added to MAME yet since it's already dumped. I hope to see it get added to the next release.



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Re: Orbatak new [Re: gregf]
#255518 - 05/25/11 04:03 AM


> > New games marked as GAME_NOT_WORKING
> >------------------------------------
> > Orbatak (prototype)
>
>
> --
> http://mamedev.org/source/src/mame/drivers/3do.c.html
>
> GAME( 199?, orbatak, 3do, 3do, 3do, 0, ROT0, "", "Orbatak (prototype)",
> GAME_NOT_WORKING | GAME_NO_SOUND )
> --
>
> Assuming it is the same American Laser Games' product, it appears the game had a
> limited field test market.
>
>
> --
> http://emuconsoleexploitnews.blogspot.com/2010/06/orbatak-cancelled-3do-arcade-game.html
>
> This game made it out in small amounts. I played it in San Antonio, Texas. University
> Bowl had it around 95-96 July 10, 2010 7:24 PM
> --

Hmmm, encrypted? Any info is available about it?



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Re: MAME 0.142u4 is out new [Re: manivanilli]
#255528 - 05/25/11 06:25 AM


> > > Well I downloaded DX9 and HLSL is simply AMAZING!
> >
> > I totally agree. I have some more tweaking too do, but it's a start.
>
>
> I couldn't agree more! HLSL is definitely godsend for all of us LCD users. I've been
> spending the last hours fine tuning the settings and now there's definitely no going
> back. I temporary disabled hlsl to see how it used to look like in the past and I
> wonder how I ever could use MAME/MESS without it before. I never thought it would be
> possible to simulate CRT phosphor bleed. It looks amazing and brings life to good ol'
> games that we all grew up with. I only wish that we could combine it with other
> shader based filters; scale2x or scale3x etc.
>
> Many thanks to all the developers.

I am also impressed with this, but I have a few questions.

How will these settings (particularly the pincushion) effect lightgun games and mouse games where pixel perfect precision is necessary?

Could the new shader functions be used to "place" the screen inside complex artwork? What comes to mind specifically are periscope games. Right now there isn't a way in mame to simulate the player looking through the periscope. In other words a portion of the screen is obscured and it pivots the view to the right or left as you turn the scope. This would definately add a layer of realism to games like seawolf.



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Re: HLSL presets new [Re: John IV]
#255555 - 05/25/11 01:10 PM


they're using imageshack to show screenshots. any way to use another image server ?
I can't see any of the images.



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Re: MAME 0.142u4 is out new [Re: CiroConsentino]
#255568 - 05/25/11 04:19 PM


> yes, but this one has tons of different settings. the effect overlay is just a .png
> file.

I meant, a similar "package" of "effects" could be assembled & distributed, like the archive of different effect .pngs. Of course this would also need code support in actually loading an external HLSL configuration file.



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Re: MAME 0.142u4 is out new [Re: CrapBoardSoftware]
#255569 - 05/25/11 04:54 PM


oh, right. I forgot about those .hlsl files


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