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About finagle69

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  1. This is very correct. And you're definitely right about 'older' CRTs. I do remember the crappy 13" I had for NES having greys for "blacks". But newer ones are very black. And Arcade monitors especially have pretty good blacks. I'm glad you're keeping on the hunt for settings for that. It gets pretty involved with all the different bloom values. :\
  2. Awesome. I completely agree on ShadowMask. Not having to prescale really saves on graphics overhead. Enjoy your trip!
  3. Those are some of the best HLSL settings I've seen yet. But comparing them to a real DK cab, they're very de-saturated and black is too washed out (grey). Maybe you could tweak that a little? The shadow mask looks very good. Edit: Here's a pic from a DK cab for reference.
  4. G3258 FTW. Mine is OC'd to 4.0GHz on the stock cooler. I went with a GTX 750Ti low profile GPU. (Arcade cabinet) I'm not running dreamcast, but it runs PS2 games just fine.
  5. I couldn't tell you as I know less than nothing about the coding of shaders in general. The VSH files, have two settings that can be changed in them (tint and saturation). The FSH files have the rest of the settings that can be changed.
  6. I went back and re-evaluated my settings for LottesCRT GLSL. I played around a lot with HLSL as well, but it's just not nearly as successful as GLSL in general in fooling my eyes into thinking I'm looking at a CRT. I found some hi-res pics of scanlines/slot masks on neogaf and shmups, and spent a lot of time trying to recreate the look (as close as possible). These are all from actual CGA arcade monitors from the posts they came from. Notable differences from my previous settings are higher bloom amount, overall higher sharpness, scanlines more pronounced, slot mask more pronounced. Also, real CRTs are generally more contrast-y than LCD, so I compensated for that in the mame.ini file. mame.ini # # CORE SCREEN OPTIONS # brightness 0.9 contrast 1.2 gamma 0.9 pause_brightness 1.0 effect none widestretch 0 200% Sample from Ghouls n Ghosts. Full album here -> http://imgur.com/a/taXjI#0 Included in the album are the actual CRT pics I used as references. Thanks for taking a picture. Included in my album above is a screen grab from the beginning of the first level in the simpsons if you want to check it out and compare with what you remember. Also, attached are the GLSL files with settings modified. glsl.7z
  7. I'll update this thread with that info later tonight when I get home to my arcade cabinet. Essentially, I think all I did was take gtfore03.7z and rename to gtfore06.7z. I can't remember what I did inside, so let me get back to you.
  8. If you haven't updated your MAME.ahk to the latest, I suggest you do so. I was using one that was for .15x for a while, but it stopped working correctly with MAME .161 (I think). Bottom line is you need to use the latest module for MAME. Also, I made a dummy ROM file for gtfore06 so I can still have ROMs Only checked in HyperHQ.
  9. That video is spot on. Essentially you need (or want) separate ini files for horizont and vertical. Then in RL, you set GLSL, HLSL, and Video Output to 'ini' each. Works perfectly that way.
  10. Also, just as a general note. Both for HLSL and GLSL, you should really always have Bilinear filtering in game options turned OFF. Both HLSL and GLSL do their own smoothing. My pics using Lottes have bilinear tuned off, but as you can see, it's smoothed nicely due to the settings I've chosen.
  11. Absolutely. For Lottes, there are 3 different masks that can be applied, and the one I have decommented matches my CRT display the closest. But you're welcome to play around with them as all CRTs are slightly different. In Lottes_CRT.vsh, the following are set: saturation = 1.0; // 1.0 is normal saturation. Increase as needed. tint = 0.0; //0.0 is 0.0 degrees of Tint. Adjust as needed. In Lottes_CRT_rgb32_dir.fsh, the following are set: #define CURVATURE //Screen curvature effect. #define YUV //Tint and Saturation adjustments. You adjust the settings in Lottes_CRT.vsh now... #define GAMMA_CONTRAST_BOOST //Expands contrast and makes image brighter but causes clipping. #define BLOOM //enables a bloom effect //#define MASK_APERTURE_GRILL //Only uncomment one of the MASK patterns at a time... //#define MASK_TV #define MASK_VGA #define ORIGINAL_SCANLINES //Enable to use the original scanlines. #define ORIGINAL_HARDPIX //Enable to use the original hardPix calculation. //Normal MAME GLSL Uniforms uniform sampler2D color_texture; uniform vec2 color_texture_sz; // size of color_texture uniform vec2 color_texture_pow2_sz; // size of color texture rounded up to power of 2 uniform vec2 screen_texture_sz; // size of output resolution uniform vec2 screen_texture_pow2_sz; // size of output resolution rounded up to power of 2 //CRT Filter Variables const float hardScan=-8.0; //-8,-12,-16, etc to make scalines more prominent. const vec2 warp=vec2(1.0/64.0,1.0/48.0); //adjusts the warp filter (curvature). const float maskDark=0.6; //Sets how dark a "dark subpixel" is in the aperture pattern. const float maskLight=1.8; //Sets how dark a "bright subpixel" is in the aperture pattern. const float hardPix=-2.0; //-1,-2,-4, etc to make the upscaling sharper. const float hardBloomScan=-2.5; const float hardBloomPix=-1.75; const float bloomAmount=2.2/12.0; //Lower this if there is too much bloom! const float blackClip = 0.02; const float brightMult = 1.2; const float maskStrength = 0.8; //This sets the strength of the shadow mask effect const vec3 gammaBoost = vec3(1.0/1.15, 1.0/1.15, 1.0/1.15); The VERT flavor is setup identically and these settings are right after the line that defines rotation for vertical orientation. I have both a horizont.ini and vertical.ini each calling their respective Lottes flavor. I still want to play around with some of the bloom values (HardBoomPix and HardBloomScan) mainly because I don't really know what those affect. I like GLSL over HLSL because to my eyes, the effects look a little less artificial, the colors look more true, and the results themselves are consistent without artifacts or uneven scanlines here and there. This is mainly because I'm either not good at or don't have enough patience to figure out the necessary prescale values and pixel sizes to get HLSL to work right.
  12. Thanks for sharing settings. I've never been able to get HLSL to work very well, so seeing different groups of settings helps out. All the ones in here look a lot better than I've ever been able to achieve, but the coloring is a bit off (to my eyes at least). Especially the BIOS in Ghouls n' Ghosts, the text is blue-ish instead of gray. I've tweaked Lottes_CRT (GLSL) based on a few actual NES and SNES carts I have comparing to Retroarch (same shader). I then just ported the changed settings into the GLSL files for MAME. This is basically what I use for all horizontal and vertical games with different ini files. I have bloom turned off for this PC as it makes it crawl. My actual arcade cabinet has a 750TI, so bloom is on there. Here's an album with a number of horizontal and vertical games full screen caps. If you view them, just make sure you view them at 100%. http://imgur.com/a/pY3lW
  13. I'm using an Intel G3258, which is just a dual core CPU, and a 750TI. I was able to get gtfore06 to run, with Lottes_CRT GLSL shader with very minimal stuttering by using Low res and High voltage settings for the DIPs.
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