I will add some info here in the following days.
To get version 3.0 click on it in the righthand side of the 'Menu Bar' above.
Enjoy!
You can post questions/comments/feedback below or in this forum here:
http://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=268099&page=1&view=collapsed&sb=5&o=&vc=1
Please do not steal or plagiarism my work or settings without crediting me. Otherwise I will take everything offline for my private friends and personal use only. I have put alot of time and effort into all of this and would prefer if people would just point others towards my blog. Thankyou for understanding. ******************************************************************************************************************************************************************************************
Saturday, 26 November 2011
Wednesday, 16 November 2011
The Resolutions Poll
The previous poll no longer reflected information that was helpful in regards to moving towards version 3.0
I thought I might just clarify MAME resolutions and magnifications when displayed on screens which may help people in accurately answering the poll:
Standard 15kHz arcade monitor resolution = 240 vertical lines.
PC resolution magnification x2 = 480 lines which is 640x480 or 800x480 or 854x480
PC resolution magnification x3 = 720 lines which is 960x720 or 1280x720
PC resolution magnification x4 = 960 lines which is 1280x960 or 1440x960
PC resolution magnification x5 = 1200 lines which is 1600x1200 or 1920x1200
PC resolution magnification x6 = 1440 lines which will be bordered inside 2048x1536 or 2560x1600
PC resolution magnification x7 = 1680 lines which will be bordered inside 2560x2048
PC resolution magnification x8 = 1920 lines which will be bordered inside 2560x2048
Ofcourse if you use a resolution that is different to those listed above then your game will also be displayed inside borders.
All this is true when running games at a 'standard 4:3' ratio resolution.
Please answer poll honestly as it will reflect what resolutions I spend the time towards implementing first.
Any comments/inquiries or to talk about other resolutions not listed in my poll please post in forum here;
http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=268786&page=0&view=collapsed&sb=5&o=&fpart=1&vc=1&new=1321504716
Thankyou.
I thought I might just clarify MAME resolutions and magnifications when displayed on screens which may help people in accurately answering the poll:
Standard 15kHz arcade monitor resolution = 240 vertical lines.
PC resolution magnification x2 = 480 lines which is 640x480 or 800x480 or 854x480
PC resolution magnification x3 = 720 lines which is 960x720 or 1280x720
PC resolution magnification x4 = 960 lines which is 1280x960 or 1440x960
PC resolution magnification x5 = 1200 lines which is 1600x1200 or 1920x1200
PC resolution magnification x6 = 1440 lines which will be bordered inside 2048x1536 or 2560x1600
PC resolution magnification x7 = 1680 lines which will be bordered inside 2560x2048
PC resolution magnification x8 = 1920 lines which will be bordered inside 2560x2048
Ofcourse if you use a resolution that is different to those listed above then your game will also be displayed inside borders.
All this is true when running games at a 'standard 4:3' ratio resolution.
Please answer poll honestly as it will reflect what resolutions I spend the time towards implementing first.
Any comments/inquiries or to talk about other resolutions not listed in my poll please post in forum here;
http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=268786&page=0&view=collapsed&sb=5&o=&fpart=1&vc=1&new=1321504716
Thankyou.
Wednesday, 9 November 2011
NEW JClampy's 320x232 resolution 4x magnification MAME HLSL Setup
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finding correct settings that work with each different resolution is a long, difficult, and slow
process. If you think you can contribute or help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or plagiarism my work or settings without crediting me. Otherwise I will
take everything offline for my private friends and personal use only. I have put alot of time
and effort into all of this and would prefer if people would just point others towards my blog.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Tested with versions 0.143u5 through to 0.143u9
I found that 320x240 games had no distortion when using standard or pixelaspect views. With 320x232 resolution games only pixelaspect view will give us a distortion free image. Although it is only a slight change, at the moment I will keep them as two seperate blog posts. But I may combine them together in the future once I have tested some more different resolutions.
***Just take note that these instructions are exactly the same as with 320x240 apart from the fact that for 320x232 we must use pixelaspect view only.***
I can now confirm that Version 2.0 is fully compatible with 320x232 resolution games, both Horizontally orientated and Vertically(232x320) orientated. After indepth research and testing there is only one way to get HLSL working properly with these games, the following instructions will show you how:
Version 2.0
* Super High Quality .png files.
* Perfect 'tiling' pattern ensures no gradient or banding artifacts with horizontal or vertical scrolling games.
* No 'warping' or 'pinching' effects ensure a crystal clear game image that is easier to look at.
First you need to choose whether you want a 'shadow mask' or an 'aperture grille' pattern. I recommend the 'shadow mask' when used without scanlines and the 'aperture grille' with scanlines. The 'shadow mask' creates a honeycomb type of pattern which is great by itself. Whereas if you prefer a crosshatch pattern then an 'aperture grille' when combined with scanlines will accomplish this. A 'shadow mask' without scanlines is my current personal preference.
ShadowMask = JClampy_ShadowMask4x_v2.0.png
ApertureGrille = JClampy_ApertureGrille4x_v2.0.png
Both included in file here: http://www.mediafire.com/?u9ea8yj9883akhe
(They are the same files as Version 2.0 from my previous 320x240 blog post. If you already have those then you can use them for 320x240 games as well if you want.)
I have a square screen, not a widescreen, so have not tested with widescreen displays. If you use a widescreen and can't get desired effects then first try running MAME in a window and not fullscreen. If that does not work then you may have to use MAME's 'Border Artwork' feature to get the game image displayed in a correct aspect ratio window. I plan to release some custom widescreen borders tomorrow. Also, if you have not used HLSL before you might like to read my quick start guide here; http://gamingnos.blogspot.com/2011/10/quick-start-mame-hlsl-filter-guide-up.html
These settings should be set like this when using HLSL:
mame.ini
effect none (old visual effects off, aka 'visual effects')
scale_effect none (old visual effects off, not in all MAME variants, aka 'image enhancement')
switchres 1 (enable resolution settings, aka 'switch resolutions to fit')
sleep 0 (power saving sleep mode off, aka 'sleep when possible')
video d3d (video output method set to Direct3D)
keepaspect 1 (maintain aspect ratios, aka 'enforce aspect ratio')
prescale 1 (no software prescale, aka 'scale screen')
hwstretch 0 (hardware stretching off)
d3dversion 9 (Direct3D version 9 required when using the HLSL filter)
filter 0 (bilinear filtering off)
artwork_crop 0 (crop border artwork off)
For all 320x232 Horizontally orientated games run at a 4x magnification for final resolution output of 1280x960:
mame.ini
aspect ratio 4:3 (correct aspect ratio for our final display output)
resolution 1280x960 (our final display output resolution)
view pixel aspect (only pixelaspect will give us a distortion free image with 320x232 games)
hlsl.ini
hlsl_prescale_x 2 (2x zoom by video hardware)
hlsl_prescale_y 4 (4x zoom by video hardware)
hlsl_snap_width 1280 (rendered snapshots resolution must be the same width as our display output)
hlsl_snap_height 960 (rendered snapshots resolution must be the same height as our display output)
shadow_mask_alpha 0.250000 (my personal preference when not using scanlines)
shadow_mask_texture JClampy_ShadowMask4x_v2.0.png *OR* JClampy_ApertureGrille4x_v2.0.png
shadow_mask_x_count 1
shadow_mask_y_count 2
shadow_mask_usize 1.000000
shadow_mask_vsize 0.750000
curvature 0.000000 (I recommend disabling this unless you like the moiré effect)
pincushion 0.000000 (I recommend disabling this unless you like the moiré effect)
Caveats:
1. 'hlsl_prescale_x' & 'hlsl_prescale_y' preferably you should use either 2, 3, or 4. I advise against 1 as it produced blurriness and 0 disables prescale altogether. Having an 'x' of 2 and 'y' of 4 creates a nice balanced image. Both 'x' & 'y' at 4 increases image sharpness, whereas both 'x' & 'y' at 2 increases image softness.
2. Although these may work in different combinations, you will probably notice a sharp reduction in quality if you change any of the following settings;
final display aspect ratio of 4:3 at resolution 1280x960 with hlsl_snap_width of 1280 and hlsl_snap_height of 960
shadow_mask_x_count 1
shadow_mask_y_count 2
shadow_mask_usize 1.000000
shadow_mask_vsize 0.750000
3. You can safely change the following setting to your own personal preference;
shadow_mask_alpha 0.250000
4. Due to the fact that 'standard 4:3' view or 'stretched'/'chopped'/'cocktail' views distort the display of the shadow mask or aperture grille .png files it is advised only to use the 'pixel aspect' view or use my custom borders.
If you would like scanlines (especially nice with an aperture grille), here are my personal preference settings;
hlsl.ini
shadow_mask_alpha 0.100000 (I recommend using a lower number for the shadow mask or aperture grille when using scanlines)
scanline_alpha 0.400000 (visibility of scanlines; I recommend making them appear stronger than the shadow mask or aperture grille)
scanline_size 1.000000 (this means that every row of pixels will have it's own scanline; ratio of scanlines to image lines)
scanline_height 0.400000 (I recommend using thin scanlines that do not cover too much of the original games image)
scanline_bright_scale 1.000000 (brightness of the non scanlined areas. I recommend leaving this setting at 1)
scanline_bright_offset 0.000000 (unknown, not needed at the moment)
scanline_jitter 0.000000 (I don't use, makes scanlines shimmer up and down; can cause nausea for some people)
Here are the rest of my personal preference settings;
hlsl.ini
defocus 0.000000,0.000000 (I don't use defocus as it only adds blurriness to your game image)
converge_x 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
converge_y 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
radial_converge_x 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
radial_converge_y 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
red_ratio 1.000000,0.000000,0.000000 (leave alone, red ratio 100%)
grn_ratio 0.000000,1.000000,0.000000 (leave alone, green ratio 100%)
blu_ratio 0.000000,0.000000,1.000000 (leave alone, blue ratio 100%)
saturation 1.100000 (this controls saturation, how strong colours look/bleed, don't set too high or colours get distorted)
offset 0.000000,0.000000,0.000000 (I don't use, suppose to offset strength of red,blue,green)
scale 1.050000,1.050000,1.050000 (this controls brightness control, don't set too high or colours get distorted)
power 1.150000,1.150000,1.150000 (this controls contrast control, where 1.0 = 100%)
floor 0.000000,0.000000,0.000000 (this controls gamma control, I don't use it as colours get washed out, if you set it too high colours get distorted)
phosphor_life 0.200000,0.200000,0.200000 (can create a ghosting effect on fast moving pixels, up to you if you like or not?)
The game will be shown in correct aspect ratio at correct resolution of 4x magnification and look like this:
But what about Vertically orientated games, how do I get them looking perfect?
For all 320x232 Vertically orientated (232x320) games run at a 4x magnification for final resolution output of 1280x960:
Unfortunately there is only one way to get a perfect distortion free HLSL image with Vertically orientated games. You must have a monitor that you can move to a vertical position. If your monitor does not rotate but is wall mounted then perhaps you could investigate if you can get a vertical mounting bracket. My monitor can be rotated and these are the steps I follow to get a perfect image;
1. Follow exactly the same instructions as for Horizontally orientated games.
2. Once you have the game running in MAME for the first time, you need to press the [Tab] key to bring up the 'in-game menu'. Then select and [Enter] into the 'video options' sub menu. From here you can select the 'Rotate' option and change it to either 'CCW 90degrees' or 'CW 90degrees'. Press the [Tab] key again to exit out of the 'in-game menu'. MAME will remember your selection from now on.
Your game would look like this before monitor rotation:
Your game would look like this after monitor rotation:
How Do I Know If Everything Is Working As It Should be?
Here are some screenshots that show you what it looks like when everything is working properly and when it is not: xxx Notice there is no banding of the displayed 'overlay' when it is working properly.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finding correct settings that work with each different resolution is a long, difficult, and slow
process. If you think you can contribute or help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or plagiarism my work or settings without crediting me. Otherwise I will
take everything offline for my private friends and personal use only. I have put alot of time
and effort into all of this and would prefer if people would just point others towards my blog.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Finding correct settings that work with each different resolution is a long, difficult, and slow
process. If you think you can contribute or help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or plagiarism my work or settings without crediting me. Otherwise I will
take everything offline for my private friends and personal use only. I have put alot of time
and effort into all of this and would prefer if people would just point others towards my blog.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Tested with versions 0.143u5 through to 0.143u9
I found that 320x240 games had no distortion when using standard or pixelaspect views. With 320x232 resolution games only pixelaspect view will give us a distortion free image. Although it is only a slight change, at the moment I will keep them as two seperate blog posts. But I may combine them together in the future once I have tested some more different resolutions.
***Just take note that these instructions are exactly the same as with 320x240 apart from the fact that for 320x232 we must use pixelaspect view only.***
I can now confirm that Version 2.0 is fully compatible with 320x232 resolution games, both Horizontally orientated and Vertically(232x320) orientated. After indepth research and testing there is only one way to get HLSL working properly with these games, the following instructions will show you how:
Version 2.0
* Super High Quality .png files.
* Perfect 'tiling' pattern ensures no gradient or banding artifacts with horizontal or vertical scrolling games.
* No 'warping' or 'pinching' effects ensure a crystal clear game image that is easier to look at.
First you need to choose whether you want a 'shadow mask' or an 'aperture grille' pattern. I recommend the 'shadow mask' when used without scanlines and the 'aperture grille' with scanlines. The 'shadow mask' creates a honeycomb type of pattern which is great by itself. Whereas if you prefer a crosshatch pattern then an 'aperture grille' when combined with scanlines will accomplish this. A 'shadow mask' without scanlines is my current personal preference.
ShadowMask = JClampy_ShadowMask4x_v2.0.png
ApertureGrille = JClampy_ApertureGrille4x_v2.0.png
Both included in file here: http://www.mediafire.com/?u9ea8yj9883akhe
(They are the same files as Version 2.0 from my previous 320x240 blog post. If you already have those then you can use them for 320x240 games as well if you want.)
I have a square screen, not a widescreen, so have not tested with widescreen displays. If you use a widescreen and can't get desired effects then first try running MAME in a window and not fullscreen. If that does not work then you may have to use MAME's 'Border Artwork' feature to get the game image displayed in a correct aspect ratio window. I plan to release some custom widescreen borders tomorrow. Also, if you have not used HLSL before you might like to read my quick start guide here; http://gamingnos.blogspot.com/2011/10/quick-start-mame-hlsl-filter-guide-up.html
These settings should be set like this when using HLSL:
mame.ini
effect none (old visual effects off, aka 'visual effects')
scale_effect none (old visual effects off, not in all MAME variants, aka 'image enhancement')
switchres 1 (enable resolution settings, aka 'switch resolutions to fit')
sleep 0 (power saving sleep mode off, aka 'sleep when possible')
video d3d (video output method set to Direct3D)
keepaspect 1 (maintain aspect ratios, aka 'enforce aspect ratio')
prescale 1 (no software prescale, aka 'scale screen')
hwstretch 0 (hardware stretching off)
d3dversion 9 (Direct3D version 9 required when using the HLSL filter)
filter 0 (bilinear filtering off)
artwork_crop 0 (crop border artwork off)
For all 320x232 Horizontally orientated games run at a 4x magnification for final resolution output of 1280x960:
mame.ini
aspect ratio 4:3 (correct aspect ratio for our final display output)
resolution 1280x960 (our final display output resolution)
view pixel aspect (only pixelaspect will give us a distortion free image with 320x232 games)
hlsl.ini
hlsl_prescale_x 2 (2x zoom by video hardware)
hlsl_prescale_y 4 (4x zoom by video hardware)
hlsl_snap_width 1280 (rendered snapshots resolution must be the same width as our display output)
hlsl_snap_height 960 (rendered snapshots resolution must be the same height as our display output)
shadow_mask_alpha 0.250000 (my personal preference when not using scanlines)
shadow_mask_texture JClampy_ShadowMask4x_v2.0.png *OR* JClampy_ApertureGrille4x_v2.0.png
shadow_mask_x_count 1
shadow_mask_y_count 2
shadow_mask_usize 1.000000
shadow_mask_vsize 0.750000
curvature 0.000000 (I recommend disabling this unless you like the moiré effect)
pincushion 0.000000 (I recommend disabling this unless you like the moiré effect)
Caveats:
1. 'hlsl_prescale_x' & 'hlsl_prescale_y' preferably you should use either 2, 3, or 4. I advise against 1 as it produced blurriness and 0 disables prescale altogether. Having an 'x' of 2 and 'y' of 4 creates a nice balanced image. Both 'x' & 'y' at 4 increases image sharpness, whereas both 'x' & 'y' at 2 increases image softness.
2. Although these may work in different combinations, you will probably notice a sharp reduction in quality if you change any of the following settings;
final display aspect ratio of 4:3 at resolution 1280x960 with hlsl_snap_width of 1280 and hlsl_snap_height of 960
shadow_mask_x_count 1
shadow_mask_y_count 2
shadow_mask_usize 1.000000
shadow_mask_vsize 0.750000
3. You can safely change the following setting to your own personal preference;
shadow_mask_alpha 0.250000
4. Due to the fact that 'standard 4:3' view or 'stretched'/'chopped'/'cocktail' views distort the display of the shadow mask or aperture grille .png files it is advised only to use the 'pixel aspect' view or use my custom borders.
If you would like scanlines (especially nice with an aperture grille), here are my personal preference settings;
hlsl.ini
shadow_mask_alpha 0.100000 (I recommend using a lower number for the shadow mask or aperture grille when using scanlines)
scanline_alpha 0.400000 (visibility of scanlines; I recommend making them appear stronger than the shadow mask or aperture grille)
scanline_size 1.000000 (this means that every row of pixels will have it's own scanline; ratio of scanlines to image lines)
scanline_height 0.400000 (I recommend using thin scanlines that do not cover too much of the original games image)
scanline_bright_scale 1.000000 (brightness of the non scanlined areas. I recommend leaving this setting at 1)
scanline_bright_offset 0.000000 (unknown, not needed at the moment)
scanline_jitter 0.000000 (I don't use, makes scanlines shimmer up and down; can cause nausea for some people)
Here are the rest of my personal preference settings;
hlsl.ini
defocus 0.000000,0.000000 (I don't use defocus as it only adds blurriness to your game image)
converge_x 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
converge_y 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
radial_converge_x 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
radial_converge_y 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
red_ratio 1.000000,0.000000,0.000000 (leave alone, red ratio 100%)
grn_ratio 0.000000,1.000000,0.000000 (leave alone, green ratio 100%)
blu_ratio 0.000000,0.000000,1.000000 (leave alone, blue ratio 100%)
saturation 1.100000 (this controls saturation, how strong colours look/bleed, don't set too high or colours get distorted)
offset 0.000000,0.000000,0.000000 (I don't use, suppose to offset strength of red,blue,green)
scale 1.050000,1.050000,1.050000 (this controls brightness control, don't set too high or colours get distorted)
power 1.150000,1.150000,1.150000 (this controls contrast control, where 1.0 = 100%)
floor 0.000000,0.000000,0.000000 (this controls gamma control, I don't use it as colours get washed out, if you set it too high colours get distorted)
phosphor_life 0.200000,0.200000,0.200000 (can create a ghosting effect on fast moving pixels, up to you if you like or not?)
The game will be shown in correct aspect ratio at correct resolution of 4x magnification and look like this:
This is a screenshot of an 'aperture grille with scanlines' |
For all 320x232 Vertically orientated (232x320) games run at a 4x magnification for final resolution output of 1280x960:
Unfortunately there is only one way to get a perfect distortion free HLSL image with Vertically orientated games. You must have a monitor that you can move to a vertical position. If your monitor does not rotate but is wall mounted then perhaps you could investigate if you can get a vertical mounting bracket. My monitor can be rotated and these are the steps I follow to get a perfect image;
1. Follow exactly the same instructions as for Horizontally orientated games.
2. Once you have the game running in MAME for the first time, you need to press the [Tab] key to bring up the 'in-game menu'. Then select and [Enter] into the 'video options' sub menu. From here you can select the 'Rotate' option and change it to either 'CCW 90degrees' or 'CW 90degrees'. Press the [Tab] key again to exit out of the 'in-game menu'. MAME will remember your selection from now on.
Your game would look like this before monitor rotation:
This is a screenshot of an 'aperture grille with scanlines' |
This is a screenshot of an 'aperture grille with scanlines' |
Here are some screenshots that show you what it looks like when everything is working properly and when it is not: xxx Notice there is no banding of the displayed 'overlay' when it is working properly.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finding correct settings that work with each different resolution is a long, difficult, and slow
process. If you think you can contribute or help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or plagiarism my work or settings without crediting me. Otherwise I will
take everything offline for my private friends and personal use only. I have put alot of time
and effort into all of this and would prefer if people would just point others towards my blog.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Monday, 7 November 2011
NEW JClampy's 320x240 resolution 4x magnification MAME HLSL Setup
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finding correct settings that work with each different resolution is a long, difficult, and slow
process. If you think you can contribute or help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or plagiarism my work or settings without crediting me. Otherwise I will
take everything offline for my private friends and personal use only. I have put alot of time
and effort into all of this and would prefer if people would just point others towards my blog.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Tested with versions 0.143u5 through to 0.143u9
I can now confirm that Version 2.0 is fully compatible with 320x240 resolution games, both Horizontally orientated and Vertically(240x320) orientated. After indepth research and testing there is only one way to get HLSL working properly with these games, the following instructions will show you how:
Version 2.0
* Super High Quality .png files.
* Perfect 'tiling' pattern ensures no gradient or banding artifacts with horizontal or vertical scrolling games.
* No 'warping' or 'pinching' effects ensure a crystal clear game image that is easier to look at.
First you need to choose whether you want a 'shadow mask' or an 'aperture grille' pattern. I recommend the 'shadow mask' when used without scanlines and the 'aperture grille' with scanlines. The 'shadow mask' creates a honeycomb type of pattern which is great by itself. Whereas if you prefer a crosshatch pattern then an 'aperture grille' when combined with scanlines will accomplish this. A 'shadow mask' without scanlines is my current personal preference.
ShadowMask = JClampy_ShadowMask4x_v2.0.png
ApertureGrille = JClampy_ApertureGrille4x_v2.0.png
Both included in file here: http://www.mediafire.com/?u9ea8yj9883akhe
(They are the same files as Version 2.0 from my NEO GEO blog section just named differently. If you already have those then you can use them for 320x240 games as well if you want.)
I have a square screen, not a widescreen, so have not tested with widescreen displays. If you use a widescreen and can't get desired effects then first try running MAME in a window and not fullscreen. If that does not work then you may have to use MAME's 'Border Artwork' feature to get the game image displayed in a correct aspect ratio window. I plan to release some custom widescreen borders tomorrow. Also, if you have not used HLSL before you might like to read my quick start guide here; http://gamingnos.blogspot.com/2011/10/quick-start-mame-hlsl-filter-guide-up.html
These settings should be set like this when using HLSL:
mame.ini
effect none (old visual effects off, aka 'visual effects')
scale_effect none (old visual effects off, not in all MAME variants, aka 'image enhancement')
switchres 1 (enable resolution settings, aka 'switch resolutions to fit')
sleep 0 (power saving sleep mode off, aka 'sleep when possible')
video d3d (video output method set to Direct3D)
keepaspect 1 (maintain aspect ratios, aka 'enforce aspect ratio')
prescale 1 (no software prescale, aka 'scale screen')
hwstretch 0 (hardware stretching off)
d3dversion 9 (Direct3D version 9 required when using the HLSL filter)
filter 0 (bilinear filtering off)
artwork_crop 0 (crop border artwork off)
For all 320x240 Horizontally orientated games run at a 4x magnification for final resolution output of 1280x960:
mame.ini
aspect ratio 4:3 (correct aspect ratio for our final display output)
resolution 1280x960 (our final display output resolution)
view pixel aspect *OR* standard (both options will give the same 4:3 or 3:4 ratio with 320x240 games)
hlsl.ini
hlsl_prescale_x 2 (2x zoom by video hardware)
hlsl_prescale_y 4 (4x zoom by video hardware)
hlsl_snap_width 1280 (rendered snapshots resolution must be the same width as our display output)
hlsl_snap_height 960 (rendered snapshots resolution must be the same height as our display output)
shadow_mask_alpha 0.250000 (my personal preference when not using scanlines)
shadow_mask_texture JClampy_ShadowMask4x_v2.0.png *OR* JClampy_ApertureGrille4x_v2.0.png
shadow_mask_x_count 1
shadow_mask_y_count 2
shadow_mask_usize 1.000000
shadow_mask_vsize 0.750000
curvature 0.000000 (I recommend disabling this unless you like the moiré effect)
pincushion 0.000000 (I recommend disabling this unless you like the moiré effect)
Caveats:
1. 'hlsl_prescale_x' & 'hlsl_prescale_y' preferably you should use either 2, 3, or 4. I advise against 1 as it produced blurriness and 0 disables prescale altogether. Having an 'x' of 2 and 'y' of 4 creates a nice balanced image. Both 'x' & 'y' at 4 increases image sharpness, whereas both 'x' & 'y' at 2 increases image softness.
2. Although these may work in different combinations, you will probably notice a sharp reduction in quality if you change any of the following settings;
final display aspect ratio of 4:3 at resolution 1280x960 with hlsl_snap_width of 1280 and hlsl_snap_height of 960
shadow_mask_x_count 1
shadow_mask_y_count 2
shadow_mask_usize 1.000000
shadow_mask_vsize 0.750000
3. You can safely change the following setting to your own personal preference;
shadow_mask_alpha 0.250000
4. Due to the fact that 'standard 4:3' view or 'stretched'/'chopped'/'cocktail' views distort the display of the shadow mask or aperture grille .png files it is advised only to use the 'pixel aspect' view or use my custom borders.
If you would like scanlines (especially nice with an aperture grille), here are my personal preference settings;
hlsl.ini
shadow_mask_alpha 0.100000 (I recommend using a lower number for the shadow mask or aperture grille when using scanlines)
scanline_alpha 0.400000 (visibility of scanlines; I recommend making them appear stronger than the shadow mask or aperture grille)
scanline_size 1.000000 (this means that every row of pixels will have it's own scanline; ratio of scanlines to image lines)
scanline_height 0.400000 (I recommend using thin scanlines that do not cover too much of the original games image)
scanline_bright_scale 1.000000 (brightness of the non scanlined areas. I recommend leaving this setting at 1)
scanline_bright_offset 0.000000 (unknown, not needed at the moment)
scanline_jitter 0.000000 (I don't use, makes scanlines shimmer up and down; can cause nausea for some people)
Here are the rest of my personal preference settings;
hlsl.ini
defocus 0.000000,0.000000 (I don't use defocus as it only adds blurriness to your game image)
converge_x 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
converge_y 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
radial_converge_x 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
radial_converge_y 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
red_ratio 1.000000,0.000000,0.000000 (leave alone, red ratio 100%)
grn_ratio 0.000000,1.000000,0.000000 (leave alone, green ratio 100%)
blu_ratio 0.000000,0.000000,1.000000 (leave alone, blue ratio 100%)
saturation 1.100000 (this controls saturation, how strong colours look/bleed, don't set too high or colours get distorted)
offset 0.000000,0.000000,0.000000 (I don't use, suppose to offset strength of red,blue,green)
scale 1.050000,1.050000,1.050000 (this controls brightness control, don't set too high or colours get distorted)
power 1.150000,1.150000,1.150000 (this controls contrast control, where 1.0 = 100%)
floor 0.000000,0.000000,0.000000 (this controls gamma control, I don't use it as colours get washed out, if you set it too high colours get distorted)
phosphor_life 0.200000,0.200000,0.200000 (can create a ghosting effect on fast moving pixels, up to you if you like or not?)
The game will be shown in correct aspect ratio at correct resolution of 4x magnification and look like this:
But what about Vertically orientated games, how do I get them looking perfect?
For all 320x240 Vertically orientated (240x320) games run at a 4x magnification for final resolution output of 1280x960:
Unfortunately there is only one way to get a perfect distortion free HLSL image with Vertically orientated games. You must have a monitor that you can move to a vertical position. If your monitor does not rotate but is wall mounted then perhaps you could investigate if you can get a vertical mounting bracket. My monitor can be rotated and these are the steps I follow to get a perfect image;
1. Follow exactly the same instructions as for Horizontally orientated games.
2. Once you have the game running in MAME for the first time, you need to press the [Tab] key to bring up the 'in-game menu'. Then select and [Enter] into the 'video options' sub menu. From here you can select the 'Rotate' option and change it to either 'CCW 90degrees' or 'CW 90degrees'. Press the [Tab] key again to exit out of the 'in-game menu'. MAME will remember your selection from now on.
Your game would look like this before monitor rotation:
Your game would look like this after monitor rotation:
How Do I Know If Everything Is Working As It Should be?
Here are some screenshots that show you what it looks like when everything is working properly and when it is not: http://www.mediafire.com/?15yc6j7zvaumucv Notice there is no banding of the displayed 'overlay' when it is working properly.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finding correct settings that work with each different resolution is a long, difficult, and slow
process. If you think you can contribute or help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or plagiarism my work or settings without crediting me. Otherwise I will
take everything offline for my private friends and personal use only. I have put alot of time
and effort into all of this and would prefer if people would just point others towards my blog.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Finding correct settings that work with each different resolution is a long, difficult, and slow
process. If you think you can contribute or help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or plagiarism my work or settings without crediting me. Otherwise I will
take everything offline for my private friends and personal use only. I have put alot of time
and effort into all of this and would prefer if people would just point others towards my blog.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Tested with versions 0.143u5 through to 0.143u9
I can now confirm that Version 2.0 is fully compatible with 320x240 resolution games, both Horizontally orientated and Vertically(240x320) orientated. After indepth research and testing there is only one way to get HLSL working properly with these games, the following instructions will show you how:
Version 2.0
* Super High Quality .png files.
* Perfect 'tiling' pattern ensures no gradient or banding artifacts with horizontal or vertical scrolling games.
* No 'warping' or 'pinching' effects ensure a crystal clear game image that is easier to look at.
First you need to choose whether you want a 'shadow mask' or an 'aperture grille' pattern. I recommend the 'shadow mask' when used without scanlines and the 'aperture grille' with scanlines. The 'shadow mask' creates a honeycomb type of pattern which is great by itself. Whereas if you prefer a crosshatch pattern then an 'aperture grille' when combined with scanlines will accomplish this. A 'shadow mask' without scanlines is my current personal preference.
ShadowMask = JClampy_ShadowMask4x_v2.0.png
ApertureGrille = JClampy_ApertureGrille4x_v2.0.png
Both included in file here: http://www.mediafire.com/?u9ea8yj9883akhe
(They are the same files as Version 2.0 from my NEO GEO blog section just named differently. If you already have those then you can use them for 320x240 games as well if you want.)
I have a square screen, not a widescreen, so have not tested with widescreen displays. If you use a widescreen and can't get desired effects then first try running MAME in a window and not fullscreen. If that does not work then you may have to use MAME's 'Border Artwork' feature to get the game image displayed in a correct aspect ratio window. I plan to release some custom widescreen borders tomorrow. Also, if you have not used HLSL before you might like to read my quick start guide here; http://gamingnos.blogspot.com/2011/10/quick-start-mame-hlsl-filter-guide-up.html
These settings should be set like this when using HLSL:
mame.ini
effect none (old visual effects off, aka 'visual effects')
scale_effect none (old visual effects off, not in all MAME variants, aka 'image enhancement')
switchres 1 (enable resolution settings, aka 'switch resolutions to fit')
sleep 0 (power saving sleep mode off, aka 'sleep when possible')
video d3d (video output method set to Direct3D)
keepaspect 1 (maintain aspect ratios, aka 'enforce aspect ratio')
prescale 1 (no software prescale, aka 'scale screen')
hwstretch 0 (hardware stretching off)
d3dversion 9 (Direct3D version 9 required when using the HLSL filter)
filter 0 (bilinear filtering off)
artwork_crop 0 (crop border artwork off)
For all 320x240 Horizontally orientated games run at a 4x magnification for final resolution output of 1280x960:
mame.ini
aspect ratio 4:3 (correct aspect ratio for our final display output)
resolution 1280x960 (our final display output resolution)
view pixel aspect *OR* standard (both options will give the same 4:3 or 3:4 ratio with 320x240 games)
hlsl.ini
hlsl_prescale_x 2 (2x zoom by video hardware)
hlsl_prescale_y 4 (4x zoom by video hardware)
hlsl_snap_width 1280 (rendered snapshots resolution must be the same width as our display output)
hlsl_snap_height 960 (rendered snapshots resolution must be the same height as our display output)
shadow_mask_alpha 0.250000 (my personal preference when not using scanlines)
shadow_mask_texture JClampy_ShadowMask4x_v2.0.png *OR* JClampy_ApertureGrille4x_v2.0.png
shadow_mask_x_count 1
shadow_mask_y_count 2
shadow_mask_usize 1.000000
shadow_mask_vsize 0.750000
curvature 0.000000 (I recommend disabling this unless you like the moiré effect)
pincushion 0.000000 (I recommend disabling this unless you like the moiré effect)
Caveats:
1. 'hlsl_prescale_x' & 'hlsl_prescale_y' preferably you should use either 2, 3, or 4. I advise against 1 as it produced blurriness and 0 disables prescale altogether. Having an 'x' of 2 and 'y' of 4 creates a nice balanced image. Both 'x' & 'y' at 4 increases image sharpness, whereas both 'x' & 'y' at 2 increases image softness.
2. Although these may work in different combinations, you will probably notice a sharp reduction in quality if you change any of the following settings;
final display aspect ratio of 4:3 at resolution 1280x960 with hlsl_snap_width of 1280 and hlsl_snap_height of 960
shadow_mask_x_count 1
shadow_mask_y_count 2
shadow_mask_usize 1.000000
shadow_mask_vsize 0.750000
3. You can safely change the following setting to your own personal preference;
shadow_mask_alpha 0.250000
4. Due to the fact that 'standard 4:3' view or 'stretched'/'chopped'/'cocktail' views distort the display of the shadow mask or aperture grille .png files it is advised only to use the 'pixel aspect' view or use my custom borders.
If you would like scanlines (especially nice with an aperture grille), here are my personal preference settings;
hlsl.ini
shadow_mask_alpha 0.100000 (I recommend using a lower number for the shadow mask or aperture grille when using scanlines)
scanline_alpha 0.400000 (visibility of scanlines; I recommend making them appear stronger than the shadow mask or aperture grille)
scanline_size 1.000000 (this means that every row of pixels will have it's own scanline; ratio of scanlines to image lines)
scanline_height 0.400000 (I recommend using thin scanlines that do not cover too much of the original games image)
scanline_bright_scale 1.000000 (brightness of the non scanlined areas. I recommend leaving this setting at 1)
scanline_bright_offset 0.000000 (unknown, not needed at the moment)
scanline_jitter 0.000000 (I don't use, makes scanlines shimmer up and down; can cause nausea for some people)
Here are the rest of my personal preference settings;
hlsl.ini
defocus 0.000000,0.000000 (I don't use defocus as it only adds blurriness to your game image)
converge_x 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
converge_y 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
radial_converge_x 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
radial_converge_y 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
red_ratio 1.000000,0.000000,0.000000 (leave alone, red ratio 100%)
grn_ratio 0.000000,1.000000,0.000000 (leave alone, green ratio 100%)
blu_ratio 0.000000,0.000000,1.000000 (leave alone, blue ratio 100%)
saturation 1.100000 (this controls saturation, how strong colours look/bleed, don't set too high or colours get distorted)
offset 0.000000,0.000000,0.000000 (I don't use, suppose to offset strength of red,blue,green)
scale 1.050000,1.050000,1.050000 (this controls brightness control, don't set too high or colours get distorted)
power 1.150000,1.150000,1.150000 (this controls contrast control, where 1.0 = 100%)
floor 0.000000,0.000000,0.000000 (this controls gamma control, I don't use it as colours get washed out, if you set it too high colours get distorted)
phosphor_life 0.200000,0.200000,0.200000 (can create a ghosting effect on fast moving pixels, up to you if you like or not?)
The game will be shown in correct aspect ratio at correct resolution of 4x magnification and look like this:
This is a screenshot of an 'shadow mask without scanlines' |
For all 320x240 Vertically orientated (240x320) games run at a 4x magnification for final resolution output of 1280x960:
Unfortunately there is only one way to get a perfect distortion free HLSL image with Vertically orientated games. You must have a monitor that you can move to a vertical position. If your monitor does not rotate but is wall mounted then perhaps you could investigate if you can get a vertical mounting bracket. My monitor can be rotated and these are the steps I follow to get a perfect image;
1. Follow exactly the same instructions as for Horizontally orientated games.
2. Once you have the game running in MAME for the first time, you need to press the [Tab] key to bring up the 'in-game menu'. Then select and [Enter] into the 'video options' sub menu. From here you can select the 'Rotate' option and change it to either 'CCW 90degrees' or 'CW 90degrees'. Press the [Tab] key again to exit out of the 'in-game menu'. MAME will remember your selection from now on.
Your game would look like this before monitor rotation:
This is a screenshot of an 'shadow mask without scanlines' |
This is a screenshot of an 'shadow mask without scanlines' |
Here are some screenshots that show you what it looks like when everything is working properly and when it is not: http://www.mediafire.com/?15yc6j7zvaumucv Notice there is no banding of the displayed 'overlay' when it is working properly.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finding correct settings that work with each different resolution is a long, difficult, and slow
process. If you think you can contribute or help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or plagiarism my work or settings without crediting me. Otherwise I will
take everything offline for my private friends and personal use only. I have put alot of time
and effort into all of this and would prefer if people would just point others towards my blog.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Saturday, 5 November 2011
NEW JClampy's NEO GEO MAME HLSL Setup
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finding correct settings that work with each different resolution is a long, difficult, and slow
process. If you think you can contribute or help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or plagiarism my work or settings without crediting me. Otherwise I will
take everything offline for my private friends and personal use only. I have put alot of time
and effort into all of this and would prefer if people would just point others towards my blog.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Tested with versions 0.143u5 through to 0.143u9
Getting a perfect HLSL setup with NEO GEO games under MAME is complicated enough to require it's own section. After indepth research and testing there is only one way to get HLSL working properly with these games, the following instructions will show you how:
Version 2.0
* Super High Quality .png files.
* Perfect 'tiling' pattern ensures no gradient or banding artifacts with horizontal or vertical scrolling games.
* No 'warping' or 'pinching' effects ensure a crystal clear game image that is easier to look at.
First you need to choose whether you want a 'shadow mask' or an 'aperture grille' pattern. I recommend the 'shadow mask' when used without scanlines and the 'aperture grille' with scanlines. The 'shadow mask' creates a honeycomb type of pattern which is great by itself. Whereas if you prefer a crosshatch pattern then an 'aperture grille' when combined with scanlines will accomplish this. A 'shadow mask' without scanlines is my current personal preference.
ShadowMask = JClampy_NEO_GEO_ShadowMask4x_v2.0.png
ApertureGrille = JClampy_NEO_GEO_ApertureGrille4x_v2.0.png
Both included in file here: http://www.mediafire.com/?pnq0yqn1tx7xdn0
I have a square screen, not a widescreen, so have not tested with widescreen displays. If you use a widescreen and can't get desired effects then first try running MAME in a window and not fullscreen. If that does not work then you may have to use MAME's 'Border Artwork' feature to get the game image displayed in a correct aspect ratio window. I plan to release some custom widescreen borders tomorrow. Also, if you have not used HLSL before you might like to read my quick start guide here; http://gamingnos.blogspot.com/2011/10/quick-start-mame-hlsl-filter-guide-up.html
These settings should be set like this when using HLSL:
mame.ini
effect none (old visual effects off, aka 'visual effects')
scale_effect none (old visual effects off, not in all MAME variants, aka 'image enhancement')
switchres 1 (enable resolution settings, aka 'switch resolutions to fit')
sleep 0 (power saving sleep mode off, aka 'sleep when possible')
video d3d (video output method set to Direct3D)
keepaspect 1 (maintain aspect ratios, aka 'enforce aspect ratio')
prescale 1 (no software prescale, aka 'scale screen')
hwstretch 0 (hardware stretching off)
d3dversion 9 (Direct3D version 9 required when using the HLSL filter)
filter 0 (bilinear filtering off)
artwork_crop 0 (crop border artwork off)
For all NEO GEO games run at a 4x magnification for final resolution output of 1280x960:
mame.ini
aspect ratio 4:3 (correct aspect ratio for our final display output)
resolution 1280x960 (our final display output resolution)
view pixel aspect (keep to NEO GEO games aspect ratio 320x240 = 10:7)
hlsl.ini
hlsl_prescale_x 2 (2x zoom by video hardware)
hlsl_prescale_y 4 (4x zoom by video hardware)
hlsl_snap_width 1280 (rendered snapshots resolution must be the same width as our display output)
hlsl_snap_height 960 (rendered snapshots resolution must be the same height as our display output)
shadow_mask_alpha 0.250000 (my personal preference when not using scanlines)
shadow_mask_texture JClampy_NEO_GEO_ShadowMask4x_v2.0.png *OR* ...ApertureGrille4x_v2.0.png
shadow_mask_x_count 1
shadow_mask_y_count 2
shadow_mask_usize 1.000000
shadow_mask_vsize 0.750000
curvature 0.000000 (I recommend disabling this unless you like the moiré effect)
pincushion 0.000000 (I recommend disabling this unless you like the moiré effect)
Caveats:
1. 'hlsl_prescale_x' & 'hlsl_prescale_y' preferably you should use either 2, 3, or 4. I advise against 1 as it produced blurriness and 0 disables prescale altogether. Having an 'x' of 2 and 'y' of 4 creates a nice balanced image. Both 'x' & 'y' at 4 increases image sharpness, whereas both 'x' & 'y' at 2 increases image softness.
2. Although these may work in different combinations, you will probably notice a sharp reduction in quality if you change any of the following settings;
final display aspect ratio of 4:3 at resolution 1280x960 with hlsl_snap_width of 1280 and hlsl_snap_height of 960
shadow_mask_x_count 1
shadow_mask_y_count 2
shadow_mask_usize 1.000000
shadow_mask_vsize 0.750000
3. You can safely change the following setting to your own personal preference;
shadow_mask_alpha 0.250000
4. Due to the fact that 'standard 4:3' view or 'stretched'/'chopped'/'cocktail' views distort the display of the shadow mask or aperture grille .png files it is advised only to use the 'pixel aspect' view or use my custom borders.
If you would like scanlines (especially nice with an aperture grille), here are my personal preference settings;
hlsl.ini
shadow_mask_alpha 0.100000 (I recommend using a lower number for the shadow mask or aperture grille when using scanlines)
scanline_alpha 0.400000 (visibility of scanlines; I recommend making them appear stronger than the shadow mask or aperture grille)
scanline_size 1.000000 (this means that every row of pixels will have it's own scanline; ratio of scanlines to image lines)
scanline_height 0.400000 (I recommend using thin scanlines that do not cover too much of the original games image)
scanline_bright_scale 1.000000 (brightness of the non scanlined areas. I recommend leaving this setting at 1)
scanline_bright_offset 0.000000 (unknown, not needed at the moment)
scanline_jitter 0.000000 (I don't use, makes scanlines shimmer up and down; can cause nausea for some people)
Here are the rest of my personal preference settings;
hlsl.ini
defocus 0.000000,0.000000 (I don't use defocus as it only adds blurriness to your game image)
converge_x 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
converge_y 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
radial_converge_x 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
radial_converge_y 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
red_ratio 1.000000,0.000000,0.000000 (leave alone, red ratio 100%)
grn_ratio 0.000000,1.000000,0.000000 (leave alone, green ratio 100%)
blu_ratio 0.000000,0.000000,1.000000 (leave alone, blue ratio 100%)
saturation 1.100000 (this controls saturation, how strong colours look/bleed, don't set too high or colours get distorted)
offset 0.000000,0.000000,0.000000 (I don't use, suppose to offset strength of red,blue,green)
scale 1.050000,1.050000,1.050000 (this controls brightness control, don't set too high or colours get distorted)
power 1.150000,1.150000,1.150000 (this controls contrast control, where 1.0 = 100%)
floor 0.000000,0.000000,0.000000 (this controls gamma control, I don't use it as colours get washed out, if you set it too high colours get distorted)
phosphor_life 0.200000,0.200000,0.200000 (can create a ghosting effect on fast moving pixels, up to you if you like or not?)
The game will be shown in correct aspect ratio at correct resolution of 4x magnification. It will appear in center of the screen and MAME will create borders around the outside; looking like this:
Some Neo Geo games only use the centermost 304 pixels, you mant want to enhance the look of the bordering (because as you can see above sometimes there are small glitches). To do this we can make use of MAME's 'Border Artwork' feature and use my custom built borders.
Here is a soft edged black border that I have created for a 'Centered Display'.
Version 2.0
*Super High Quality soft edged black borders.
***If you have a widescreen monitor you can use this custom border***
For Neo Geo 320x224 original game resolution output to 1280x896 4x magnification, inside a final output display resolution 1440x900:
You can get the file from here: http://www.mediafire.com/?v2g6ry8o8469jli
Then follow the same easy instructions as outlined below.
***If you have a square monitor you can use this custom border***
For Neo Geo 320x224 original game resolution output to 1280x896 4x magnification, inside a final output display resolution 1280x960:
You can get the file from here: http://www.mediafire.com/?boi35z9ebdts8q5
Then follow the same easy instructions as outlined below.
To make these custom borders an available option for all NEO GEO games follow these three easy steps;
1. Copy the .zip file to your Mame/Artwork folder.
2. Rename the .zip file to neogeo.zip so the border artwork will be an available option for all NEO GEO games inside MAME.
3. Inside the .zip file you also have to rename the 'change name to game zip name.lay' file to neogeo.lay
Follow the section below titled 'How do I tell a game to use the custom border?'
To make these custom borders available for only certain individual NEO GEO games follow these four easy steps;
1. Copy the .zip file to your Mame/Artwork folder.
2. Rename the .zip file so that it will have the same name as the 'MAME Game .zip Name' that you want to play. IE; "Twinkle Star Sprites" would be twinspri.zip this way the border artwork will be automatically initialised by MAME when you run that game.
3. Inside the .zip file you also have to rename the 'change name to game zip name.lay' file as well. So for this example rename it to: twinspri.lay
4. Note that if you set this up for a 'Parent' game then the custom border artwork will also be shared with all 'Clone' games that are listed under that 'Parent' game.
Follow the section below titled 'How do I tell a game to use the custom border?'
How do I tell a game to use the custom border?
Once you have the game running in MAME for the first time, you need to press the [Tab] key to bring up the 'in-game menu'. Then select and [Enter] into the 'video options' sub menu. From here you can select the new option; 'NEO GEO Border' by pressing [Enter] on it. Press the [Tab] key again to exit out of the 'in-game menu'. MAME will remember your selection from now on.
Your game should now look like this:
How Do I Know If Everything Is Working As It Should be?
Here are some screenshots that show you what it looks like when everything is working properly and when it is not: http://www.mediafire.com/?k4sl4diob21u745 Notice there is no banding of the displayed 'overlay' when it is working properly.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finding correct settings that work with each different resolution is a long, difficult, and slow
process. If you think you can contribute or help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or plagiarism my work or settings without crediting me. Otherwise I will
take everything offline for my private friends and personal use only. I have put alot of time
and effort into all of this and would prefer if people would just point others towards my blog.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Finding correct settings that work with each different resolution is a long, difficult, and slow
process. If you think you can contribute or help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or plagiarism my work or settings without crediting me. Otherwise I will
take everything offline for my private friends and personal use only. I have put alot of time
and effort into all of this and would prefer if people would just point others towards my blog.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Tested with versions 0.143u5 through to 0.143u9
Getting a perfect HLSL setup with NEO GEO games under MAME is complicated enough to require it's own section. After indepth research and testing there is only one way to get HLSL working properly with these games, the following instructions will show you how:
Version 2.0
* Super High Quality .png files.
* Perfect 'tiling' pattern ensures no gradient or banding artifacts with horizontal or vertical scrolling games.
* No 'warping' or 'pinching' effects ensure a crystal clear game image that is easier to look at.
First you need to choose whether you want a 'shadow mask' or an 'aperture grille' pattern. I recommend the 'shadow mask' when used without scanlines and the 'aperture grille' with scanlines. The 'shadow mask' creates a honeycomb type of pattern which is great by itself. Whereas if you prefer a crosshatch pattern then an 'aperture grille' when combined with scanlines will accomplish this. A 'shadow mask' without scanlines is my current personal preference.
ShadowMask = JClampy_NEO_GEO_ShadowMask4x_v2.0.png
ApertureGrille = JClampy_NEO_GEO_ApertureGrille4x_v2.0.png
Both included in file here: http://www.mediafire.com/?pnq0yqn1tx7xdn0
I have a square screen, not a widescreen, so have not tested with widescreen displays. If you use a widescreen and can't get desired effects then first try running MAME in a window and not fullscreen. If that does not work then you may have to use MAME's 'Border Artwork' feature to get the game image displayed in a correct aspect ratio window. I plan to release some custom widescreen borders tomorrow. Also, if you have not used HLSL before you might like to read my quick start guide here; http://gamingnos.blogspot.com/2011/10/quick-start-mame-hlsl-filter-guide-up.html
These settings should be set like this when using HLSL:
mame.ini
effect none (old visual effects off, aka 'visual effects')
scale_effect none (old visual effects off, not in all MAME variants, aka 'image enhancement')
switchres 1 (enable resolution settings, aka 'switch resolutions to fit')
sleep 0 (power saving sleep mode off, aka 'sleep when possible')
video d3d (video output method set to Direct3D)
keepaspect 1 (maintain aspect ratios, aka 'enforce aspect ratio')
prescale 1 (no software prescale, aka 'scale screen')
hwstretch 0 (hardware stretching off)
d3dversion 9 (Direct3D version 9 required when using the HLSL filter)
filter 0 (bilinear filtering off)
artwork_crop 0 (crop border artwork off)
For all NEO GEO games run at a 4x magnification for final resolution output of 1280x960:
mame.ini
aspect ratio 4:3 (correct aspect ratio for our final display output)
resolution 1280x960 (our final display output resolution)
view pixel aspect (keep to NEO GEO games aspect ratio 320x240 = 10:7)
hlsl.ini
hlsl_prescale_x 2 (2x zoom by video hardware)
hlsl_prescale_y 4 (4x zoom by video hardware)
hlsl_snap_width 1280 (rendered snapshots resolution must be the same width as our display output)
hlsl_snap_height 960 (rendered snapshots resolution must be the same height as our display output)
shadow_mask_alpha 0.250000 (my personal preference when not using scanlines)
shadow_mask_texture JClampy_NEO_GEO_ShadowMask4x_v2.0.png *OR* ...ApertureGrille4x_v2.0.png
shadow_mask_x_count 1
shadow_mask_y_count 2
shadow_mask_usize 1.000000
shadow_mask_vsize 0.750000
curvature 0.000000 (I recommend disabling this unless you like the moiré effect)
pincushion 0.000000 (I recommend disabling this unless you like the moiré effect)
Caveats:
1. 'hlsl_prescale_x' & 'hlsl_prescale_y' preferably you should use either 2, 3, or 4. I advise against 1 as it produced blurriness and 0 disables prescale altogether. Having an 'x' of 2 and 'y' of 4 creates a nice balanced image. Both 'x' & 'y' at 4 increases image sharpness, whereas both 'x' & 'y' at 2 increases image softness.
2. Although these may work in different combinations, you will probably notice a sharp reduction in quality if you change any of the following settings;
final display aspect ratio of 4:3 at resolution 1280x960 with hlsl_snap_width of 1280 and hlsl_snap_height of 960
shadow_mask_x_count 1
shadow_mask_y_count 2
shadow_mask_usize 1.000000
shadow_mask_vsize 0.750000
3. You can safely change the following setting to your own personal preference;
shadow_mask_alpha 0.250000
4. Due to the fact that 'standard 4:3' view or 'stretched'/'chopped'/'cocktail' views distort the display of the shadow mask or aperture grille .png files it is advised only to use the 'pixel aspect' view or use my custom borders.
If you would like scanlines (especially nice with an aperture grille), here are my personal preference settings;
hlsl.ini
shadow_mask_alpha 0.100000 (I recommend using a lower number for the shadow mask or aperture grille when using scanlines)
scanline_alpha 0.400000 (visibility of scanlines; I recommend making them appear stronger than the shadow mask or aperture grille)
scanline_size 1.000000 (this means that every row of pixels will have it's own scanline; ratio of scanlines to image lines)
scanline_height 0.400000 (I recommend using thin scanlines that do not cover too much of the original games image)
scanline_bright_scale 1.000000 (brightness of the non scanlined areas. I recommend leaving this setting at 1)
scanline_bright_offset 0.000000 (unknown, not needed at the moment)
scanline_jitter 0.000000 (I don't use, makes scanlines shimmer up and down; can cause nausea for some people)
Here are the rest of my personal preference settings;
hlsl.ini
defocus 0.000000,0.000000 (I don't use defocus as it only adds blurriness to your game image)
converge_x 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
converge_y 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
radial_converge_x 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
radial_converge_y 0.000000,0.000000,0.000000 (I don't use, suppose to offset pixel position by colours)
red_ratio 1.000000,0.000000,0.000000 (leave alone, red ratio 100%)
grn_ratio 0.000000,1.000000,0.000000 (leave alone, green ratio 100%)
blu_ratio 0.000000,0.000000,1.000000 (leave alone, blue ratio 100%)
saturation 1.100000 (this controls saturation, how strong colours look/bleed, don't set too high or colours get distorted)
offset 0.000000,0.000000,0.000000 (I don't use, suppose to offset strength of red,blue,green)
scale 1.050000,1.050000,1.050000 (this controls brightness control, don't set too high or colours get distorted)
power 1.150000,1.150000,1.150000 (this controls contrast control, where 1.0 = 100%)
floor 0.000000,0.000000,0.000000 (this controls gamma control, I don't use it as colours get washed out, if you set it too high colours get distorted)
phosphor_life 0.200000,0.200000,0.200000 (can create a ghosting effect on fast moving pixels, up to you if you like or not?)
The game will be shown in correct aspect ratio at correct resolution of 4x magnification. It will appear in center of the screen and MAME will create borders around the outside; looking like this:
This is a screenshot showing an 'aperture grille with scanlines' and MAME default border's. |
Here is a soft edged black border that I have created for a 'Centered Display'.
Version 2.0
*Super High Quality soft edged black borders.
***If you have a widescreen monitor you can use this custom border***
For Neo Geo 320x224 original game resolution output to 1280x896 4x magnification, inside a final output display resolution 1440x900:
You can get the file from here: http://www.mediafire.com/?v2g6ry8o8469jli
Then follow the same easy instructions as outlined below.
***If you have a square monitor you can use this custom border***
For Neo Geo 320x224 original game resolution output to 1280x896 4x magnification, inside a final output display resolution 1280x960:
You can get the file from here: http://www.mediafire.com/?boi35z9ebdts8q5
Then follow the same easy instructions as outlined below.
To make these custom borders an available option for all NEO GEO games follow these three easy steps;
1. Copy the .zip file to your Mame/Artwork folder.
2. Rename the .zip file to neogeo.zip so the border artwork will be an available option for all NEO GEO games inside MAME.
3. Inside the .zip file you also have to rename the 'change name to game zip name.lay' file to neogeo.lay
Follow the section below titled 'How do I tell a game to use the custom border?'
To make these custom borders available for only certain individual NEO GEO games follow these four easy steps;
1. Copy the .zip file to your Mame/Artwork folder.
2. Rename the .zip file so that it will have the same name as the 'MAME Game .zip Name' that you want to play. IE; "Twinkle Star Sprites" would be twinspri.zip this way the border artwork will be automatically initialised by MAME when you run that game.
3. Inside the .zip file you also have to rename the 'change name to game zip name.lay' file as well. So for this example rename it to: twinspri.lay
4. Note that if you set this up for a 'Parent' game then the custom border artwork will also be shared with all 'Clone' games that are listed under that 'Parent' game.
Follow the section below titled 'How do I tell a game to use the custom border?'
How do I tell a game to use the custom border?
Once you have the game running in MAME for the first time, you need to press the [Tab] key to bring up the 'in-game menu'. Then select and [Enter] into the 'video options' sub menu. From here you can select the new option; 'NEO GEO Border' by pressing [Enter] on it. Press the [Tab] key again to exit out of the 'in-game menu'. MAME will remember your selection from now on.
Your game should now look like this:
This is a screenshot of an 'shadow mask without scanlines' and JClampy's custom border's |
Here are some screenshots that show you what it looks like when everything is working properly and when it is not: http://www.mediafire.com/?k4sl4diob21u745 Notice there is no banding of the displayed 'overlay' when it is working properly.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finding correct settings that work with each different resolution is a long, difficult, and slow
process. If you think you can contribute or help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or plagiarism my work or settings without crediting me. Otherwise I will
take everything offline for my private friends and personal use only. I have put alot of time
and effort into all of this and would prefer if people would just point others towards my blog.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Thursday, 27 October 2011
OLD VERSION: JClampy's 320x224 resolution 4x magnification Shadow Mask settings.
OLD VERSION:
This is an old version that is only for archival purposes at the moment and may get removed in the future.
Read about the NEW VERSION here;
http://gamingnos.blogspot.com/2011/11/new-jclampys-neo-geo-mame-hlsl-setup.html
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These settings are for 320x224 resolution of which is currently about 1,500 games including clones (includes all Neo Geo games as well) for display at 4x magnification.
First you need my 4x Aperture available from my previous post here;
http://gamingnos.blogspot.com/2011/10/thoughts-on-mame-hlsl-when-using-shadow.html
These are the settings you should use:
mame.ini
effect none (old visual effects off)
scale_effect none (old visual effects off)
switchres 1 (enable resolution settings)
sleep 0 (power saving sleep mode off)
keepaspect 1 (maintain aspect ratios)
prescale 1 (no software prescale)
hwstretch 0 (hardware stretching off)
filter 0 (bilinear filtering off)
artwork_crop 0 (crop border artwork off)
For 320x224 original game resolution output to 1280x896 4x magnification, inside a final output display resolution 1280x960:
mame.ini
aspect ratio 4:3 (correct aspect ratio for our final display output)
resolution 1280x960 (our final display output resolution)
view pixel aspect (keep to games aspect ratio 320x240 = 10:7)
hlsl.ini
hlsl_prescale_x 4 (4x zoom)
hlsl_prescale_y 4 (4x zoom)
hlsl_snap_width 1280 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 960 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.200000 (my personal preference)
shadow_mask_texture JClampyAperture4xPatternC.png
shadow_mask_x_count 256
shadow_mask_y_count 128
shadow_mask_usize 0.465000
shadow_mask_vsize 0.500000
For 320x224 original game resolution output to 1280x896 4x magnification, inside a final output display resolution 1280x1024:
mame.ini
aspect ratio 5:4 (correct aspect ratio for our final display output)
resolution 1280x1024 (our final display output resolution)
view pixel aspect (keep to games aspect ratio 320x240 = 10:7)
hlsl.ini
hlsl_prescale_x 4 (4x zoom)
hlsl_prescale_y 4 (4x zoom)
hlsl_snap_width 1280 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 1024 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.200000 (my personal preference)
shadow_mask_texture JClampyAperture4xPatternC.png
shadow_mask_x_count 256
shadow_mask_y_count 128
shadow_mask_usize 0.465000
shadow_mask_vsize 0.500000
In both situations the game will be shown in correct aspect ratio at correct resolution of 4x magnification. It will appear in center of the screen and MAME will create borders around the outside; looking like this:
For Neo Geo games that only use the centermost 304 pixels you mant want to enhance the look of the bordering (because as you can see above sometimes there are small glitches). To do this you can use MAME's 'Border Artwork' feature or even use/create some custom borders.
Here are some standard black borders that I have put together; includes 'Upper Border', 'Centered Display', and 'Lower Border' variations. If you wanted to create your own custom border artwork then you could use them as a template.
For Neo Geo 320x224 original game resolution output to 1280x896 4x magnification, inside a final output display resolution 1280x960:
You can get the file from here: http://www.mediafire.com/?78b2fe1wg7kr728
Then follow these three easy steps;
1. Copy the .zip file to your Mame/Artwork folder.
2. Rename the .zip file so that it will have the same name as the 'MAME Game .zip Name' that you want to play. IE; "Twinkle Star Sprites" would be twinspri.zip this way the border artwork will be automatically initialised by MAME when you run that game.
3. Inside the .zip file you also have to rename the 'change name to game zip name.lay' file as well. So for this example rename it to: twinspri.lay
Then you are all ready to go!
Once you have the game running in MAME for the first time, you need to press the [Tab] key to bring up the 'in-game menu'. Then select and [Enter] into the 'video options' sub menu. From here you can select between the three new options; 'Upper Border', 'Centered Display', and 'Lower Border' by pressing [Enter] on them. Press the [Tab] key again to exit out of the 'in-game menu'. MAME will remember your selection from now on.
For Neo Geo 320x224 original game resolution output to 1280x896 4x magnification, inside a final output display resolution 1280x1024:
You can get the file from here: http://www.mediafire.com/?rsxxmyim3sd7sx8
Then follow these three easy steps;
1. Copy the .zip file to your Mame/Artwork folder.
2. Rename the .zip file so that it will have the same name as the 'MAME Game .zip Name' that you want to play. IE; "Twinkle Star Sprites" would be twinspri.zip this way the border artwork will be automatically initialised by MAME when you run that game.
3. Inside the .zip file you also have to rename the 'change name to game zip name.lay' file as well. So for this example rename it to: twinspri.lay
Then you are all ready to go!
Once you have the game running in MAME for the first time, you need to press the [Tab] key to bring up the 'in-game menu'. Then select and [Enter] into the 'video options' sub menu. From here you can select between the three new options; 'Upper Border', 'Centered Display', and 'Lower Border' by pressing [Enter] on them. Press the [Tab] key again to exit out of the 'in-game menu'. MAME will remember your selection from now on.
This is an old version that is only for archival purposes at the moment and may get removed in the future.
Read about the NEW VERSION here;
http://gamingnos.blogspot.com/2011/11/new-jclampys-neo-geo-mame-hlsl-setup.html
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These settings are for 320x224 resolution of which is currently about 1,500 games including clones (includes all Neo Geo games as well) for display at 4x magnification.
First you need my 4x Aperture available from my previous post here;
http://gamingnos.blogspot.com/2011/10/thoughts-on-mame-hlsl-when-using-shadow.html
These are the settings you should use:
mame.ini
effect none (old visual effects off)
scale_effect none (old visual effects off)
switchres 1 (enable resolution settings)
sleep 0 (power saving sleep mode off)
keepaspect 1 (maintain aspect ratios)
prescale 1 (no software prescale)
hwstretch 0 (hardware stretching off)
filter 0 (bilinear filtering off)
artwork_crop 0 (crop border artwork off)
For 320x224 original game resolution output to 1280x896 4x magnification, inside a final output display resolution 1280x960:
mame.ini
aspect ratio 4:3 (correct aspect ratio for our final display output)
resolution 1280x960 (our final display output resolution)
view pixel aspect (keep to games aspect ratio 320x240 = 10:7)
hlsl.ini
hlsl_prescale_x 4 (4x zoom)
hlsl_prescale_y 4 (4x zoom)
hlsl_snap_width 1280 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 960 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.200000 (my personal preference)
shadow_mask_texture JClampyAperture4xPatternC.png
shadow_mask_x_count 256
shadow_mask_y_count 128
shadow_mask_usize 0.465000
shadow_mask_vsize 0.500000
For 320x224 original game resolution output to 1280x896 4x magnification, inside a final output display resolution 1280x1024:
mame.ini
aspect ratio 5:4 (correct aspect ratio for our final display output)
resolution 1280x1024 (our final display output resolution)
view pixel aspect (keep to games aspect ratio 320x240 = 10:7)
hlsl.ini
hlsl_prescale_x 4 (4x zoom)
hlsl_prescale_y 4 (4x zoom)
hlsl_snap_width 1280 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 1024 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.200000 (my personal preference)
shadow_mask_texture JClampyAperture4xPatternC.png
shadow_mask_x_count 256
shadow_mask_y_count 128
shadow_mask_usize 0.465000
shadow_mask_vsize 0.500000
In both situations the game will be shown in correct aspect ratio at correct resolution of 4x magnification. It will appear in center of the screen and MAME will create borders around the outside; looking like this:
For Neo Geo games that only use the centermost 304 pixels you mant want to enhance the look of the bordering (because as you can see above sometimes there are small glitches). To do this you can use MAME's 'Border Artwork' feature or even use/create some custom borders.
Here are some standard black borders that I have put together; includes 'Upper Border', 'Centered Display', and 'Lower Border' variations. If you wanted to create your own custom border artwork then you could use them as a template.
For Neo Geo 320x224 original game resolution output to 1280x896 4x magnification, inside a final output display resolution 1280x960:
You can get the file from here: http://www.mediafire.com/?78b2fe1wg7kr728
Then follow these three easy steps;
1. Copy the .zip file to your Mame/Artwork folder.
2. Rename the .zip file so that it will have the same name as the 'MAME Game .zip Name' that you want to play. IE; "Twinkle Star Sprites" would be twinspri.zip this way the border artwork will be automatically initialised by MAME when you run that game.
3. Inside the .zip file you also have to rename the 'change name to game zip name.lay' file as well. So for this example rename it to: twinspri.lay
Then you are all ready to go!
Once you have the game running in MAME for the first time, you need to press the [Tab] key to bring up the 'in-game menu'. Then select and [Enter] into the 'video options' sub menu. From here you can select between the three new options; 'Upper Border', 'Centered Display', and 'Lower Border' by pressing [Enter] on them. Press the [Tab] key again to exit out of the 'in-game menu'. MAME will remember your selection from now on.
For Neo Geo 320x224 original game resolution output to 1280x896 4x magnification, inside a final output display resolution 1280x1024:
You can get the file from here: http://www.mediafire.com/?rsxxmyim3sd7sx8
Then follow these three easy steps;
1. Copy the .zip file to your Mame/Artwork folder.
2. Rename the .zip file so that it will have the same name as the 'MAME Game .zip Name' that you want to play. IE; "Twinkle Star Sprites" would be twinspri.zip this way the border artwork will be automatically initialised by MAME when you run that game.
3. Inside the .zip file you also have to rename the 'change name to game zip name.lay' file as well. So for this example rename it to: twinspri.lay
Then you are all ready to go!
Once you have the game running in MAME for the first time, you need to press the [Tab] key to bring up the 'in-game menu'. Then select and [Enter] into the 'video options' sub menu. From here you can select between the three new options; 'Upper Border', 'Centered Display', and 'Lower Border' by pressing [Enter] on them. Press the [Tab] key again to exit out of the 'in-game menu'. MAME will remember your selection from now on.
Wednesday, 26 October 2011
JClampy's HLSL 'Rendered Snapshots' Shadow Mask
The HLSL 'Rendered Snapshots' feature can be used to create large resolution pre-rendered screenshots that can be of a resolution beyond what our video cards or monitors can even display. The image is pre-rendered by the computer in the background and is saved to file's instead of being sent to the monitor. The pre-rendered image is broken into four parts (each corner of the screen) and then saved to four files, all we need to do then is use an image editor to paste the four seperate images into one large image. This process of splitting the image into four sections is how it is possible for the video card to render an image larger than what would normally be possible. Each of the four corner images can have a resolution of up to the maximum texture size limit of your video card.
In MAME a normal snapshot can be taken by the [F12] key. For a 'rendered snapshot' you have to press the [LEFT ALT] & [F12] keys at the same time. The 'rendered snapshots' will appear in your 'MAME/SNAP/game name/' folder as four seperate file names; for example 0005_0.png + 0005_1.png +0005_2.png +0005_3.png. Alternatively a normal snapshot would have a filename like 0005.png, notice the difference. To finish making our 'rendered snapshot' we just need to paste the four numbered files into one large image using our favourite image editing software (I prefer the excellent free GIMP). file number '0' is for top left corner, '1' top right corner, '2' bottom left corner, '3' bottom right corner.
To choose the resolution that we want our final 'rendered snapshot' we use these settings in our hlsl.ini:
hlsl_snap_width 2560
hlsl_snap_height 1920
Ideally you should be using a 'magnification' (multiplication/zoom) of the games original resolution. In this example I am doing a 8x magnification of a 320x240 game.
At the moment this is doing a kind of 'software zoom' and can produce some blurriness to the image. To get around this we can use 'pre-scaling' which is what I will call 'hardware zoom'. This uses the power of the video card to pre-magnify the image without causing the unwanted blurriness. To use this feature we can use these settings in our hlsl.ini:
hlsl_prescale_x 8
hlsl_prescale_y 8
In this example I am getting the video card to pre-scale the image up to the 8x magnification before hand so to eliminate blurriness. Your video card must have enough 'Video RAM' to perform this; in this example it used about 350MB.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hot off the press, this is a new 'Shadow Mask' aperture file that I put together today. I was able to put some new theories into practise and got this working.
I have created a 'Shadow Mask' aperture for producing 12x magnification 'rendered snapshots'. You can get the file here;http://www.mediafire.com/?vk9xgsep8ozj0xb
You need to extract the NEW Shadow Mask .png file to your MAME or MESS artwork folder. At the moment I have only tested and calculated settings for one resolution;
320x240 original game resolution output to 3840x2880 12x magnification:
hlsl.ini
hlsl_prescale_x 12 (12x zoom)
hlsl_prescale_y 12 (12x zoom)
hlsl_snap_width 3840 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 2880 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.250000 (my personal preference)
shadow_mask_texture JClampyAperture12xPatternA.png
shadow_mask_x_count 256
shadow_mask_y_count 128
shadow_mask_usize 0.860000
shadow_mask_vsize 0.500000
mame.ini
effect none (old visual effects off)
scale_effect none (old visual effects off)
switchres 1 (enable resolution settings)
sleep 0 (power saving sleep mode off)
keepaspect 1 (maintain aspect ratios)
prescale 1 (no software prescale)
hwstretch 0 (hardware stretching off)
filter 0 (bilinear filtering off)
artwork_crop 0 (crop border artwork off)
This 12x prescale required 800MB of video RAM going from 320x240 to 3840x2880.
Here is a zoomed in area of the final image showing the shadow mask;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finding correct settings is a long, difficult, and slow process. If you
think you could help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or use my work or settings without crediting me.
Otherwise I will take everything offline for my personal use only.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
In MAME a normal snapshot can be taken by the [F12] key. For a 'rendered snapshot' you have to press the [LEFT ALT] & [F12] keys at the same time. The 'rendered snapshots' will appear in your 'MAME/SNAP/game name/' folder as four seperate file names; for example 0005_0.png + 0005_1.png +0005_2.png +0005_3.png. Alternatively a normal snapshot would have a filename like 0005.png, notice the difference. To finish making our 'rendered snapshot' we just need to paste the four numbered files into one large image using our favourite image editing software (I prefer the excellent free GIMP). file number '0' is for top left corner, '1' top right corner, '2' bottom left corner, '3' bottom right corner.
To choose the resolution that we want our final 'rendered snapshot' we use these settings in our hlsl.ini:
hlsl_snap_width 2560
hlsl_snap_height 1920
Ideally you should be using a 'magnification' (multiplication/zoom) of the games original resolution. In this example I am doing a 8x magnification of a 320x240 game.
At the moment this is doing a kind of 'software zoom' and can produce some blurriness to the image. To get around this we can use 'pre-scaling' which is what I will call 'hardware zoom'. This uses the power of the video card to pre-magnify the image without causing the unwanted blurriness. To use this feature we can use these settings in our hlsl.ini:
hlsl_prescale_x 8
hlsl_prescale_y 8
In this example I am getting the video card to pre-scale the image up to the 8x magnification before hand so to eliminate blurriness. Your video card must have enough 'Video RAM' to perform this; in this example it used about 350MB.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hot off the press, this is a new 'Shadow Mask' aperture file that I put together today. I was able to put some new theories into practise and got this working.
I have created a 'Shadow Mask' aperture for producing 12x magnification 'rendered snapshots'. You can get the file here;http://www.mediafire.com/?vk9xgsep8ozj0xb
You need to extract the NEW Shadow Mask .png file to your MAME or MESS artwork folder. At the moment I have only tested and calculated settings for one resolution;
320x240 original game resolution output to 3840x2880 12x magnification:
hlsl.ini
hlsl_prescale_x 12 (12x zoom)
hlsl_prescale_y 12 (12x zoom)
hlsl_snap_width 3840 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 2880 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.250000 (my personal preference)
shadow_mask_texture JClampyAperture12xPatternA.png
shadow_mask_x_count 256
shadow_mask_y_count 128
shadow_mask_usize 0.860000
shadow_mask_vsize 0.500000
mame.ini
effect none (old visual effects off)
scale_effect none (old visual effects off)
switchres 1 (enable resolution settings)
sleep 0 (power saving sleep mode off)
keepaspect 1 (maintain aspect ratios)
prescale 1 (no software prescale)
hwstretch 0 (hardware stretching off)
filter 0 (bilinear filtering off)
artwork_crop 0 (crop border artwork off)
This 12x prescale required 800MB of video RAM going from 320x240 to 3840x2880.
Here is a zoomed in area of the final image showing the shadow mask;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finding correct settings is a long, difficult, and slow process. If you
think you could help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or use my work or settings without crediting me.
Otherwise I will take everything offline for my personal use only.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Saturday, 15 October 2011
JClampy's Shadow Mask's for MAME/MESS HLSL Filter!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Update 27-10-2011 ~ Just fine tuning some settings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ok, this is a WIP so I will update my blog as I get further progress with this.
I will not explain how all this works as it is very complicated. If anyone wants to help find settings for resolutions then make contact with me, either here or this thread here. It is quite difficult and involved, so not for the feint of heart. On average it can take one hour to find settings for one resolution.
I have a square screen, not a widescreen, so cannot test for widescreen displays. If you use a widescreen and can't get desired effects then you will have to use MAME's 'Border Artwork' feature to get the game image displayed in a correct aspect ratio window.
These settings work, so if they do not work for you then;
1. You are not doing something right!
2. You are using 'Aperture4xZoom.png' while not outputing game at a 4x zoomed resolution. Or 'Aperture3xZoom.png' while not outputing game at a 3x zoomed resolution.
3. You are not using correctly matched 'shadow_mask_usize' & shadow_mask_vsize' settings for the resolution you are outputting at.
4. Double check all MAME & HLSL settings, maybe delete all individual game ini and cfg files if you have too?
5. Your graphic card must be compatible with Shader Version 3.0 to use HLSL
6. You are not doing something right!
First you need my "JClampy's NEW aperture" files;
Aperture to be used with 4x magnification http://www.mediafire.com/?5n79r8noxbf9vr6
Aperture to be used with 3x magnification http://www.mediafire.com/?buuwcc1dcxy4xt7
You need to extract the NEW Shadow Mask .png files to your MAME or MESS artwork folder. Then you need to use these following settings;
mame.ini
effect none (old visual effects off)
scale_effect none (old visual effects off)
switchres 1 (enable resolution settings)
sleep 0 (power saving sleep mode off)
keepaspect 1 (maintain aspect ratios)
prescale 1 (no software prescale)
hwstretch 0 (hardware stretching off)
filter 0 (bilinear filtering off)
artwork_crop 0 (crop border artwork off)
320x240 original game resolution output to 1280x960 4x magnification:
mame.ini
aspect ratio 4:3 (correct aspect ratio)
resolution 1280x960 (4x magnification resolution)
view pixel aspect (keep to games aspect ratio)
hlsl.ini
hlsl_prescale_x 4 (4x zoom)
hlsl_prescale_y 4 (4x zoom)
hlsl_snap_width 1280 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 960 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.150000 (my personal preference)
shadow_mask_texture JClampyAperture4xPatternC.png
shadow_mask_x_count 256
shadow_mask_y_count 128
shadow_mask_usize 0.465000
shadow_mask_vsize 0.500000
320x256 original game resolution output to 1280x1024 4x magnification:
mame.ini
aspect ratio 5:4 (correct aspect ratio)
resolution 1280x1024 (4x magnification resolution)
view pixel aspect (keep to games aspect ratio)
hlsl.ini
hlsl_prescale_x 4 (4x zoom)
hlsl_prescale_y 4 (4x zoom)
hlsl_snap_width 1280 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 1024 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.150000 (my personal preference)
shadow_mask_texture JClampyAperture4xPatternC.png
shadow_mask_x_count 256
shadow_mask_y_count 256
shadow_mask_usize 0.460000
shadow_mask_vsize 0.440000
288x216 original game resolution output to 1152x864 4x magnification:
mame.ini
aspect ratio 4:3 (correct aspect ratio)
resolution 1152x864 (4x magnification resolution)
view pixel aspect (keep to games aspect ratio)
hlsl.ini
hlsl_prescale_x 4 (4x zoom)
hlsl_prescale_y 4 (4x zoom)
hlsl_snap_width 1152 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 864 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.150000 (my personal preference)
shadow_mask_texture JClampyAperture4xPatternC.png
shadow_mask_x_count 256
shadow_mask_y_count 128
shadow_mask_usize 0.455000
shadow_mask_vsize 0.487500
256x192 original game resolution output to 1024x768 4x magnification:
mame.ini
aspect ratio 4:3 (correct aspect ratio)
resolution 1024x768 (4x magnification resolution)
view pixel aspect (keep to games aspect ratio)
hlsl.ini
hlsl_prescale_x 4 (4x zoom)
hlsl_prescale_y 4 (4x zoom)
hlsl_snap_width 1024 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 768 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.150000 (my personal preference)
shadow_mask_texture JClampyAperture4xPatternC.png
shadow_mask_x_count 256
shadow_mask_y_count 128
shadow_mask_usize 0.445000
shadow_mask_vsize 0.480000
320x240 original game resolution output to 960x720 3x magnification:
(shown in example screenshot using border artwork)
mame.ini
aspect ratio 5:4 (correct aspect ratio)
resolution 1280x1024 (output resolution including border artwork)
view pixel aspect (keep to games aspect ratio)
hlsl.ini
hlsl_prescale_x 3 (3x zoom)
hlsl_prescale_y 3 (3x zoom)
hlsl_snap_width 960 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 720 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.150000 (my personal preference)
shadow_mask_texture JClampyAperture3xPatternC.png
shadow_mask_x_count 128
shadow_mask_y_count 64
shadow_mask_usize 0.750000
shadow_mask_vsize 0.707500
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finding correct settings is a long, difficult, and slow process. If you
think you could help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or use my work or settings without crediting me.
Otherwise I will take everything offline for my personal use only.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
Update 27-10-2011 ~ Just fine tuning some settings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ok, this is a WIP so I will update my blog as I get further progress with this.
I will not explain how all this works as it is very complicated. If anyone wants to help find settings for resolutions then make contact with me, either here or this thread here. It is quite difficult and involved, so not for the feint of heart. On average it can take one hour to find settings for one resolution.
I have a square screen, not a widescreen, so cannot test for widescreen displays. If you use a widescreen and can't get desired effects then you will have to use MAME's 'Border Artwork' feature to get the game image displayed in a correct aspect ratio window.
These settings work, so if they do not work for you then;
1. You are not doing something right!
2. You are using 'Aperture4xZoom.png' while not outputing game at a 4x zoomed resolution. Or 'Aperture3xZoom.png' while not outputing game at a 3x zoomed resolution.
3. You are not using correctly matched 'shadow_mask_usize' & shadow_mask_vsize' settings for the resolution you are outputting at.
4. Double check all MAME & HLSL settings, maybe delete all individual game ini and cfg files if you have too?
5. Your graphic card must be compatible with Shader Version 3.0 to use HLSL
6. You are not doing something right!
First you need my "JClampy's NEW aperture" files;
Aperture to be used with 4x magnification http://www.mediafire.com/?5n79r8noxbf9vr6
Aperture to be used with 3x magnification http://www.mediafire.com/?buuwcc1dcxy4xt7
You need to extract the NEW Shadow Mask .png files to your MAME or MESS artwork folder. Then you need to use these following settings;
mame.ini
effect none (old visual effects off)
scale_effect none (old visual effects off)
switchres 1 (enable resolution settings)
sleep 0 (power saving sleep mode off)
keepaspect 1 (maintain aspect ratios)
prescale 1 (no software prescale)
hwstretch 0 (hardware stretching off)
filter 0 (bilinear filtering off)
artwork_crop 0 (crop border artwork off)
320x240 original game resolution output to 1280x960 4x magnification:
mame.ini
aspect ratio 4:3 (correct aspect ratio)
resolution 1280x960 (4x magnification resolution)
view pixel aspect (keep to games aspect ratio)
hlsl.ini
hlsl_prescale_x 4 (4x zoom)
hlsl_prescale_y 4 (4x zoom)
hlsl_snap_width 1280 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 960 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.150000 (my personal preference)
shadow_mask_texture JClampyAperture4xPatternC.png
shadow_mask_x_count 256
shadow_mask_y_count 128
shadow_mask_usize 0.465000
shadow_mask_vsize 0.500000
320x256 original game resolution output to 1280x1024 4x magnification:
mame.ini
aspect ratio 5:4 (correct aspect ratio)
resolution 1280x1024 (4x magnification resolution)
view pixel aspect (keep to games aspect ratio)
hlsl.ini
hlsl_prescale_x 4 (4x zoom)
hlsl_prescale_y 4 (4x zoom)
hlsl_snap_width 1280 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 1024 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.150000 (my personal preference)
shadow_mask_texture JClampyAperture4xPatternC.png
shadow_mask_x_count 256
shadow_mask_y_count 256
shadow_mask_usize 0.460000
shadow_mask_vsize 0.440000
288x216 original game resolution output to 1152x864 4x magnification:
mame.ini
aspect ratio 4:3 (correct aspect ratio)
resolution 1152x864 (4x magnification resolution)
view pixel aspect (keep to games aspect ratio)
hlsl.ini
hlsl_prescale_x 4 (4x zoom)
hlsl_prescale_y 4 (4x zoom)
hlsl_snap_width 1152 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 864 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.150000 (my personal preference)
shadow_mask_texture JClampyAperture4xPatternC.png
shadow_mask_x_count 256
shadow_mask_y_count 128
shadow_mask_usize 0.455000
shadow_mask_vsize 0.487500
256x192 original game resolution output to 1024x768 4x magnification:
mame.ini
aspect ratio 4:3 (correct aspect ratio)
resolution 1024x768 (4x magnification resolution)
view pixel aspect (keep to games aspect ratio)
hlsl.ini
hlsl_prescale_x 4 (4x zoom)
hlsl_prescale_y 4 (4x zoom)
hlsl_snap_width 1024 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 768 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.150000 (my personal preference)
shadow_mask_texture JClampyAperture4xPatternC.png
shadow_mask_x_count 256
shadow_mask_y_count 128
shadow_mask_usize 0.445000
shadow_mask_vsize 0.480000
320x240 original game resolution output to 960x720 3x magnification:
(shown in example screenshot using border artwork)
mame.ini
aspect ratio 5:4 (correct aspect ratio)
resolution 1280x1024 (output resolution including border artwork)
view pixel aspect (keep to games aspect ratio)
hlsl.ini
hlsl_prescale_x 3 (3x zoom)
hlsl_prescale_y 3 (3x zoom)
hlsl_snap_width 960 (rendered snapshots resolution width at correct output ratio for game pixels to shadow mask alignment)
hlsl_snap_height 720 (rendered snapshots resolution height at correct output ratio for game pixels to shadow mask alignment)
shadow_mask_alpha 0.150000 (my personal preference)
shadow_mask_texture JClampyAperture3xPatternC.png
shadow_mask_x_count 128
shadow_mask_y_count 64
shadow_mask_usize 0.750000
shadow_mask_vsize 0.707500
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finding correct settings is a long, difficult, and slow process. If you
think you could help with this process then please contact me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please do not steal or use my work or settings without crediting me.
Otherwise I will take everything offline for my personal use only.
Special credit/thanks to Ryan Holtz aka 'Just Desserts', Bat Country Entertainment, cgwg and all those involved in creating and maintaining the HLSL filter for MAME and MESS.
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