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tjcbs
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Use custom shaders on windows??
#326706 - 06/08/14 04:15 AM


I was wondering if it was possible to use my own custom pixel shader in windows mame, rather than HLSL. IMO, HLSL is rather poor, and way too resource hungry for what it does. I wrote a shader which I think is much better, but I can't see any way of using it.



SoltanGris42
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Re: Use custom shaders on windows?? new [Re: tjcbs]
#326712 - 06/08/14 07:22 AM


> I was wondering if it was possible to use my own custom pixel shader in windows mame,
> rather than HLSL. IMO, HLSL is rather poor, and way too resource hungry for what it
> does. I wrote a shader which I think is much better, but I can't see any way of using
> it.

The SDLMame and SDLMess versions support GLSL shaders. The regular Windows binary supports the HLSL feature only. The SDL builds are mostly used on Linux/Mac platforms, but the shaders work fine in SDLMame/SDLMess for Windows (or they did the last time I tried them...).

There are basic point and bilinear filters floating around the message boards. Also, cgwg has an excellent CRT shader that gets used in a bunch of emulators (bsnes, retroarch, etc). Some versions are available for MAME/MESS. There are a couple threads on another board where SDLMame/SDLMess gets discussed more often.

Look here:
http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=86394&page=1

http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=94193&page=1

It's easy to compile the SDL versions of MAME/MESS for windows, but not as easy to find binaries online.

Maybe these binaries work ok? But I don't see the "shader" folder with the basic shaders in it.

http://emulationrealm.net/downloads/category/390-current-releases?start=30

Here is a guide (not for windows but it doesn't matter), but it looks like they have the shader files you'll need. Either to use, or to to look at while you write you own shader.

http://www.mameau.com/mame-glsl-shaders-setup/

Hope this helps.

Edited by SoltanGris42 (06/08/14 07:24 AM)



tjcbs
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Re: Use custom shaders on windows?? new [Re: SoltanGris42]
#326714 - 06/08/14 09:42 AM


Thanks... yup, this is what I tried first. I found a binary, but shaders are broken in SDLMame windows, at least for .153. I will report that to the SDLMame message board, whenever they let me on. I would mess with it, but they didn't have any instructions for compiling SDLMame for windows on the message board. Another issue with SDLMame is that frontends don't seem to support it for windows, though I suppose I should be able to figure out how to get one to pass the necessary parameters.

Right now, I'm hacking around in the mame HLSL code, trying to modify it to use my shader instead of the dozens of shaders HLSL seems to need.



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Re: Use custom shaders on windows?? new [Re: tjcbs]
#326719 - 06/08/14 02:01 PM


Thanks for the compiled binaries for SDLMAME. I'm eager to try the OpenGL based version of MAME.
I will add support for SDLMAME in my frontend Emu Loader. Some of the OpenGL settings and other settings from mame.ini are nice.
Now I need to find the source code for the specific SDLMAME options so I an support all possible values.



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Re: Use custom shaders on windows?? new [Re: tjcbs]
#326720 - 06/08/14 02:24 PM


> Right now, I'm hacking around in the mame HLSL code, trying to modify it to use my
> shader instead of the dozens of shaders HLSL seems to need.


Code:

 Directory of C:\mingw\mame\hlsl

01/24/2014 02:30 AM 6,224 bloom.fx
08/29/2013 02:56 AM 3,189 color.fx
08/29/2013 02:56 AM 3,954 deconverge.fx
08/30/2013 03:05 AM 2,991 downsample.fx
08/28/2013 02:36 AM 4,218 focus.fx
08/30/2013 03:05 AM 3,045 phosphor.fx
08/29/2013 02:56 AM 3,404 pincushion.fx
01/24/2014 02:30 AM 5,926 post.fx
11/24/2013 10:58 PM 2,123 prescale.fx
08/28/2013 02:36 AM 2,424 primary.fx
08/28/2013 02:36 AM 2,791 vector.fx
06/07/2014 10:04 PM 5,770 yiq_decode.fx
08/30/2013 03:05 AM 3,869 yiq_encode.fx
13 File(s) 49,928 bytes


"Dozens"?



tjcbs
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Re: Use custom shaders on windows?? new [Re: MooglyGuy]
#326728 - 06/08/14 10:07 PM


Ok a bit of an exaggeration. I think it's silly that it needs so many.



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Re: Use custom shaders on windows?? new [Re: tjcbs]
#326729 - 06/08/14 10:10 PM


> Ok a bit of an exaggeration. I think it's silly that it needs so many.

It's a good thing that HLSL wasn't written specifically for you then.

If you were in charge, which ones would you remove?

S



tjcbs
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Re: Use custom shaders on windows?? new [Re: Sune]
#326732 - 06/08/14 11:39 PM


Why, I would remove all of them, and use mine, of course :P



SoltanGris42
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Re: Use custom shaders on windows?? new [Re: tjcbs]
#326733 - 06/08/14 11:55 PM


> Ok a bit of an exaggeration. I think it's silly that it needs so many.

It's only silly if you think about it from your point of view: you want to use your own shader.

But that's not what it was designed to do (I guess. I'm just a user. MooglyGuy wrote the thing). It was aimed at simulating every part of a CRT monitor + extras like NTSC artifacts. Not as a way to let end users run arbitrary filters of their choice. So it just wasn't intended to be hacked up the way you want and that's why it isn't so easy to do so.

So assuming everything in the HLSL system was working perfectly, which it isn't, then you would be expected to just turn off the bits you don't want and adjust the parameters for the rest. Not modify the shader code at all.

Only the SDL GLSL system is geared towards what you're doing. But like you said, it isn't functioning in 0.153. There was only the one complaint over on the SDLMame board and that's probably why it hasn't been fixed yet. Probably the only dev aware that there might be a problem is R.Belmont and he is but a single human(?) being.

I would probably just relax for a bit until we have some idea if/when the GLSL effects will be working again. In the mean time you might try compiling your own SDL build from an older version of the code and get your shader working there.



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Re: Use custom shaders on windows?? new [Re: SoltanGris42]
#326734 - 06/09/14 12:39 AM


> > Ok a bit of an exaggeration. I think it's silly that it needs so many.
>
> It's only silly if you think about it from your point of view: you want to use your
> own shader.
>
> But that's not what it was designed to do (I guess. I'm just a user. MooglyGuy wrote
> the thing). It was aimed at simulating every part of a CRT monitor + extras like NTSC
> artifacts. Not as a way to let end users run arbitrary filters of their choice. So it
> just wasn't intended to be hacked up the way you want and that's why it isn't so easy
> to do so.
>
> So assuming everything in the HLSL system was working perfectly, which it isn't, then
> you would be expected to just turn off the bits you don't want and adjust the
> parameters for the rest. Not modify the shader code at all.
>
> Only the SDL GLSL system is geared towards what you're doing. But like you said, it
> isn't functioning in 0.153. There was only the one complaint over on the SDLMame
> board and that's probably why it hasn't been fixed yet. Probably the only dev aware
> that there might be a problem is R.Belmont and he is but a single human(?) being.
>
> I would probably just relax for a bit until we have some idea if/when the GLSL
> effects will be working again. In the mean time you might try compiling your own SDL
> build from an older version of the code and get your shader working there.

Funny that I saw one of the Neo-Geo arcade game have some missing graphics when I load one up. For example is the white letter is missing pieces of it.

This never happen when the HLSL is on or off. MAME and HLSL smoke it. LOL



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SoltanGris42
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Re: Use custom shaders on windows?? new [Re: Dullaron]
#326735 - 06/09/14 01:12 AM


> Funny that I saw one of the Neo-Geo arcade game have some missing graphics when I
> load one up. For example is the white letter is missing pieces of it.
>
> This never happen when the HLSL is on or off. MAME and HLSL smoke it. LOL



?????

We're talking about the normal Windows build of MAME and the SDL version of MAME that is usually used by Linux/Mac folks but also works in Windows too. We're not talking about another emulator, or running shaders in Retroarch's mame core or anything like that. Just regular regular MAME from the official source.

So MAME with or without HLSL smokes MAME with or without GLSL? Huh? What are you saying man?



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Re: Use custom shaders on windows?? new [Re: SoltanGris42]
#326736 - 06/09/14 05:08 AM


> > Funny that I saw one of the Neo-Geo arcade game have some missing graphics when I
> > load one up. For example is the white letter is missing pieces of it.
> >
> > This never happen when the HLSL is on or off. MAME and HLSL smoke it. LOL
>
>
>
> ?????
>
> We're talking about the normal Windows build of MAME and the SDL version of MAME that
> is usually used by Linux/Mac folks but also works in Windows too. We're not talking
> about another emulator, or running shaders in Retroarch's mame core or anything like
> that. Just regular regular MAME from the official source.
>
> So MAME with or without HLSL smokes MAME with or without GLSL? Huh? What are you
> saying man?

There are some messing Neo-Geo graphics on the SDLMAME64. Just explain this earlier about this. Normal MAME64 doesn't have that issue. Just look at the white letters for example from the both builds. You will see what I mean. Don't use the SDLMAME GLSL and MAME HLSL to test it. Leave those off. 0.153



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SoltanGris42
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Re: Use custom shaders on windows?? new [Re: Dullaron]
#326737 - 06/09/14 06:04 AM



> There are some messing Neo-Geo graphics on the SDLMAME64. Just explain this earlier
> about this. Normal MAME64 doesn't have that issue. Just look at the white letters for
> example from the both builds. You will see what I mean. Don't use the SDLMAME GLSL
> and MAME HLSL to test it. Leave those off. 0.153

Ah. I see what you mean. Good eye!



tjcbs
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Re: Use custom shaders on windows?? new [Re: SoltanGris42]
#326767 - 06/10/14 09:26 AM


Nah, relaxing is overrated

I got it working, looks very nice , but it is just a hack. I have to figure out how to do it the right way if I'm ever going to lobby(?) to get it included in the main branch (I've never contributed anything to an open source project before). Which is important, for all the frontends that seem to like to compile all of mame into the frontend itself.

The problem with glsl is that no one cares about it on windows. So no support (compiling or otherwise) (still can't even get onto the msg board), few binaries, no frontends (except maybe, at some point, CiroConsentino's).

I guess I was a little bit irritated that this extremely (to my mind, over-)complicated shader, was promoted to mainline mame, as if it was the be all, end all of shaders, without the very, very basic facility for running one's own shaders. Though it is his project, he did the work, so I can hardly be mad at him.



Dullaron
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Re: Use custom shaders on windows?? new [Re: SoltanGris42]
#326768 - 06/10/14 09:32 AM


> > There are some messing Neo-Geo graphics on the SDLMAME64. Just explain this earlier
> > about this. Normal MAME64 doesn't have that issue. Just look at the white letters
> for
> > example from the both builds. You will see what I mean. Don't use the SDLMAME GLSL
> > and MAME HLSL to test it. Leave those off. 0.153
>
> Ah. I see what you mean. Good eye!

Hey man the build that I made working without any graphics issues at all.

The one I download from that website have that issue for some reason. How come the one that I download didn't ask for the QtCore4.dll and the QtGui4.dll? Just for the SDL.dll.

But hey all working now the same way as the official MAME build does. The only problem is getting the .vsh files to load. Won't load for some reason.



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Re: Use custom shaders on windows?? new [Re: tjcbs]
#326772 - 06/10/14 04:57 PM


> (still can't even get onto the msg board)

Did you send an email requesting to get on, as the board tells you to do in large red letters?



tjcbs
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Re: Use custom shaders on windows?? new [Re: R. Belmont]
#326780 - 06/10/14 11:54 PM


We're talking about http://forums.bannister.org/?

As I recall, when I registered it said I have to wait for approval, and that I would be e-mailed when it is. Nothing about having to e-mail anybody? Unless I somehow totally misread it?



SoltanGris42
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Re: Use custom shaders on windows?? new [Re: tjcbs]
#326781 - 06/11/14 12:01 AM


Yep.

It says this when you try to register:
------------------------------------------
IMPORTANT NOTICE

Due to a large quantity of spam posts to this forum, newly registered users need to contact the board administrator in order to have their accounts made live. To do this, use the email form located on the main www.bannister.org site, quoting your username, real name, and a list of emulators that you are interested in (this is solely to prove that you are human rather than a spam bot!). Messages without this information will be ignored. Accounts registered without this information present will be deleted a fortnight after their creation.
------------------------------------------

Edited by SoltanGris42 (06/11/14 12:01 AM)



tjcbs
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Re: Use custom shaders on windows?? new [Re: SoltanGris42]
#326785 - 06/11/14 01:54 AM


Huh, I guess I'm making things up more than reading at this point.

Thx



SoltanGris42
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Re: Use custom shaders on windows?? new [Re: tjcbs]
#326787 - 06/11/14 02:11 AM


> Huh, I guess I'm making things up more than reading at this point.
>
> Thx

Lol. Your brain must have read what it wanted instead of what was written. But it is a strange system they have over there.



SoltanGris42
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Re: Use custom shaders on windows?? new [Re: tjcbs]
#326808 - 06/11/14 09:12 AM


> Huh, I guess I'm making things up more than reading at this point.
>
> Thx

R. Belmont fixed the GLSL issues in SVN r30935 and r30936:

http://mame.dorando.at/svn/

and posted about it here:

http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=94188&page=2

so if you can compile your own build, you should be good to go now.



Dullaron
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Re: Use custom shaders on windows?? new [Re: SoltanGris42]
#326809 - 06/11/14 11:54 AM


> > Huh, I guess I'm making things up more than reading at this point.
> >
> > Thx
>
> R. Belmont fixed the GLSL issues in SVN r30935 and r30936:
>
> http://mame.dorando.at/svn/
>
> and posted about it here:
>
> http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=94188&page=2
>
> so if you can compile your own build, you should be good to go now.

30936 That the real fix. Trust me.

Some reason I like the SDLMAME much better than the MAME.



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Re: Use custom shaders on windows?? new [Re: Dullaron]
#326812 - 06/11/14 12:52 PM


> > > Huh, I guess I'm making things up more than reading at this point.
> > >
> > > Thx
> >
> > R. Belmont fixed the GLSL issues in SVN r30935 and r30936:
> >
> > http://mame.dorando.at/svn/
> >
> > and posted about it here:
> >
> > http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=94188&page=2
> >
> > so if you can compile your own build, you should be good to go now.
>
> 30936 That the real fix. Trust me.
>
> Some reason I like the SDLMAME much better than the MAME.

SDLMAME on Windows is ok. It has its quirks and non-mainline annoyances, but it is usable.



tjcbs
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Re: Use custom shaders on windows?? new [Re: SoltanGris42]
#326814 - 06/11/14 01:14 PM


Cool! For the time being, my build of windows mame is working great for me. I'm addicted ATM, this shader has totally reinvigorated my interest in classic gaming.

MESS however is another story. What a bizarrely user-unfriendly application.



Vas Crabb
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Re: Use custom shaders on windows?? new [Re: Tafoid]
#326815 - 06/11/14 01:18 PM


> SDLMAME on Windows is ok. It has its quirks and non-mainline annoyances, but it is
> usable.

SDLMAME is mainline now - it's in the master source tree.



Dullaron
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Re: Use custom shaders on windows?? new [Re: Vas Crabb]
#326816 - 06/11/14 01:21 PM


> > SDLMAME on Windows is ok. It has its quirks and non-mainline annoyances, but it is
> > usable.
>
> SDLMAME is mainline now - it's in the master source tree.

But the Windows builds aren't on the MAME / MESS website. Probably never will be host there.



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Vas Crabb
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Re: Use custom shaders on windows?? new [Re: Dullaron]
#326818 - 06/11/14 01:38 PM


> > > SDLMAME on Windows is ok. It has its quirks and non-mainline annoyances, but it
> is
> > > usable.
> >
> > SDLMAME is mainline now - it's in the master source tree.
>
> But the Windows builds aren't on the MAME / MESS website. Probably never will be host
> there.

That's because it's so easy to build your own.



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Re: Use custom shaders on windows?? new [Re: Vas Crabb]
#326820 - 06/11/14 01:47 PM


> > > > SDLMAME on Windows is ok. It has its quirks and non-mainline annoyances, but it
> > is
> > > > usable.
> > >
> > > SDLMAME is mainline now - it's in the master source tree.
> >
> > But the Windows builds aren't on the MAME / MESS website. Probably never will be
> host
> > there.
>
> That's because it's so easy to build your own.

Mainline is Windows, in my mind, being a Windows user. I understand the that it can all be built with 100% source and tools approved by MAMEDEV. My comment was to mention that SDL built in Windows has "unique to it" quirks that normal Windows 32/64-bit produced builds might not have. This is not to belittle SDL at all, just to inform that it is a slightly different experience for MAME/MESS.



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Re: Use custom shaders on windows?? new [Re: Tafoid]
#326824 - 06/11/14 06:57 PM


> Mainline is Windows, in my mind, being a Windows user. I understand the that it can
> all be built with 100% source and tools approved by MAMEDEV. My comment was to
> mention that SDL built in Windows has "unique to it" quirks that normal Windows
> 32/64-bit produced builds might not have. This is not to belittle SDL at all, just to
> inform that it is a slightly different experience for MAME/MESS.

Eh? There are certain developer-visible differences like the varying debuggers, of course, but in an end user scenario there should be no obvious 'quirks'. Certainly the last time I ran a Windows baseline build I never noticed anything out of place vs. SDL.



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Re: Use custom shaders on windows?? new [Re: SoltanGris42]
#326825 - 06/11/14 06:58 PM


> Lol. Your brain must have read what it wanted instead of what was written. But it is
> a strange system they have over there.

They were getting about half a dozen chinese "CHEAP SHOES!" type of spammers a night even with a captcha, and since Richard pays for the bandwidth out of his own pocket with no ads or anything that was not optimal



SoltanGris42
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Re: Use custom shaders on windows?? new [Re: tjcbs]
#326826 - 06/11/14 11:52 PM


>
> MESS however is another story. What a bizarrely user-unfriendly application.

Haha. You get used to it. I don't use a front-end usually. If you can get all your stuff set up to use the softlist feature, then you can avoid a lot of the pain in the ass stuff and use it like mame e.g. "mess nes smb1" instead of "mess nes -cart c:\ALL_MY_ROMZZZ\smario1.nes". That makes it easier.



Sune
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People who sweetheart the hip leap and chat culture new [Re: R. Belmont]
#326836 - 06/12/14 03:40 AM


> They were getting about half a dozen chinese "CHEAP SHOES!" type of spammers a night
> even with a captcha, and since Richard pays for the bandwidth out of his own pocket
> with no ads or anything that was not optimal

There was this one about hats:

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Awesome. Doesn't that make you...pine for to purchase the head covering?

S



tjcbs
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Re: Use custom shaders on windows?? new [Re: SoltanGris42]
#326842 - 06/12/14 05:02 AM


The workaround I've come up with is to have a batch file for each system which starts a random rom, then I immediately go to the file browser from there. I don't like the file lists, I don't want to have to deal with this tremendous mass of games I don't care about for each and every system.



Dullaron
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Re: Use custom shaders on windows?? new [Re: R. Belmont]
#326854 - 06/12/14 02:30 PM


> > Mainline is Windows, in my mind, being a Windows user. I understand the that it can
> > all be built with 100% source and tools approved by MAMEDEV. My comment was to
> > mention that SDL built in Windows has "unique to it" quirks that normal Windows
> > 32/64-bit produced builds might not have. This is not to belittle SDL at all, just
> to
> > inform that it is a slightly different experience for MAME/MESS.
>
> Eh? There are certain developer-visible differences like the varying debuggers, of
> course, but in an end user scenario there should be no obvious 'quirks'. Certainly
> the last time I ran a Windows baseline build I never noticed anything out of place
> vs. SDL.

Looking good here.

https://sites.google.com/site/o0kinghanco0o/Home/sf2.png

The only problem is getting the laser games to work. Fire Fox and Cube Quest. Can you check on your end on the Apple or Linux? Both won't run on Windows SDLMAME64 version. Can run on the Windows MAME64 though. I haven't try the rest of the working laser games yet. Just weird.



Windows 10 Pro 64-bit / Intel Core i5-4460 3.20 GHz / 8.00 GB RAM / AMD Radeon R9 200 Series
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https://sites.google.com/site/o0kinghanco0o/mame_building_info (Updated on the 07/18/2017 at 9:49 PM.)



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Re: Use custom shaders on windows?? new [Re: tjcbs]
#326900 - 06/13/14 04:06 PM


> MESS however is another story. What a bizarrely user-unfriendly application.

You bitch more than a female dog, dude.



Dullaron
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Here are some mods that I done. new [Re: tjcbs]
#326926 - 06/14/14 03:02 AM Attachment: shaders.zip 17 KB (16 downloads)


Instead of having the games fill up the whole screen I made those close to the real thing like Ms. Pac-man. The screen still have rounded corners but I got games away from the edges.

plain-scanlines.vsh - no tilt and no rounded corners.

horizont.vsh - tilt and rounded corners.

vertical.vsh - tilt and rounded corners.

vertical-2.vsh - tilt and rounded corners.

Note: vertical and vertical-2 - tilt the screen the wrong way on some games. This the reason why there are two version so it can be fix easy.



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Dullaron
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One more. I call this one a TV. Edit: New changes. new [Re: Dullaron]
#326941 - 06/14/14 10:23 AM Attachment: TV_Shader.zip 5 KB (7 downloads)


Edit: I removed the picture link.

From R. Belmont. Post number #94688. Open this file up with Notepad or Wordpad. Then replace old settings to these.

http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=94691#Post94691

R = 2.0;

const vec2 angle = vec2(0.0,-0.05);

The overscan and cornersize already added.



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Re: One more. I call this one a TV. Edit: New changes. new [Re: Dullaron]
#326987 - 06/15/14 06:32 AM Attachment: megaman6.jpg 1243 KB (0 downloads)


> https://sites.google.com/site/o0kinghanco0o/Home/cvania2u.png
>
> From R. Belmont. Post number #94688. Open this file up with Notepad or Wordpad. Then
> replace old settings to these.
>
> http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=94691#Post94691
>
> R = 2.0;
>
> const vec2 angle = vec2(0.0,-0.05);
>
> The overscan and cornersize already added.

Too scanline-y to be a TV. Looks like a 15" PC monitor.

This is a TV. It is also Mega Man 6 (an NTSC-only game) running on a modified PAL NES, so the colors will be different to that of an NTSC system.

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment



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Re: One more. I call this one a TV. Edit: New changes. new [Re: Heihachi_73]
#326989 - 06/15/14 06:45 AM


A PC CRT, especially a small one would not have scan lines like that.

Of course no real NES without an RGB mod would look that clean but scan lines? Yeah, on a real TV they would look just like that.



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Re: One more. I call this one a TV. Edit: New changes. new [Re: RetroRepair]
#327027 - 06/16/14 03:01 AM


> A PC CRT, especially a small one would not have scan lines like that.
>
> Of course no real NES without an RGB mod would look that clean but scan lines? Yeah,
> on a real TV they would look just like that.

My older TV have that blur. But less rainbow colors. Older than the other one that I have that doesn't have that much blur and rainbow colors. Many TVs are little different. I can't believe how many grown ups can't remember because they forgotten what the TVs bulb look like back then before LCD came out.

LCD TVs doesn't count because those are remake and have no bulb.



tjcbs
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my shader. new [Re: Heihachi_73]
#327047 - 06/16/14 03:41 PM Attachment: megaman6.png 1659 KB (0 downloads)


Mine:

I like colors

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment

Edited by tjcbs (06/16/14 06:51 PM)



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Re: my shader. new [Re: tjcbs]
#327049 - 06/16/14 07:57 PM


> Mine:
>
> I like colors

That looks hilariously unlike a CRT. What is that behind the aperture mask, 2xSAI or something?

Thank you for providing a prime example of why I will never willingly make the shader chain more data-driven than it already is: Invariably people use it to make monstrosities like this.



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Re: my shader. new [Re: MooglyGuy]
#327050 - 06/16/14 08:40 PM


The goal is to look good, not look like a morass of wildly inaccurate and pointless attempts at replicating crt artifacts.

Not 2xSai, my own sharpening algorithm, fully adjustable. That is close to as sharp as it gets without getting artifacty.

Pull up your pants, your butt-hurt is showing.



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Re: my shader. new [Re: tjcbs]
#327052 - 06/16/14 10:29 PM


WOW!!!!!!! Congratulations man, you made it. You've become a pro in the art of making retro games look like they never did. It looks so bad... so ugly... WOW!!!!!!!



Dullaron
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Here is dkong. :) new [Re: tjcbs]
#327057 - 06/17/14 12:57 AM Attachment: dkong.png 719 KB (4 downloads)



Code:


// START of parameters

// gamma of simulated CRT
CRTgamma = 2.4;
// gamma of display monitor (typically 2.2 is correct)
monitorgamma = 2.2;
// overscan (e.g. 1.02 for 2% overscan)
overscan = vec2(0.98,0.98);
// aspect ratio
aspect = vec2(1.0, 0.75);
// lengths are measured in units of (approximately) the width of the monitor
// simulated distance from viewer to monitor
d = 2.0;
// radius of curvature
R = 3.5;
// tilt angle in radians
// (behavior might be a bit wrong if both components are nonzero)
const vec2 angle = vec2(-0.60,0.0);
// size of curved corners
cornersize = 0.03;
// border smoothness parameter
// decrease if borders are too aliased
cornersmooth = 1000.0;

// END of parameters

// Do the standard vertex processing.
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

// Precalculate a bunch of useful values we'll need in the fragment
// shader.
sinangle = sin(angle);
cosangle = cos(angle);
stretch = maxscale();

// Texture coords.
texCoord = gl_MultiTexCoord0.xy;

// The size of one texel, in texture-coordinates.
one = 1.0 / color_texture_pow2_sz;
}



As for Popeye paste this over the other one.

const vec2 angle = vec2(0.0,-0.60);

Maybe someday HLSL will do this as well. For now only the GLSL can do this.

What I'm doing is looking at the snapshots of the machines to see what view those are showing in. Then trying to get the view matches on what the machines is showing.

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment



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Re: Here is dkong. :) new [Re: Dullaron]
#327062 - 06/17/14 02:30 AM


Awesome shader.
I love OpenGL...



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Re: my shader. new [Re: tjcbs]
#327067 - 06/17/14 03:22 AM


> The goal is to look good, not look like a morass of wildly inaccurate and pointless
> attempts at replicating crt artifacts.

Considering console and early home computer games were largely designed around being sent to a CRT as composite video, I'd hardly call it pointless.

> Not 2xSai, my own sharpening algorithm, fully adjustable. That is close to as sharp
> as it gets without getting artifacty.

Cocky much? Sure anyone can write their own algorithm, but more often than not it's a bad algorithm.

> Pull up your pants, your butt-hurt is showing.

Haha why don't you go into stand-up comedy? You'd have no trouble putting down hecklers.



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Re: Here is dkong. :) new [Re: CiroConsentino]
#327071 - 06/17/14 05:17 AM


> Awesome shader.
> I love OpenGL...

There is a problem unless I don't know what I'm doing wrong.

I can't get one of the screen to tilt on the playch10 and punchout games.

I did notice there is a different versions. 1. No rounded corners. 2. Rounded corners. Weird.



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Re: my shame. new [Re: tjcbs]
#327076 - 06/17/14 06:50 AM


If that were like lemonade... You'd be like; "I like a little water with my lemon juice and sugar."



eta: I'd imagine a lot of people saying this about that; "OMG, My eyes are bleeding!"

2nd Edit: Ah. When those are posted as attachments they're shrunk, and any hint of scanlines appear to be non-existent. They really had that 'pixel-smoothing' look like some console emulators have.

Still, colors are jacked up a bit too much.... But if that's what you or anybody else likes.... That's okay.

Edited by Tomu Breidah (06/18/14 12:42 AM)



tjcbs
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More Monstrosities new [Re: tjcbs]
#327099 - 06/17/14 11:03 PM Attachment: cap4.png 1817 KB (3 downloads)


Added some new ideas I thought of, unfortunately which require
emu-side support.

Let the piling-upon commence!

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment

Edited by tjcbs (06/17/14 11:04 PM)



tjcbs
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More Monstrosities new [Re: tjcbs]
#327100 - 06/17/14 11:05 PM Attachment: cap5.png 3030 KB (1 downloads)


Added some new ideas I thought of, unfortunately which require
emu-side support.

Let the piling-upon commence!

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment



tjcbs
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More Monstrosities new [Re: tjcbs]
#327101 - 06/17/14 11:08 PM Attachment: cap3.png 3189 KB (1 downloads)


Added some new ideas I thought of, unfortunately which require
emu-side support.

Let the piling-upon commence!

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment

Edited by tjcbs (06/17/14 11:08 PM)



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Re: More Monstrosities new [Re: tjcbs]
#327102 - 06/18/14 12:47 AM


Why do these shaders require "emu-side support"? Are you mixing the sprite and tilemap layers in the shader or something?



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Re: More Monstrosities new [Re: tjcbs]
#327103 - 06/18/14 12:51 AM


Holy moly! Super cool!
I loved this shader... it looks fantastic
Great job man.



tjcbs
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Re: More Monstrosities new [Re: AWJ]
#327104 - 06/18/14 01:45 AM


Nope, just using a downsampled version of the original texture. Too downsampled to do right in the shader. Maybe I can use the .fx file multi-pass feature, or SDLMame's stacked shader system? I'm not sure.



tjcbs
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Thanks! (nt) new [Re: CiroConsentino]
#327105 - 06/18/14 01:45 AM





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Re: More Monstrosities new [Re: tjcbs]
#327106 - 06/18/14 02:25 AM


I don't get it. You bash simulation of CRT artefacts, calling it pointless, then you go and implement some crazy attempt at scanlines and aperture mask, both of which are CRT artefacts. Make up your mind at least.



tjcbs
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Re: More Monstrosities new [Re: Vas Crabb]
#327108 - 06/18/14 02:45 AM


I don't regard those particular artifacts as pointless, because they add to perceived detail, and are accepted. I agree that area has a lot of room for improvement.



Traso
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I'm seeing shades of Driver Man..... new [Re: tjcbs]
#327137 - 06/19/14 08:35 AM


Except the English is too decent...... A cousin, maybe?



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Re: Use custom shaders on windows?? new [Re: SoltanGris42]
#327188 - 06/20/14 10:28 AM


> use it like mame e.g. "mess nes smb1" instead of "mess nes -cart
> c:\ALL_MY_ROMZZZ\smario1.nes". That makes it easier.

for the record, it is strongly suggested to always specify the media device you want to load, i.e.

"mess nes -cart smb1"

skipping that could lead to misbehaves of the emulator in some corner case, and it is not ensured to work properly as soon as you leave the happy realm of consoles to enter the more complex world of home computers



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Re: Use custom shaders on windows?? new [Re: SoltanGris42]
#327193 - 06/20/14 12:33 PM


> >
> > MESS however is another story. What a bizarrely user-unfriendly application.
>
> Haha. You get used to it. I don't use a front-end usually. If you can get all your
> stuff set up to use the softlist feature, then you can avoid a lot of the pain in the
> ass stuff and use it like mame e.g. "mess nes smb1" instead of "mess nes -cart
> c:\ALL_MY_ROMZZZ\smario1.nes". That makes it easier.

QMC2 is my best friend. I uses command line and ini files as well. All three.



CiroConsentino
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Re: Use custom shaders on windows?? new [Re: SoltanGris42]
#327197 - 06/20/14 02:02 PM


>> "mess nes -cart c:\ALL_MY_ROMZZZ\smario1.nes"

My frontend EmuCon works like this.
The reason why it's because games from different systems use the same game name.
example:
Asteroids game is named asteroid for both Atari 2600 and Atari 5200

I wonder... does MESS keeps checking ALL 'asteroid.zip' files in ROMs folders until it finds the right one ?

>> "mess nes smb1"

how would you use this command line, based on the problem I mentioned above ?



bigbluefe
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Re: my shader. new [Re: tjcbs]
#327199 - 06/20/14 04:38 PM


No, Moogly's right. Your screenshots look absolutely terrible. HLSL looks a thousand times better.

Sorry!



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Re: Use custom shaders on windows?? new [Re: CiroConsentino]
#327205 - 06/20/14 05:07 PM


> I wonder... does MESS keeps checking ALL 'asteroid.zip' files in ROMs folders until
> it finds the right one ?

Because you have to specify the system, that means MESS only checks for ROMs in the softlists for that system.

> >> "mess nes smb1"
>
> how would you use this command line, based on the problem I mentioned above ?

You type it just like that and it works. MESS will scan the nes_cart softlist, find smb1, and run it (unless you're missing the ROM, of course).



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Re: Use custom shaders on windows?? new [Re: etabeta]
#327206 - 06/20/14 05:09 PM


> skipping that could lead to misbehaves of the emulator in some corner case, and it is
> not ensured to work properly as soon as you leave the happy realm of consoles to
> enter the more complex world of home computers

I have never had MESS misbehave when not explicitly specifying the device, and if any corner cases arise they should be fixed.



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Re: Use custom shaders on windows?? new [Re: R. Belmont]
#327210 - 06/20/14 06:01 PM


> > skipping that could lead to misbehaves of the emulator in some corner case, and it
> is
> > not ensured to work properly as soon as you leave the happy realm of consoles to
> > enter the more complex world of home computers
>
> I have never had MESS misbehave when not explicitly specifying the device, and if any
> corner cases arise they should be fixed.

multiple softlists attached to the console with a common shortname could trigger the wrong game being loaded (the first softlist added is being used)

for home computer it is even trickier: some multidisk games require all drives to be filled to work, some other games require only a specific disk to be loaded at boot and others to be loaded later when prompted.
currently, if you skip the media switch, MESS tries to fill every drive with a disk image and this has been chosen because it seems (from tests on current softlist) the solution which gives a better % of loading screen / error messages instead of blank screens with no clue about what is wrong... but of course there are always cases where only loading disk 1 would give a better result



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Re: Use custom shaders on windows?? new [Re: R. Belmont]
#327214 - 06/20/14 07:36 PM


ok, thanks.



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Re: my shader. new [Re: bigbluefe]
#327215 - 06/20/14 07:38 PM


No, it doesn't. It looks nice. That's the beauty of GLSL in SDLMAME. You can create all sorts of shaders.



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Re: Use custom shaders on windows?? new [Re: etabeta]
#327221 - 06/20/14 10:11 PM


> multiple softlists attached to the console with a common shortname could trigger the
> wrong game being loaded (the first softlist added is being used)

Sure, and in that 0.01% of cases where 1) the situation occurs and 2) the game that loads isn't the one the user wanted they can get more explicit.

> for home computer it is even trickier: some multidisk games require all drives to be
> filled to work, some other games require only a specific disk to be loaded at boot
> and others to be loaded later when prompted.

That's not something the media switch can easily solve anyway (I'm aware you mean using it to manually mount each disk, but at that point you've completely destroyed any pretense of MESS being usable by non-developers). But adding a "disk1only=yes" property to the softlists would enable everyone to fix that problem where it exists.



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Re: More Monstrosities new [Re: tjcbs]
#327224 - 06/21/14 12:54 AM


> and are accepted

Accepted by whom? Surely not someone who actually has used an arcade monitor because these look nothing like one.



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It looks terrible new [Re: tjcbs]
#327229 - 06/21/14 02:37 AM


> I don't regard those particular artifacts as pointless, because they add to perceived
> detail

What's the point of adding to perceived detail and then drowning it in a 2xSai filter?

S



B2K24
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Re: It looks terrible new [Re: Sune]
#327231 - 06/21/14 03:43 AM


The incorrect and artificial look of the colors alone absolutely kills it for me.



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Re: It looks terrible new [Re: B2K24]
#327234 - 06/21/14 06:32 AM


> The incorrect and artificial look of the colors alone absolutely kills it for me.

Yep not even close to scanlines, blur and RGB effects.



Dullaron
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I bet you can't do this. new [Re: tjcbs]
#327257 - 06/22/14 04:54 AM


https://www.dropbox.com/s/lkadho7e31vhfrl/IMG_0054.JPG

https://www.dropbox.com/s/41gc6vuv23jgxgx/IMG_0055.JPG

From one of my TVs.



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Re: I bet you can't do this. new [Re: Dullaron]
#327263 - 06/22/14 06:59 AM


> https://www.dropbox.com/s/lkadho7e31vhfrl/IMG_0054.JPG
>
> https://www.dropbox.com/s/41gc6vuv23jgxgx/IMG_0055.JPG
>
> From one of my TVs.

What kind of TVs?



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Re: I bet you can't do this. new [Re: Traso]
#327265 - 06/22/14 08:31 AM


> What kind of TVs?

Zenith screen size 14 inch. CRT. White. No tape player. Screen shots from that.

Other one is Zenith screen size 19 inch. CRT. Black. No snapshots. No tape player.



Traso
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Re: I bet you can't do this. new [Re: Dullaron]
#327344 - 06/24/14 03:25 AM


> > What kind of TVs?
>
> Zenith screen size 14 inch. CRT. White. No tape player. Screen shots from that.
>
> Other one is Zenith screen size 19 inch. CRT. Black. No snapshots. No tape player.

I don't know why you're posting images of CRTs, as the discussion is about software effects....



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Re: I bet you can't do this. new [Re: Traso]
#327352 - 06/24/14 05:10 AM


> > > What kind of TVs?
> >
> > Zenith screen size 14 inch. CRT. White. No tape player. Screen shots from that.
> >
> > Other one is Zenith screen size 19 inch. CRT. Black. No snapshots. No tape player.
>
> I don't know why you're posting images of CRTs, as the discussion is about software
> effects....

Because it's about software effects that simulate CRT TVs. Isn't that obvious?



Dullaron
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Re: I bet you can't do this. new [Re: Vas Crabb]
#327357 - 06/24/14 06:20 AM


> > > > What kind of TVs?
> > >
> > > Zenith screen size 14 inch. CRT. White. No tape player. Screen shots from that.
> > >
> > > Other one is Zenith screen size 19 inch. CRT. Black. No snapshots. No tape
> player.
> >
> > I don't know why you're posting images of CRTs, as the discussion is about software
> > effects....
>
> Because it's about software effects that simulate CRT TVs. Isn't that obvious?

This is the way it should be. You know much as everyone else I can't do this. Impossible me to do. Just like the person who made this thread can't do it ether.

We all can make our own effect but it won't be the same as the real CRT effect.

Real CRT effect moves and changes. This is something that HLSL and GLSL can't do yet. Maybe not ever. Be way too hard get those to do the effect.



lamprey
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Re: I bet you can't do this. new [Re: Dullaron]
#327383 - 06/24/14 05:16 PM


I don't claim to know much of anything about programming shaders. But, this seems more like a matter of resolution to be able to emulate the subtle effects of a CRT, at least to down to the masking and such. We are getting into an era of some pretty high pixel densities. Hopefully, that will translate into monitors and TVs (and projectors). A 4k monitor/TV might be on the cusp of being able to do this sort of emulation...?



Traso
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Re: I bet you can't do this. new [Re: lamprey]
#327431 - 06/25/14 07:51 PM


> I don't claim to know much of anything about programming shaders. But, this seems
> more like a matter of resolution to be able to emulate the subtle effects of a CRT,
> at least to down to the masking and such. We are getting into an era of some pretty
> high pixel densities. Hopefully, that will translate into monitors and TVs (and
> projectors). A 4k monitor/TV might be on the cusp of being able to do this sort of
> emulation...?

You might want to read RandyT's discussion on this over at BYOAC a couple/few years ago.



evh347
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Re: Here is dkong. :) new [Re: Dullaron]
#327932 - 07/08/14 06:51 PM


This is the first I've seen of this effect.

I'm trying to wrap my head around GLSL shaders, but this is new to me. It hasn't been a priority for me to this point, but seeing for the first time a playfield angled to the viewpoint it actually was got me really excited.

I have the MAME src (153). Now I'm stuck where to put this code (which ini/settings?).

I have MAME 153.
I have the CRT-geom.vsh
I added something like this to bottom of my dkong ini:
gl_glsl 1
gl_glsl_filter 1
glsl_shader_mame0 /home/user/.mame/osd/shader/glsl_plain <---my path is different
glsl_shader_mame1 /home/user/.mame/osd/CRT-geom <---my path is different

And I've tried editing both the CRT-geom and glsl_plain (or vertical) vsh files with the code you pasted from START of Parameters to the end.

Anyone willing to walk me thru the setup of this specifically (for dkong)?

Edited by evh347 (07/08/14 08:28 PM)



lamprey
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Re: Here is dkong. :) new [Re: Dullaron]
#327937 - 07/08/14 09:20 PM


>Maybe someday HLSL will do this as well. For now only the GLSL can do this.

Although it is not built directly into HLSL you can, with some modification to the post.fx file, "tilt" the game screen:

http://forum.arcadecontrols.com/index.php?topic=



lamprey
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Re: Here is dkong. :) new [Re: evh347]
#327988 - 07/10/14 05:18 AM


> This is the first I've seen of this effect.
>
> I'm trying to wrap my head around GLSL shaders, but this is new to me. It hasn't been
> a priority for me to this point, but seeing for the first time a playfield angled to
> the viewpoint it actually was got me really excited.
>
> I have the MAME src (153). Now I'm stuck where to put this code (which
> ini/settings?).
>
> I have MAME 153.
> I have the CRT-geom.vsh
> I added something like this to bottom of my dkong ini:
> gl_glsl 1
> gl_glsl_filter 1
> glsl_shader_mame0 /home/user/.mame/osd/shader/glsl_plain <---my path is different
> glsl_shader_mame1 /home/user/.mame/osd/CRT-geom <---my path is different
>
> And I've tried editing both the CRT-geom and glsl_plain (or vertical) vsh files with
> the code you pasted from START of Parameters to the end.
>
> Anyone willing to walk me thru the setup of this specifically (for dkong)?

Do you have shaders working at all? I have a 0153 build, but it has the bug so shaders don't work.

If anyone has a Win x64 build 0153 with a rev of 30936 or higher they can link me, I'd appreciate it. Otherwise, I'll have to get setup to compile it.



lamprey
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Slot Mask new [Re: Dullaron]
#328062 - 07/11/14 05:53 AM


Are there any shaders that emulate a slot mask? All I can seem to find are scan lines.



SoltanGris42
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Re: Slot Mask new [Re: lamprey]
#328065 - 07/11/14 06:50 AM


> Are there any shaders that emulate a slot mask? All I can seem to find are scan
> lines.

There are a variety of filters that simulate an aperture grill. Either with alternating Magenta and Green vertical stripes to get an an evenly spaced RGB stripe in only 2 pixels, or in a regular RGB pattern.

The "CRT-geom" filter usually has Magenta/Green stripes in other emulators but hasn't in MAME because to do it right the shader needed to know what resolution was being output and MAME didn't give that to the shaders in GLSL (I think...)

I hacked it back in when I saw that MAME could do it now, along with some other crap (tint, saturation, fading out the aperture grill for high luminance colors to keep brightness high, cubic instead of lanczos horizontal scaling) but I haven't posted it anywhere because I didn't know if any if it was done quite correctly and I didn't want to post shoddy modifications to someone else's code. I could zip it up and post it here as long as people understand that it was done by someone with no graphics coding experience...



lamprey
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Re: Slot Mask new [Re: SoltanGris42]
#328101 - 07/11/14 10:16 PM


> > Are there any shaders that emulate a slot mask? All I can seem to find are scan
> > lines.
>
> There are a variety of filters that simulate an aperture grill. Either with
> alternating Magenta and Green vertical stripes to get an an evenly spaced RGB stripe
> in only 2 pixels, or in a regular RGB pattern.
>
> The "CRT-geom" filter usually has Magenta/Green stripes in other emulators but hasn't
> in MAME because to do it right the shader needed to know what resolution was being
> output and MAME didn't give that to the shaders in GLSL (I think...)
>
> I hacked it back in when I saw that MAME could do it now, along with some other crap
> (tint, saturation, fading out the aperture grill for high luminance colors to keep
> brightness high, cubic instead of lanczos horizontal scaling) but I haven't posted it
> anywhere because I didn't know if any if it was done quite correctly and I didn't
> want to post shoddy modifications to someone else's code. I could zip it up and post
> it here as long as people understand that it was done by someone with no graphics
> coding experience...

Interesting. Yeah, I'm just getting into SDLMame and GLSL. So I don't know what the limitations are as far as what information is available to the shaders (a la resolutions).

If you have a hack/sample/anything you are willing to share, feel free to post it or PM me.





SoltanGris42
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Re: Slot Mask new [Re: lamprey]
#328108 - 07/12/14 12:59 AM Attachment: Modified_CRT-geom_GLSL_Shader.zip 11 KB (6 downloads)


Here you go.

It's a little weird because the shader was close to the maximum length. I had to shorten some variable names and calculate a couple things in the vertex shader.

There are probably errors in the shader code too since I don't know what I'm doing...

Anyway, there are a couple of new things to set in the CRT-geom.vsh:

saturation
tint

They do what they say. I have it set to 150% saturation (too much!) and 0 degrees of tint but you should fiddle with it.

The rest of the options are in the pixel shaders. I think most drivers will be using the CRT-geom_rgb32_dir.fsh so try changing that file first. An easy way to tell if you have the correct file is by disabling "YUV" because the drop in saturation is easy to notice. Here are the new options:

YUV: enables the tint and saturation changes
APER: enables the aperture grill effect
RGB_M: enables an RGB striped mask instead of Magenta/Green. APER still needs to be set.
LUM_VAR_M: enable to fade out the aperture mask for high luminance colors. Keeps whites looking white.
LUM_MAG: Sets the strength of the previous effect. 0.0-1.0

Note that if you have an older version of sdlmame/sdlmess that the aperture grill won't show up. I don't know what svn revision (or official release version) the needed glsl change made it into.

I assume you know how to set up the mame.ini to get the shader working. Let me know if it works ok for you.



CiroConsentino
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Re: More Monstrosities new [Re: tjcbs]
#328121 - 07/12/14 12:40 PM


hey, can you share the files/mame.ini settings to achieve this effect ? Now that Haze released updated SDL builds I can finally check these awesome shaders.



MooglyGuy
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Re: More Monstrosities new [Re: CiroConsentino]
#328122 - 07/12/14 12:53 PM


> these awesome shaders.

Fuckin' LOL, you're on crack dude.



CiroConsentino
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Re: More Monstrosities new [Re: MooglyGuy]
#328123 - 07/12/14 06:55 PM


huh... no, I'm not. I like GLSL shaders a lot more than HLSL effects.
I don't give a damn about CRT monitor simulation. I don't even like the pincushion effect to simulate the round corners of the CRT monitor. I like the way shaders improve the game image.



lamprey
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Re: Slot Mask new [Re: SoltanGris42]
#328124 - 07/12/14 07:58 PM


> Here you go.
>
> It's a little weird because the shader was close to the maximum length. I had to
> shorten some variable names and calculate a couple things in the vertex shader.
>
> There are probably errors in the shader code too since I don't know what I'm doing...
>
> Anyway, there are a couple of new things to set in the CRT-geom.vsh:
>
> saturation
> tint
>
> They do what they say. I have it set to 150% saturation (too much!) and 0 degrees of
> tint but you should fiddle with it.
>
> The rest of the options are in the pixel shaders. I think most drivers will be using
> the CRT-geom_rgb32_dir.fsh so try changing that file first. An easy way to tell if
> you have the correct file is by disabling "YUV" because the drop in saturation is
> easy to notice. Here are the new options:
>
> YUV: enables the tint and saturation changes
> APER: enables the aperture grill effect
> RGB_M: enables an RGB striped mask instead of Magenta/Green. APER still needs to be
> set.
> LUM_VAR_M: enable to fade out the aperture mask for high luminance colors. Keeps
> whites looking white.
> LUM_MAG: Sets the strength of the previous effect. 0.0-1.0
>
> Note that if you have an older version of sdlmame/sdlmess that the aperture grill
> won't show up. I don't know what svn revision (or official release version) the
> needed glsl change made it into.
>
> I assume you know how to set up the mame.ini to get the shader working. Let me know
> if it works ok for you.

Very cool! Thanks for sharing. This will give me something else to play with!



tjcbs
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Re: More Monstrosities new [Re: CiroConsentino]
#328155 - 07/14/14 04:36 AM


I'll let you know when I port it to glsl/sdlmame.



Dullaron
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Custom files (The link is here.) new [Re: tjcbs]
#328159 - 07/14/14 09:06 AM


https://sites.google.com/site/o0kinghanco0o/crt-geom-customs

List of games and systems.

Note: I'm not done. I will keep on doing these. Just something to do.



Traso
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Re: Custom files (The link is here.) new [Re: Dullaron]
#328175 - 07/15/14 07:49 AM


> https://sites.google.com/site/o0kinghanco0o/crt-geom-customs
>
> List of games and systems.
>
> Note: I'm not done. I will keep on doing these. Just something to do.

I'd guess including ini files for those would be a bit better.



Dullaron
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Re: Custom files (The link is here.) new [Re: Traso]
#328178 - 07/15/14 08:11 AM


> > https://sites.google.com/site/o0kinghanco0o/crt-geom-customs
> >
> > List of games and systems.
> >
> > Note: I'm not done. I will keep on doing these. Just something to do.
>
> I'd guess including ini files for those would be a bit better.

Just take the mame.ini copy file and then paste it into the ini folder. Then use the name of a ROM's zip. Easy. You do not want my ini files anyway because of the settings that I use.



lamprey
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Re: Custom files (The link is here.) [Re: Dullaron]
#328204 - 07/16/14 12:00 AM


Can you put those settings in the INI file? I thought they only existed in the shader file..?



Dullaron
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Re: Custom files (The link is here.) [Re: lamprey]
#328205 - 07/16/14 12:04 AM


> Can you put those settings in the INI file? I thought they only existed in the shader
> file..?

Yep in the glsl_shader_mame0

For example.

glsl_shader_mame0 shaders/overscan(1.0,1.0)_radius(2.0)_tilt(0.0,0.0)_corners(0.03)

You don't put anything but the glsl_shader_mame0 in the new ini file. Main settings still run from the mame.ini.



R. Belmont
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Re: Slot Mask [Re: SoltanGris42]
#328248 - 07/16/14 05:41 PM


> The "CRT-geom" filter usually has Magenta/Green stripes in other emulators but hasn't
> in MAME because to do it right the shader needed to know what resolution was being
> output and MAME didn't give that to the shaders in GLSL (I think...)

MAME SVN was recently updated to always fill out the "screen_texture_sz" uniform with the output resolution. I also fixed a bug where that resolution was wrong for multi-head Linux/BSD setups.

If there's anything else that would be useful to have in uniforms, let me know; 0.154 will likely be frozen and released about a week from now so if we can lock in better GLSL support before then it'd be useful.


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