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Zebra
MAME Fan
Reged: 09/17/14
Posts: 13
Loc: New York
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Re: 224p vs 240p
04/15/15 08:44 PM


You have inspired me to give groovy mame another try. If it changes the modlines to make the refresh rate perfect for each game, I am curious to see if it fixes all screen tearing. Is what groovy mame does with refresh rates, different to the "match game refresh rate" option on other mame versions?

I had no intention of using soft 15khz initially. I installed crt emu drivers first but it didn't work. No 15khz modes were available after I ran VMMaker (or before). I found another thread where Calamity helped someone else with a similar sounding problem. There was a link to an updated VMMaker but it didn't fix my issue.

I am using a Sapphire radeon HD 4890 and the 4890 is listed as a compatible model. It works with soft 15khz so I am not sure what I am doing wrong with crt emu. I am using windows xp 32 bit professional. The only thing I could think of that might be unusual in my set-up is my Xeon E3 processor which has no built in graphics capability so it can't be used without a seperate gpu. Other than that, everything should be perfect. It was a brand new xp install too.

I found a fairly comprehensive list of modelines which were easy to cut and paste. There are a few which I can't find though so it would still be good to be able to create them. For example, I really want a 512 x 400 57hz EGA mode for narc. Soft 15lhz and arcade vga only has a 384 line EGA mode at default settings. Am I right in assuming that I would need something close to 512 x 400 for groovy mame to output perfect native res and refresh?

On 224 vs 240 vs 288 all being the same, they aren't on the other versions of mame that I use. I only use direct draw with no hardware stretching and with switch res turned on. Selecting different resolutions makes the game screen fill different portions of the raster. For example, if I select 620 x 240 for a 320 x 240 game, only 50% of the width is filled. I wasn't aware than groovy mame handles that differently to other versions of mame. That being said, I have noticed that games look a little different in some versions of mame than others.

The main reason why I haven't adopted groovy mame is that it was difficult to get all of my roms working on the versions I tested. I was downloading them from the most up to date source I know but still, only a handful would work. Mame plus seems to load most roms, even if they fail the audit and don't appear in the "available" list. I couldn't find a working neo geo bios for any other recent mame release. Mame plus 153, 154 and 158 all load every neo geo bios I have tried, even though it lists missing files.

I was using an arcade vga until recently so there was no point in figuring it out. Now there is. I just need to figure out what I'm doing wrong with crt emu drivers..... Before I put in the time, is there any reason why my sapphire 4890 would be the problem?







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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