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Super Street Fighter 2 TURBO Arcade Version


tangodown

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7 minutes ago, tangodown said:

The arcade coin op version should have a higher resolution than the home console versions

It's not an issue with the rom being low resolution, it's the issue with you not setting the resolution any higher in MAME.

If the rom works, then it's simply tweaking the settings/shaders within MAME to get it to run as best as it can run.

It runs no better or worse than the other 30,000 games in MAME.

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3 hours ago, tangodown said:

The arcade coin op version should have a higher resolution than the home console versions

Not true at all, the resolution of the arcade version is 384 X 224.

Untitled.thumb.png.c1e202c68ca90d2935c0209f2ae2f8b8.pngThe only thing you can do is turn off bilinear filtering and turn up the pre-scale settings in MAME.

image.thumb.png.76c40b5757233e29463738062a0abcbc.png

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19 hours ago, neil9000 said:

It looks just fine.

920296476_Mame0220b_64bitScreenshot2020_05.15-11_09_47_65.thumb.png.a61662a88445357cda014af83b0d531c.png

No mate. The pixels are too big. I remember playing Alpha 2 on a coin op game and the resolution was much higher. And I have the original Street Fighter 2, with glitches, and the resolution is way better than this 

Edited by tangodown
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3 hours ago, tangodown said:

No mate. The pixels are too big. I remember playing Alpha 2 on a coin op game and the resolution was much higher. And I have the original Street Fighter 2, with glitches, and the resolution is way better than this 

No disrespect mate, but you are wrong.

Is this your first time using MAME ?

Maybe read up a bit on how to change the resolution/shaders in MAME as this is the issue.

If not then you are talking about a PC version or a game on another system.

ssf2t - MAME 0.220 below

2020-05-16_09-59-47.png

Edited by zugswang
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4 minutes ago, zugswang said:

No disrespect mate, but you are wrong.

Is this your first time using MAME ?

Maybe read up a bit on how to change the resolution/shaders in MAME as this is the issue.

If not then you are talking about a PC version or a game on another system.

I've been wrong before. But I will take a screen shot of SF2 and the glitch one was only on coin op.

However, if I am wrong. Can you please direct me to how to change res and shaders please. 

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1 hour ago, tangodown said:

No mate. The pixels are too big. I remember playing Alpha 2 on a coin op game and the resolution was much higher. And I have the original Street Fighter 2, with glitches, and the resolution is way better than this 

I think you need to understand the differences in how a CRT handles these images compared to how a modern fixed pixel display handles them.

There is nothing in Mame you can do in terms of resolution to help with this, the best you can do is to use HLSL shaders to try and replicate the CRT as closely as possible. A modern display will enlarge the image which was typically 320 pixels by 240 pixels but of course it could vary. A CRT handled this quite easily because of how a CRT works but a fixed pixel display which is much higher resolution has to scale these images up quite a lot, 1080p, 1440p or 2560p. Open up a 320x240 jpg image and enlarge to fit on your display and see what happens, this is similar to how an emulator scales the art in these old games.

Here is a link to my HLSL CRT shader settings I use in Mame:

Also here is a video that hopefully can do some explaining of this kind of stuff:

Even though it is more a discussion of aspect ratio it covers much of the same issues happening here for you.

Also, here is a screenshot of Street Fighter using my HLSL settings.

screenshot_163.thumb.jpg.e93add46ca81fc41f5f71c5a57bc256a.jpg

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2 hours ago, Lordmonkus said:

I think you need to understand the differences in how a CRT handles these images compared to how a modern fixed pixel display handles them.

There is nothing in Mame you can do in terms of resolution to help with this, the best you can do is to use HLSL shaders to try and replicate the CRT as closely as possible. A modern display will enlarge the image which was typically 320 pixels by 240 pixels but of course it could vary. A CRT handled this quite easily because of how a CRT works but a fixed pixel display which is much higher resolution has to scale these images up quite a lot, 1080p, 1440p or 2560p. Open up a 320x240 jpg image and enlarge to fit on your display and see what happens, this is similar to how an emulator scales the art in these old games.

Here is a link to my HLSL CRT shader settings I use in Mame:

Also here is a video that hopefully can do some explaining of this kind of stuff:

Even though it is more a discussion of aspect ratio it covers much of the same issues happening here for you.

Also, here is a screenshot of Street Fighter using my HLSL settings.

screenshot_163.thumb.jpg.e93add46ca81fc41f5f71c5a57bc256a.jpg

Thanks alot for the explaination! 

So if I had a CRT monitor the image would look alot better?

Edited by tangodown
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9 hours ago, tangodown said:

So if I had a CRT monitor the image would look alot better?

Yes, all these old games we're meant / designed to be displayed on a CRT and you will find all of the same issues with other games and systems of the time when played on a modern display. If you don't have a CRT the best you can do is to use a CRT shader to replicate the old CRT look as close as possible which can vary depending on the display. To get as close to possible you want a high resolution display, preferably 4K or higher when they become available and have a strong backlight and contrast ratio.

Now if you did have a CRT that would be best but they are getting harder to find and getting a CRT TV to work on a PC takes some extra work, they are not simple plug and play. Old PC CRT monitors are another option but also getting harder to find and have their own differences compared to a TV or arcade monitor.

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On 5/16/2020 at 6:25 PM, Lordmonkus said:

I think you need to understand the differences in how a CRT handles these images compared to how a modern fixed pixel display handles them.

There is nothing in Mame you can do in terms of resolution to help with this, the best you can do is to use HLSL shaders to try and replicate the CRT as closely as possible. A modern display will enlarge the image which was typically 320 pixels by 240 pixels but of course it could vary. A CRT handled this quite easily because of how a CRT works but a fixed pixel display which is much higher resolution has to scale these images up quite a lot, 1080p, 1440p or 2560p. Open up a 320x240 jpg image and enlarge to fit on your display and see what happens, this is similar to how an emulator scales the art in these old games.

Here is a link to my HLSL CRT shader settings I use in Mame:

Also here is a video that hopefully can do some explaining of this kind of stuff:

Even though it is more a discussion of aspect ratio it covers much of the same issues happening here for you.

Also, here is a screenshot of Street Fighter using my HLSL settings.

screenshot_163.thumb.jpg.e93add46ca81fc41f5f71c5a57bc256a.jpg

Can you please show me how to get my ssf2t game to look like yours. I don't know how to change the HLSL settings. 

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4 hours ago, Lordmonkus said:

It's explained in the download page.

"To use this simply enable HLSL in your mame.ini by setting hlsl_enable to 1 instead of 0 and dropping this raster.ini file into your \Mame\ini\presets folder. Backup your old one first just in case you do not like this one."

Thank you for that. I did exactly as you said. I copied the files into the appropriate folders, but it still looks the same as before. I wonder if it is because my direct x is not working and I am having to use gl, see below.

#
# CORE CONFIGURATION OPTIONS
#
readconfig                1
writeconfig               0

#
# CORE SEARCH PATH OPTIONS
#
homepath                  .
rompath                   roms
hashpath                  hash
samplepath                samples
artpath                   artwork
ctrlrpath                 ctrlr
inipath                   .;ini;ini/presets
fontpath                  .
cheatpath                 cheat
crosshairpath             crosshair
pluginspath               plugins
languagepath              language
swpath                    software

#
# CORE OUTPUT DIRECTORY OPTIONS
#
cfg_directory             cfg
nvram_directory           nvram
input_directory           inp
state_directory           sta
snapshot_directory        snap
diff_directory            diff
comment_directory         comments

#
# CORE STATE/PLAYBACK OPTIONS
#
state                     
autosave                  0
rewind                    0
rewind_capacity           100
playback                  
record                    
record_timecode           0
exit_after_playback       0
mngwrite                  
aviwrite                  
wavwrite                  
snapname                  %g/%i
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statename                 %g
burnin                    0

#
# CORE PERFORMANCE OPTIONS
#
autoframeskip             0
frameskip                 0
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throttle                  1
sleep                     1
speed                     1.0
refreshspeed              0
lowlatency                0

#
# CORE RENDER OPTIONS
#
keepaspect                1
unevenstretch             1
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intoverscan               0
intscalex                 0
intscaley                 0

#
# CORE ROTATION OPTIONS
#
rotate                    1
ror                       0
rol                       0
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flipx                     0
flipy                     0

#
# CORE ARTWORK OPTIONS
#
artwork_crop              0
fallback_artwork          
override_artwork          

#
# CORE SCREEN OPTIONS
#
brightness                1.0
contrast                  1.0
gamma                     1.0
pause_brightness          0.65
effect                    none

#
# CORE VECTOR OPTIONS
#
beam_width_min            1.0
beam_width_max            1.0
beam_intensity_weight     0
flicker                   0

#
# CORE SOUND OPTIONS
#
samplerate                48000
samples                   1
volume                    0

#
# CORE INPUT OPTIONS
#
coin_lockout              1
ctrlr                     
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steadykey                 0
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offscreen_reload          0
joystick_map              auto
joystick_deadzone         0.3
joystick_saturation       0.85
natural                   0
joystick_contradictory    0
coin_impulse              0

#
# CORE INPUT AUTOMATIC ENABLE OPTIONS
#
paddle_device             keyboard
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pedal_device              keyboard
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trackball_device          keyboard
lightgun_device           keyboard
positional_device         keyboard
mouse_device              mouse

#
# CORE DEBUGGING OPTIONS
#
verbose                   0
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debugscript               

#
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#
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#
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#
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drc_use_c                 0
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drc_log_native            0
bios                      
cheat                     0
skip_gameinfo             0
uifont                    default
ui                        cabinet
ramsize                   
confirm_quit              0
ui_mouse                  1
language                  English
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plugin                    
noplugin                  

#
# HTTP SERVER OPTIONS
#
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http_port                 8080
http_root                 web

#
# OSD KEYBOARD MAPPING OPTIONS
#
uimodekey                 SCRLOCK

#
# OSD FONT OPTIONS
#
uifontprovider            auto

#
# OSD OUTPUT OPTIONS
#
output                    auto

#
# OSD INPUT OPTIONS
#
keyboardprovider          auto
mouseprovider             auto
lightgunprovider          auto
joystickprovider          auto

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watchdog                  0

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#
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syncrefresh               0
monitorprovider           auto

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# OSD PER-WINDOW VIDEO OPTIONS
#
screen                    auto
aspect                    auto
resolution                auto
view                      auto
screen0                   auto
aspect0                   auto
resolution0               auto
view0                     auto
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aspect1                   auto
resolution1               auto
view1                     auto
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view2                     auto
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aspect3                   auto
resolution3               auto
view3                     auto

#
# OSD FULL SCREEN OPTIONS
#
switchres                 0

#
# OSD ACCELERATED VIDEO OPTIONS
#
filter                    1
prescale                  1

#
# OpenGL-SPECIFIC OPTIONS
#
gl_forcepow2texture       0
gl_notexturerect          0
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glsl_shader_mame0         none
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glsl_shader_mame5         none
glsl_shader_mame6         none
glsl_shader_mame7         none
glsl_shader_mame8         none
glsl_shader_mame9         none
glsl_shader_screen0       none
glsl_shader_screen1       none
glsl_shader_screen2       none
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glsl_shader_screen5       none
glsl_shader_screen6       none
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glsl_shader_screen9       none

#
# OSD SOUND OPTIONS
#
sound                     auto
audio_latency             2

#
# PORTAUDIO OPTIONS
#
pa_api                    none
pa_device                 none
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#
# BGFX POST-PROCESSING OPTIONS
#
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bgfx_backend              auto
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bgfx_screen_chains        default
bgfx_shadow_mask          slot-mask.png
bgfx_lut                  
bgfx_avi_name             auto

#
# WINDOWS PERFORMANCE OPTIONS
#
priority                  0
profile                   0

#
# WINDOWS VIDEO OPTIONS
#
menu                      0
attach_window             

#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlslpath                  hlsl
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hlsl_oversampling         0
hlsl_write               
hlsl_snap_width           2048
hlsl_snap_height          1536
shadow_mask_tile_mode     0
shadow_mask_alpha         0.0
shadow_mask_texture       shadow-mask.png
shadow_mask_x_count       6
shadow_mask_y_count       4
shadow_mask_usize         0.1875
shadow_mask_vsize         0.20
shadow_mask_uoffset       0.0
shadow_mask_voffset       0.0
curvature                 0.0
round_corner              0.0
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reflection                0.0
vignetting                0.25
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scanline_size             1.0
scanline_height           1.40
scanline_variation        1.0
scanline_bright_scale     1.0
scanline_bright_offset    0.0
scanline_jitter           0.0
hum_bar_alpha             0.0
defocus                   0.8,0.0
converge_x                0.0,0.0,0.0
converge_y                0.0,0.0,0.0
radial_converge_x         0.0,0.0,0.0
radial_converge_y         0.0,0.0,0.0
red_ratio                 1.0,0.0,0.0
grn_ratio                 0.0,1.0,0.0
blu_ratio                 0.0,0.0,1.0
saturation                1.2
offset                    0.0,0.0,0.0
scale                     1.0,1.0,1.0
power                     1.0,1.0,1.0
floor                     0.0,0.0,0.0
phosphor_life             0.0,0.0,0.0

#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable                0
yiq_jitter                0.0
yiq_cc                    3.57954545
yiq_a                     0.5
yiq_b                     0.5
yiq_o                     0.0
yiq_p                     1.0
yiq_n                     1.0
yiq_y                     6.0
yiq_i                     1.2
yiq_q                     0.6
yiq_scan_time             52.6
yiq_phase_count           2

#
# VECTOR POST-PROCESSING OPTIONS
#
vector_length_scale       0.5
vector_length_ratio       0.5

#
# BLOOM POST-PROCESSING OPTIONS
#
bloom_blend_mode          0
bloom_scale               0.190
bloom_overdrive           1.0,1.0,1.0
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bloom_lvl1_weight         0.64
bloom_lvl2_weight         0.32
bloom_lvl3_weight         0.16
lut_texture               
lut_enable                0
ui_lut_texture            
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#
# FULL SCREEN OPTIONS
#
triplebuffer              0
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global_inputs             0
dual_lightgun             0

#
# FRONTEND COMMAND OPTIONS
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dtd                       1
 

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On 5/16/2020 at 6:25 PM, Lordmonkus said:

I think you need to understand the differences in how a CRT handles these images compared to how a modern fixed pixel display handles them.

There is nothing in Mame you can do in terms of resolution to help with this, the best you can do is to use HLSL shaders to try and replicate the CRT as closely as possible. A modern display will enlarge the image which was typically 320 pixels by 240 pixels but of course it could vary. A CRT handled this quite easily because of how a CRT works but a fixed pixel display which is much higher resolution has to scale these images up quite a lot, 1080p, 1440p or 2560p. Open up a 320x240 jpg image and enlarge to fit on your display and see what happens, this is similar to how an emulator scales the art in these old games.

Here is a link to my HLSL CRT shader settings I use in Mame:

Also here is a video that hopefully can do some explaining of this kind of stuff:

Even though it is more a discussion of aspect ratio it covers much of the same issues happening here for you.

Also, here is a screenshot of Street Fighter using my HLSL settings.

screenshot_163.thumb.jpg.e93add46ca81fc41f5f71c5a57bc256a.jpg

Hey Lordmonkus.

These enhancements are not working on my $7000, Windows 10 gaming machine, but they do work on my $500 Windows 7 laptop, haha. This is because I can't get Direct X to work on my Windows 10 machine with MAME which is very annoying, I have tried everything. I know its not my Direct X 12 because there are no faults and my modern games run fine.

Anyway, thanks for this it is much better and much closer to the original game and I now understand. For me the scanlines are a little over the top, so I am trying to tweak these settings a little to my liking. 

I have another MAME 0.132 see below, which I like the graphic settings in. Its very close to the original game. So I thought I would just copy these mame.ini values over to my .220 but I can't because they are different. So then I thought I would just drop SSF2T into the 0.132 roms folder, which works on my Windows 7 machine. But because I can't run games through the mame 0.132 application (only using the shortcut or bat file) I can't get ssf2t to run even though I know it works because I can run it on 0.132 on my windows 7 machine.

So why will the roms run through the short cut and .bat file but not through the mame application.  Probably because the short cut is not using Direct x but how then can I change this in the mame 0.132

The only other way is if you know the settings below and can tell me what how to put them into the ini file of my .220 version but remember I can't use Direct X so changes that need Direct X don't work.

It would be better if more people were having Direct X issues with Windows 10 so the mamedev team could sort this out!

UPDATE:

So if I change # WINDOWS VIDEO OPTIONS #video d3d to video gl I can then run the roms through the mame 0.132 app but I lose the graphic enhancements also in the shortcuts. But if I leave it set at d3d I have the graphic enhancements but can't run any other rom apart from SF2. 

Any help here would be great, thanks. Please try to answer all points not just one, so that I don't have to ask the same question again. Thanks

<UNADORNED0>              

#
# CORE CONFIGURATION OPTIONS
#
readconfig                1

#
# CORE SEARCH PATH OPTIONS
#
rompath                   roms
samplepath                samples
artpath                   artwork
ctrlrpath                 ctrlr
inipath                   .;ini
fontpath                  .
cheatpath                 cheat
crsshairpath              crsshair

#
# CORE OUTPUT DIRECTORY OPTIONS
#
cfg_directory             cfg
nvram_directory           nvram
memcard_directory         memcard
input_directory           inp
state_directory           sta
snapshot_directory        snap
diff_directory            diff
comment_directory         comments

#
# CORE STATE/PLAYBACK OPTIONS
#
state                     
autosave                  0
playback                  
record                    
mngwrite                  
aviwrite                  
wavwrite                  
snapname                  %g/%i
snapsize                  auto
snapview                  internal

#
# CORE PERFORMANCE OPTIONS
#
autoframeskip             0
frameskip                 0
seconds_to_run            0
throttle                  1
sleep                     1
speed                     1.0
refreshspeed              0

#
# CORE ROTATION OPTIONS
#
rotate                    1
ror                       0
rol                       0
autoror                   0
autorol                   0
flipx                     0
flipy                     0

#
# CORE ARTWORK OPTIONS
#
artwork_crop              0
use_backdrops             1
use_overlays              1
use_bezels                1

#
# CORE SCREEN OPTIONS
#
brightness                1.0
contrast                  1.0
gamma                     1.0
pause_brightness          0.65

#
# CORE VECTOR OPTIONS
#
antialias                 1
beam                      1.0
flicker                   0

#
# CORE SOUND OPTIONS
#
sound                     1
samplerate                48000
samples                   1
volume                    0

#
# CORE INPUT OPTIONS
#
coin_lockout              1
ctrlr                     
mouse                     0
joystick                  1
lightgun                  0
multikeyboard             0
multimouse                0
steadykey                 0
offscreen_reload          0
joystick_map              auto
joystick_deadzone         0.3
joystick_saturation       0.85

#
# CORE INPUT AUTOMATIC ENABLE OPTIONS
#
paddle_device             keyboard
adstick_device            keyboard
pedal_device              keyboard
dial_device               keyboard
trackball_device          keyboard
lightgun_device           keyboard
positional_device         keyboard
mouse_device              mouse

#
# CORE DEBUGGING OPTIONS
#
log                       0
verbose                   0
update_in_pause           0
debug                     0
debugscript               

#
# CORE MISC OPTIONS
#
bios                      
cheat                     0
skip_gameinfo             0

#
# WINDOWS DEBUGGING OPTIONS
#
oslog                     0
watchdog                  0
debugger_font             "Lucida Console"
debugger_font_size        9

#
# WINDOWS PERFORMANCE OPTIONS
#
priority                  0
multithreading            0

#
# WINDOWS VIDEO OPTIONS
#
video                     d3d
numscreens                1
window                    0
maximize                  1
keepaspect                1
prescale                  1
effect                    none
waitvsync                 0
syncrefresh               0

#
# DIRECTDRAW-SPECIFIC OPTIONS
#
hwstretch                 1

#
# DIRECT3D-SPECIFIC OPTIONS
#
d3dversion                9
filter                    1

#
# PER-WINDOW VIDEO OPTIONS
#
screen                    auto
aspect                    auto
resolution                auto
view                      auto
screen0                   auto
aspect0                   auto
resolution0               auto
view0                     auto
screen1                   auto
aspect1                   auto
resolution1               auto
view1                     auto
screen2                   auto
aspect2                   auto
resolution2               auto
view2                     auto
screen3                   auto
aspect3                   auto
resolution3               auto
view3                     auto

#
# FULL SCREEN OPTIONS
#
triplebuffer              0
switchres                 0
full_screen_brightness    1.0
full_screen_contrast      1.0
full_screen_gamma         1.0

#
# WINDOWS SOUND OPTIONS
#
audio_latency             2

#
# INPUT DEVICE OPTIONS
#
dual_lightgun             0
 

 

 

Screenshot (32).png

Screenshot (34).png

Edited by tangodown
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