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Zebra
MAME Fan
Reged: 09/17/14
Posts: 13
Loc: New York
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Re: Disappearing sprites in "Street Fighter II"
02/17/15 05:39 PM


Since my last post on this thread I acquired a Sony Trinitron crt tv, an Ikegami TM90 20" broadcast monitor (with rgb) and a Billabs 25" autosync arcade monitor. The Arcade monitor is what I use as my main mame screen as it does CGA, EGA and VGA. It also has the right dot pitch for old games while the broadcast monitor is too fine.

In my opinion, street fighter 2 doesn't look as good on any of my monitors when I use mame, when compared to the game running off a real jamma pcb.

I am not sure of exactly what causes the differences but it looks like the emulated version has an innacurate color pallete. The other difference is that the arcade board puts out a 5 volt rgb signal while my arcade vga card puts out a 1 volt RGB signal. The image from the real arcade board is brighter as a result so the black spaces between scanlines are less visible with the greater bloom.

I can adjust the rgb color balance on the monitor and I can increase the contrast and gamma in Mame but it is still not exactly the same. I have ordered a vga signal booster from ultimarc to raise the signal to 4volts so I am hoping this will help.

My arcade vga has a minimum vertical resolution of 240p. Street Fighter 2 and most other capcom games are 384 x 224. I have to use 392 x 240. The pcb has 16 more blank lines so the image ineeds to be stretched more vertically to make it fill the screen. The image in mame looks squashed if it fits the screen perfectly so I also cut off the top and bottom of the image to make it look right.

It is a little annoying as I bought the arcade vga to get native resolutions and I am stuck with ones that are just wrong enough to bother me. The Ultimarc website claims that 240p and 224p look the same but he's wrong. I would have used soft 15khz instead if it worked in windows 7. The latest arcade vga also limits most resolutions to run at 60hz so you get screen tearing without tripple buffering.







Entire thread
Subject Posted by Posted on
* Disappearing sprites in "Street Fighter II" DaRayu 03/17/14 11:35 PM
. * Re: Disappearing sprites in "Street Fighter II" Zebra  09/29/14 09:48 PM
. * Re: Disappearing sprites in "Street Fighter II" grog  09/29/14 10:22 PM
. * Re: Disappearing sprites in "Street Fighter II" Zebra  02/17/15 05:39 PM
. * Re: Disappearing sprites in "Street Fighter II" grog  02/17/15 10:17 PM
. * Re: Disappearing sprites in "Street Fighter II" Zebra  03/02/15 05:27 AM
. * Re: Disappearing sprites in "Street Fighter II" krick  03/02/15 06:37 AM
. * Re: Disappearing sprites in "Street Fighter II" grog  03/02/15 06:48 AM
. * Re: Disappearing sprites in "Street Fighter II" krick  03/02/15 06:56 AM
. * 224p vs 240p Zebra  04/05/15 10:07 PM
. * Re: 224p vs 240p grog  04/06/15 11:44 PM
. * Re: 224p vs 240p Zebra  04/14/15 09:13 PM
. * Re: 224p vs 240p grog  04/15/15 01:50 AM
. * Re: 224p vs 240p Zebra  04/15/15 08:44 PM
. * Re: 224p vs 240p Calamity  04/15/15 10:51 PM
. * Re: 224p vs 240p Calamity  04/14/15 11:14 PM
. * Re: 224p vs 240p Zebra  04/20/15 09:16 PM
. * Re: 224p vs 240p Calamity  04/21/15 11:18 AM
. * Re: Disappearing sprites in "Street Fighter II" Zebra  03/05/15 05:12 AM
. * Re: Disappearing sprites in "Street Fighter II" grog  03/02/15 06:19 AM
. * Re: Disappearing sprites in "Street Fighter II" Sune  09/29/14 10:06 PM
. * Re: Disappearing sprites in "Street Fighter II" Naoki  03/18/14 02:45 PM
. * Re: Disappearing sprites in "Street Fighter II" grog  03/18/14 12:26 AM
. * Re: Disappearing sprites in "Street Fighter II" DaRayu  03/18/14 12:43 AM
. * Re: Disappearing sprites in "Street Fighter II" grog  03/18/14 01:16 AM
. * Re: Disappearing sprites in "Street Fighter II" SmitdoggAdministrator  03/18/14 02:25 AM
. * Could it be related to lack of "wait states" in emulation? DiodeDude  03/18/14 02:45 AM
. * Re: Could it be related to lack of "wait states" in emulation? SmitdoggAdministrator  03/18/14 02:48 AM
. * Re: Could it be related to lack of "wait states" in emulation? Anonymous  03/18/14 01:20 PM
. * Re: Could it be related to lack of "wait states" in emulation? R. Belmont  03/05/15 10:12 PM
. * Re: Could it be related to lack of "wait states" in emulation? StilettoAdministrator  03/05/15 10:22 PM
. * Re: Could it be related to lack of "wait states" in emulation? DiodeDude  03/05/15 05:42 AM

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