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SmitdoggAdministrator
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0.142u6
#257856 - 06/19/11 10:14 PM


http://mamedev.org/updates.html

0.142u6
-------


MAMETesters Bugs Fixed
----------------------
- 04377: [Graphics] All sets in fuukifg2.c: Missing graphics layer
(Tafoid)
- 04376: [Misc.] Typo in lib/util/opresolv.c
- 04375: [Graphics] ojankohs: Junk appears in tile shadows during
gameplay (Angelo Salese)
- 00765: [Crash/Freeze] tekken3aa, tekken3ua: Games hangs with blue
screen after attraction mode. (The Dumping Union)
- 04373: [Sound] All sets in polepos.c: Sounds like a clock ticking as
you play (Alex Jackson)
- 04298: [Interface] mame -h points to incorrect usage file (Tafoid)
- 04329: [Documentation] mexico: Wrong description. (Tafoid)

Source Changes
--------------
chdman: fix GCC 4.6 build [R. Belmont]

HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere]
* Reworked default shadow mask settings, eliminating rainbow banding
and matching reference shots more closely
* Moved color power to occur after shadow mask, as it is intended to
simulate nonlinear phosphor response
- Added a variable-width notch filter to the Y channel in NTSC
post-processing, eliminating luma banding on e.g. CoCo 2 and Apple II

i286 - Fix for Phar Lap and Borland 16-bit DPMI servers. [Carl]

Many Sega ST-V / Saturn HW changes [Angelo Salese]

286 - fixes the DOS/16M dos extender that comes with Lotus 123r3
[Carl]

Added image devices support to debugger [Miodrag Milanovic]

Added image devices menu to debugger (windows only for now)
[Miodrag Milanovic]

sdlsocket: workaround for a problem in the detection of tcp/ip socket
address [Michael Zapf]

goldstar: fixed romanization from Korean for Kkot No Li [30yr]

info.c: added basic display of slot info in -lx [Fabio Priuli]

inptport: Disable the default sequence recognition for now.
[O. Galibert]

memory: Stop being stupid and call the extremely well written
populate_range_mirrored code through map_range when appropriate, which
is most of the time. [O. Galibert]

polepos.c: Convert to MCFG_SCREEN_RAW_PARAMS and scanline-based IRQ
timing [Alex Jackson, O. Galibert]

ins8250 - Fix enabling better mouse support in pc driver [Carl]

i286 - limit check of SS in push and pop instructions [Carl]

TMS5220: Force OLDP and OLDE to be updated only on the A subcycle of
IP=0 PC=0; this has no effect whatsoever on the output, it is merely
to better document how the chip works. [Lord Nightmare] TMS5220:
Emulate circuit 412 from the patent, which should prevent spurious
clicks on interpolation-inhibited frame transitions; This may improve
the tie fighter sounds in starwars, and some clicking in eprom/eproma.
[Lord Nightmare]

naomi/jvs: add coin add/sub commands (sub is used by crazy taxi)
[O. Galibert]

Warp Speed update [Mariusz Wojcieszek]
* fixed vblank interrupt and removed rom patches
* added coin input
- added preliminary starfield emulation

HLSL Updates: [Ryan Holtz, Bat Country Entertainment]
* MAME will now save an HLSL INI file on the first run of a game that
doesn't already have an INI file.
* HLSL INI files must have their parameters left in the order in
which they are saved out.
* Fixed a diagonal 'crease' visible on the screen in HLSL mode.

Some improvements to the compressed texture protection for Decathlete.
[David Haywood]

Refactored the INS8250 interrupt line to use devcb. [Curt Coder]

memory.c: Fixed display of physical addresses in the debug memory
viewer. [Wilbert Pol]

Added support for starting softlist item directly without marking
image device to be mounted on. If soft item is found it will be loaded
on first image device that have needed interface defined
[Miodrag Milanovic]

Fixed Aristocrat MK5 screen offset. [Palindrome]

Added SRAM support for dmdtouch and geishanz. [Palindrome]

Various aristmk4.c changes [Heihachi_73]
* Added button panel artwork and renamed/remapped inputs for all
games.
* Changed cgold2's PROM to a more compatible version.
Various aristmk5.c changes [Heihachi_73]
* Changed parent/clone relationship for Dolphin Treasure (later
version is now parent).
* Added a US clear chip to the set chip ROMs.
* Removed the set chip loading from all games which don't use them.
* Cleaned up ROM name descriptions to match the aristmk4.c format.

Added proper channel 2 support, and logging capabilities to OKIM6376.
[J.Wallace]

Corrected divider behaviour of OKIM6376 - needs ROM analysis to be
complete, but all supported programs only use the default mode.
[J.Wallace]

Changed clock frequencies in High Video games to match what should be
the correct OKI chip frequencies - those familiar with the boards may
wish to confirm this is correct, as I couldn't find the clock signal
for the chip on the PCB scans I've seen. [J.Wallace]

Added MPU4 sampled sound hardware, an MSM6376, PIA and PTM combined to
give dynamic pitch shifting for looping ADPCM samples. [J.Wallace]

Removed duplicated includes from INCPATH. [Oliver Stoneberg]

Fixed some potential memory leaks and NULL pointer deferences as well
as removing some redundant checks. [Oliver Stoneberg]

i286 - Fix bunch of fault restarts [Carl]

A fix for -listclones displaying parents as clones when it uses a
BIOS. [Tafoid]

i386: Implemented task gates, call gates, and task state segments
(both 286 and 386). Also inplmented triple fault CPU resets (used by
OS/2). x87: Basic implementation of FSTENV (used by OS/2).
[Barry Rodewald]

Added code to manage NAOMI's M4 decryption. [Andreas Naive]

Midway Zeus improvements [Phil Bennett]:
* Added some alternate FIFO commands used by mk4b.
* Hooked up the short-format draw command (used to draw life bars and
shadows in mk4).
* Added support for alternate 4/8 bit texture formats (used by mk4).


dec8.c: Corrected the rom names for the Ghost Busters sets and added
PCB locations [The Dumping Union]

Fixed NAR timing in OKIM6376 to match datasheet figures. [J. Wallace]

Fixed behaviour for OKIM6376 samples latched while their respective
channel is playing (fixes missing audio in New Magic Card 'Skill Game'
when won on first loop), and MPU4 sound test [J. Wallace]

Audio interface fix for MPU4. [J. Wallace]

Lamping fixes for MPU4 small extender. [J. Wallace]

Added support for access of separate LED segments in MPU4. (indexed as
'mpu4ledXXX', where the first display unit takes 0-7, the second 8-15
and so on). [J. Wallace]

Various updates on the AWP drivers for JPM IMPACT and Maygay M1
[J. Wallace]

Various changes for letting Mating Game boot and run, but there are
still issues with timing. [J. Wallace]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mortal Kombat 4 (version 1.0) [Phil Bennett]


New clones added
----------------
Heated Barrel (Electronic Devices license)
[Hurray Banana, Tormod, hotaru, Dna Disturber, F. Marsaud,
N. Francfort, Smitdogg, The Dumping Union]
Albatross (US clone of Super Crowns Golf)
[Antonio Gonzalez Jr., Smitdogg, The Dumping Union] (not working)
Tekken 3 (Japan, TET1/VER.A) [Yohji, Smitdogg, The Dumping Union]
Tekken 3 (Asia, TET2/VER.E1) [Tormod, Smitdogg, The Dumping Union]
The Real Ghostbusters (US 2 Players, revision 2)
[JF, The Dumping Union]


New games marked as GAME_NOT_WORKING
------------------------------------
Special Forces Elite Training [Guru, R. Belmont]
Donggul Donggul Haerong [Guru]
Warp Speed (prototype) [TrevEB, Siftware, Mariusz Wojcieszek]



redk9258
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MAME0142u6b_64-bit... new [Re: Smitdogg]
#257859 - 06/19/11 11:13 PM Attachment: MAME0142u6b_64-bit.7z 12067 KB (75 downloads)


Happy Father's Day to the pops around here. See attached...



redk9258
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MAME0142u6b... new [Re: Smitdogg]
#257860 - 06/19/11 11:21 PM Attachment: MAME0142u6b.7z 11199 KB (71 downloads)


See attached...



Daveyuk
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Re: MAME0142u6b_64-bit... new [Re: redk9258]
#257863 - 06/19/11 11:38 PM


Thanks



Cyberzinho Punk
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Re: 0.142u6 new [Re: Smitdogg]
#257864 - 06/19/11 11:40 PM


Thank you as always..........



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



B2K24
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Re: 0.142u6 new [Re: Smitdogg]
#257868 - 06/20/11 12:31 AM


Thanks to ALL that makes this possible.



CptGuapo
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Re: MAME0142u6b_64-bit... new [Re: redk9258]
#257872 - 06/20/11 01:26 AM


Fast as always, red. Thanks.



"Mythology is what grownups believe, folklore is what they tell children and religion is both."



Trebor
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Re: MAME0142u6b_64-bit... new [Re: redk9258]
#257876 - 06/20/11 02:45 AM


> Happy Father's Day to the pops around here. See attached...

Double Thanks



mogli
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Anyone not seeing the shadow mask? new [Re: Smitdogg]
#257900 - 06/20/11 10:14 AM


I'm not seeing any shadow mask here. Both mame.ini and game ini have HLSL enabled and shadow mask alpha at .3 .



Consider it high comedy....sincere tragedy....whatever...don't take it personally.

The Culture




Ziggy100
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Re: Anyone not seeing the shadow mask? new [Re: mogli]
#257904 - 06/20/11 11:35 AM


> I'm not seeing any shadow mask here. Both mame.ini and game ini have HLSL enabled and
> shadow mask alpha at .3 .

Im not seeing any of the HLSL effects, seems completely broken, dropped back to u5 and everything is as it should be...

Oh well, wait for a fix i suppose.



CTOJAH
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Re: 0.142u6 new [Re: Smitdogg]
#257910 - 06/20/11 02:33 PM


New games marked as GAME_NOT_WORKING
------------------------------------
Special Forces Elite Training [Guru, R. Belmont]
Donggul Donggul Haerong [Guru]
Warp Speed (prototype) [TrevEB, Siftware, Mariusz Wojcieszek]


Can NOT wait for some1 to dumP that dumB PIC !!!



Trebor
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Re: Anyone not seeing the shadow mask? new [Re: Ziggy100]
#257916 - 06/20/11 03:08 PM


> Oh well, wait for a fix i suppose.

64-bit binary works fine for HLSL effects as posted by redk9258 in the response to the OP.

Please note that several of the configurations and settings have been modified in the way they appear in the *.ini file. For instance, there is no longer:

Green Power
Red Power
Blue Power

Rather one line: "Power" with three different values. There are several other changes similar to the one above too.

Delete previous *.ini files and start fresh. At the very least, at a command line prompt, issue 'mame -cc' to update mame.ini to incorporate the updated configuration layout. Each game can have their own *.ini file in the hlsl folder as well now. Previous settings may not work if contained in the ini file folder for a game or driver; especially with the 'old' layout.



redk9258
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Re: Anyone not seeing the shadow mask? new [Re: Trebor]
#257917 - 06/20/11 03:33 PM


Now I see hlsl\game.ini files being created in the HLSL folder. Is it supposed to work that way? Also seems that ini\game.ini also has (mostly) duplicate HLSL data.



R. Belmont
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Re: Anyone not seeing the shadow mask? new [Re: redk9258]
#257919 - 06/20/11 04:05 PM


> Now I see hlsl\game.ini files being created in the HLSL folder. Is it supposed to
> work that way? Also seems that ini\game.ini also has (mostly) duplicate HLSL data.

Yes, that was created because people wanted per-game HLSL settings. The duplicates will be going away from ini\game.ini I think.



etabeta
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Re: Anyone not seeing the shadow mask? new [Re: R. Belmont]
#257922 - 06/20/11 04:41 PM


I think the duplicate entries in ini\game.ini have to be manually removed. Usually MAME never overwrites nor removes unexpected options from an existent ini.

OTOH, if you remove the ini\game.ini file completely, when a new one gets created it won't contain the hlsl options.



Ziggy100
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Re: Anyone not seeing the shadow mask? new [Re: etabeta]
#257928 - 06/20/11 05:15 PM


hmmm, not having much luck with this new supposedly 'improved' hlsl TBH, everything looks alot worse than the u5 version..

Oh well, probably just not used to the way it works now...

Edited by Ziggy100 (06/20/11 05:36 PM)



redk9258
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Re: Anyone not seeing the shadow mask? new [Re: etabeta]
#257933 - 06/20/11 05:39 PM


> I think the duplicate entries in ini\game.ini have to be manually removed. Usually
> MAME never overwrites nor removes unexpected options from an existent ini.
>
> OTOH, if you remove the ini\game.ini file completely, when a new one gets created it
> won't contain the hlsl options.

I deleted ini's from both places. Both ini files were recreated with the hlsl stuff in them.


EDIT. BTW when did MAME start making ini files for every game? I thought it only did that if you changed something from the default in mame.ini.

Edited by redk9258 (06/20/11 05:41 PM)



Gardhul
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Re: Anyone not seeing the shadow mask? new [Re: mogli]
#257947 - 06/20/11 08:19 PM



Quote:


I'm not seeing any shadow mask here. Both mame.ini and game ini have HLSL enabled and shadow mask alpha at .3 .




I can confirm: shadow mask is not visible.
Another bug: the jitter effect is visible only if menu is opened: as soon I close the menu/sliders the effect stops.



Reznor007
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Re: Anyone not seeing the shadow mask? new [Re: Gardhul]
#257956 - 06/20/11 09:11 PM


Shadow mask works fine but it defaults to no mask texture in the ini. Just specify aperture.png then it works. Also the aperture.png file was updated to a new pattern.



Gardhul
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Re: Anyone not seeing the shadow mask? new [Re: Reznor007]
#257958 - 06/20/11 09:59 PM


> Shadow mask works fine but it defaults to no mask texture in the ini. Just specify
> aperture.png then it works. Also the aperture.png file was updated to a new pattern.

I have sepecified the correct filename (aperture.png) but no shadow mask can be seen... You mentioned a new PNG aprture file, where should I get that? In u6 update whatsnew there's nothing about that



TafoidAdministrator
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Re: Anyone not seeing the shadow mask? new [Re: Gardhul]
#257959 - 06/20/11 10:10 PM Attachment: aperture_0142u6+.zip 1 KB (33 downloads)


> > Shadow mask works fine but it defaults to no mask texture in the ini. Just specify
> > aperture.png then it works. Also the aperture.png file was updated to a new
> pattern.
>
> I have sepecified the correct filename (aperture.png) but no shadow mask can be
> seen... You mentioned a new PNG aprture file, where should I get that? In u6 update
> whatsnew there's nothing about that

The files should be complete once a full release is done.



Gardhul
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Re: Anyone not seeing the shadow mask? new [Re: Tafoid]
#257967 - 06/20/11 11:39 PM


> > > Shadow mask works fine but it defaults to no mask texture in the ini. Just
> specify
> > > aperture.png then it works. Also the aperture.png file was updated to a new
> > pattern.
> >
> > I have sepecified the correct filename (aperture.png) but no shadow mask can be
> > seen... You mentioned a new PNG aprture file, where should I get that? In u6 update
> > whatsnew there's nothing about that
>
> The files should be complete once a full release is done.


thank you very much, but I still cannot see the shadow mask all is correct, I cannot understand what's wrong..



Mozii
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Re: Anyone not seeing the shadow mask? new [Re: Tafoid]
#257970 - 06/20/11 11:59 PM


As some have said, I'm not seeing shadow mask either. Downloaded the new aperture.png posted above and made sure it was specified in MAME.ini. Still nothin.
I'm also having the same problem with jitter turning off once the menu/slider is closed.
Also Phosphor Defocus, Phosphor Life, Curvature, and Scanline Overdrive are not working.

in u5 HLSL Many of the RGB settings were not working for me. They're working fine now in this build. Was kinda hoping these were a few bugs being worked on and not a conflict with my graphics card.

Hopefully by the time Mame 143 comes out all these will be fixed up. I'm sure the final version will be amazing!



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Re: Anyone not seeing the shadow mask? new [Re: Mozii]
#257977 - 06/21/11 01:34 AM


That's because the .\hlsl\* files are taking precedence and they don't have the *.png entry.

First thing to do is wipe the old HLSL area from mame.ini, then run mame.exe -cc to create the new u6 version sub section.

The aperture.png shadow_mask_texture line from mame.ini is not written to the .\hlsl\*.ini files. Each game run gets a new *.ini w/ that same problem. I worked around it by using a single named hlsl.ini file to prevent individual ones from being created (put in mame.ini):
hlslini hlsl

However if you run a new game that hasn't been run it will wipe the shadow_mask_texture line in the .\hlsl\*.ini file, so you need to be aware of that and add the aperture.png back in until it's fixed.



john iv
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Sune
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Try replacing your hlsl folder with this new [Re: mogli]
#257980 - 06/21/11 02:17 AM Attachment: hlsl.zip 11 KB (32 downloads)


(hlsl folder from MESS svn)

S



Mozii
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Re: Anyone not seeing the shadow mask? new [Re: John IV]
#257989 - 06/21/11 03:35 AM


> That's because the .\hlsl\* files are taking precedence and they don't have the *.png
> entry.
>
> First thing to do is wipe the old HLSL area from mame.ini, then run mame.exe -cc to
> create the new u6 version sub section.
>
> The aperture.png shadow_mask_texture line from mame.ini is not written to the
> .\hlsl\*.ini files. Each game run gets a new *.ini w/ that same problem. I worked
> around it by using a single named hlsl.ini file to prevent individual ones from being
> created (put in mame.ini):
> hlslini hlsl
>
> However if you run a new game that hasn't been run it will wipe the
> shadow_mask_texture line in the .\hlsl\*.ini file, so you need to be aware of that
> and add the aperture.png back in until it's fixed.

Yep, looks like that did the trick. I knew this new build creates individual .ini files under HLSL for each game, had NO clue they take off the shadow mask for whatever reason.

Made a default .ini in the HLSL folder, set it up in MAME.ini and now I got it going. Thanks a lot John!

BTW, are you also noticing some features like Phosphor Life, Phosphor Defocus, and Scanline Jitter are not working? I wonder if this is also something wrong with my setup or bugs that need to be fixed up.



mogli
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Re: Try replacing your hlsl folder with this new [Re: Sune]
#258017 - 06/21/11 01:47 PM


Neither that, nor anything else suggested seems to work.



Consider it high comedy....sincere tragedy....whatever...don't take it personally.

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Ziggy100
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Re: Try replacing your hlsl folder with this new [Re: mogli]
#258020 - 06/21/11 02:00 PM


> Neither that, nor anything else suggested seems to work.

Yeah, scanline jitter effect is definately AWOL in this release.

Just have to wait for 0.143 and hopefully it will be fixed.

Until then stick with u5 release like im doing...



CiroConsentino
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Re: Try replacing your hlsl folder with this new [Re: Ziggy100]
#258022 - 06/21/11 03:12 PM


or simply don't enable HLSL feature, like I'm doing...



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Ziggy100
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Re: Try replacing your hlsl folder with this new [Re: CiroConsentino]
#258024 - 06/21/11 04:32 PM


> or simply don't enable HLSL feature, like I'm doing...

What!!!...no, MAME without HLSL is like French Fries without ketchup...just not done..



CiroConsentino
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Re: Try replacing your hlsl folder with this new [Re: Ziggy100]
#258028 - 06/21/11 06:42 PM


my jurassic computer doesn't agree with you. I'm still on a single core Pentium4 2.8GHz, 2GB RAM, Radeon HD 4650 1GB.
MAME games (even the ones from the 80's) run like crap with HLSL enabled (on my computer, I mean).

perhaps I'll try it the future, when it's lighter or more optimized.



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B2K24
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Re: Try replacing your hlsl folder with this new [Re: CiroConsentino]
#258040 - 06/21/11 09:35 PM


> I'm still on a single core Pentium4
> 2.8GHz, 2GB RAM, Radeon HD 4650 1GB.

I'm sorry



R. Belmont
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Re: Try replacing your hlsl folder with this new [Re: CiroConsentino]
#258042 - 06/21/11 10:31 PM


> my jurassic computer doesn't agree with you. I'm still on a single core Pentium4
> 2.8GHz, 2GB RAM, Radeon HD 4650 1GB.
> MAME games (even the ones from the 80's) run like crap with HLSL enabled (on my
> computer, I mean).
>
> perhaps I'll try it the future, when it's lighter or more optimized.

It's doing something like 3 pages of math equations on each pixel (and double that if you enable YIQ/NTSC). The mathletes have reduced it down as far as it goes - it's just raw GPU from there.

Incidentally, HLSL performance depends purely on your GPU and your output resolution, just like modern PC games. The CPU doesn't factor into it - a CPU that's fast enough to run a game without HLSL is fast enough to run with it.



B2K24
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Re: Try replacing your hlsl folder with this new [Re: R. Belmont]
#258046 - 06/21/11 10:58 PM


> Incidentally, HLSL performance depends purely on your GPU and your output resolution,
> just like modern PC games. The CPU doesn't factor into it - a CPU that's fast enough
> to run a game without HLSL is fast enough to run with it.

Is it possible for a user to run some benchmark after setting what there output resolution is?

Some kind of software either MAME or some other executable that would execute these calculations?



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Re: Try replacing your hlsl folder with this new [Re: B2K24]
#258047 - 06/21/11 11:03 PM


> Is it possible for a user to run some benchmark after setting what there output
> resolution is?

Run two mame benchmarks, one with HLSL enabled and one without, and compare.

S



CiroConsentino
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Re: Try replacing your hlsl folder with this new [Re: R. Belmont]
#258056 - 06/22/11 12:55 AM


ah ok. thanks for the info. My videocard should be fast enough as I can even play Crysis PC with it.



Emu Loader
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CiroConsentino
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Re: Try replacing your hlsl folder with this new [Re: B2K24]
#258057 - 06/22/11 12:57 AM


yeah, but when possible, I'm getting a Sandy Bridge Core i5 2500K with 8GB RAM and a GeForce GTX 570 1.2GB and a secondary GeForce GTS450 1GB for PhysX



R. Belmont
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Re: Try replacing your hlsl folder with this new [Re: CiroConsentino]
#258090 - 06/22/11 02:39 PM


> ah ok. thanks for the info. My videocard should be fast enough as I can even play
> Crysis PC with it.

Crysis isn't doing half the shader calc that HLSL is. (Or any of the recent Fairlight demos, if you're into the demoscene).



R. Belmont
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Re: 0.142u6 new [Re: Smitdogg]
#258095 - 06/22/11 04:06 PM


> Midway Zeus improvements [Phil Bennett]:
> * Added some alternate FIFO commands used by mk4b.
> * Hooked up the short-format draw command (used to draw life bars and
> shadows in mk4).
> * Added support for alternate 4/8 bit texture formats (used by mk4).

Just in case anyone interested missed this, MK4 has much better graphics emulation now (including health bars and stuff). Shadows still aren't right, but it's still a good improvement.



Ziggy100
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Re: 0.142u6 new [Re: R. Belmont]
#258101 - 06/22/11 05:49 PM



> Just in case anyone interested missed this, MK4 has much better graphics emulation
> now (including health bars and stuff). Shadows still aren't right, but it's still a
> good improvement.


Might be my imagination, but it also seems faster as well, always seemed to hover around the 95% region prior to this, just played it for 10mins and only got a couple of (very brief) drops below 100%...



Jdurgi
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Re: 0.142u6 new [Re: R. Belmont]
#258193 - 06/24/11 03:38 AM


> > Midway Zeus improvements [Phil Bennett]:
> > * Added some alternate FIFO commands used by mk4b.
> > * Hooked up the short-format draw command (used to draw life bars and
> > shadows in mk4).
> > * Added support for alternate 4/8 bit texture formats (used by mk4).
>
> Just in case anyone interested missed this, MK4 has much better graphics emulation
> now (including health bars and stuff). Shadows still aren't right, but it's still a
> good improvement.

Nice to see. I really haven't been following the MAME progress too closely over the past couple of years because once the CPS2 and CPS3 games were properly emulated, pretty much all of the games I remember from my younger days were emulated in full and so there wasn't a whole lot for me to get myself excited over. (As I know that the NAOMI emulation is very far away from being complete, or even runable, on the system I have. Plus, it is only a passing fantasy for MvC2 just because I remember seeing it in the student lounge when I was in college way back when).

But full emulation of MK4 is an interest to me just for the OCD in me wanting to have all of the arcade versions of the Mortal Kombat series emulated. Heh. The game itself isn't really that good in any regard, and looks incredibly dated today. But any progress in that area is nice, and hell, the game does run at about 90% on my system, so by the time it is emulated in full I will have moved onto a more powerful system that should run it full.

Nice work guys.


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