tangodown Posted May 14, 2020 Share Posted May 14, 2020 Hi all, I have the SSF2T rom but the video quality is very low. Does anybody know if there is an "Arcade" version of this game available. Either this game of Alpha 2 would be fine. PLEEEEEASE! Quote Link to comment Share on other sites More sharing options...
Chris Kant Posted May 14, 2020 Share Posted May 14, 2020 it is just an old game and the video quality is lower. you need to use some filters to make it a bit nicer. or are you talking about the Super Street Fighter 2 Turbo HD Remix from PS3? Quote Link to comment Share on other sites More sharing options...
tangodown Posted May 15, 2020 Author Share Posted May 15, 2020 The arcade coin op version should have a higher resolution than the home console versions Quote Link to comment Share on other sites More sharing options...
zugswang Posted May 15, 2020 Share Posted May 15, 2020 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. Quote Link to comment Share on other sites More sharing options...
neil9000 Posted May 15, 2020 Share Posted May 15, 2020 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. The only thing you can do is turn off bilinear filtering and turn up the pre-scale settings in MAME. Quote Link to comment Share on other sites More sharing options...
neil9000 Posted May 15, 2020 Share Posted May 15, 2020 It looks just fine. Quote Link to comment Share on other sites More sharing options...
tangodown Posted May 16, 2020 Author Share Posted May 16, 2020 (edited) 19 hours ago, neil9000 said: It looks just fine. 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 May 16, 2020 by tangodown Quote Link to comment Share on other sites More sharing options...
zugswang Posted May 16, 2020 Share Posted May 16, 2020 (edited) 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 Edited May 16, 2020 by zugswang Quote Link to comment Share on other sites More sharing options...
tangodown Posted May 16, 2020 Author Share Posted May 16, 2020 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. Quote Link to comment Share on other sites More sharing options...
Lordmonkus Posted May 16, 2020 Share Posted May 16, 2020 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. Quote Link to comment Share on other sites More sharing options...
tangodown Posted May 16, 2020 Author Share Posted May 16, 2020 (edited) 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. Thanks alot for the explaination! So if I had a CRT monitor the image would look alot better? Edited May 16, 2020 by tangodown Quote Link to comment Share on other sites More sharing options...
Lordmonkus Posted May 16, 2020 Share Posted May 16, 2020 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. Quote Link to comment Share on other sites More sharing options...
tangodown Posted May 22, 2020 Author Share Posted May 22, 2020 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. 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. Quote Link to comment Share on other sites More sharing options...
Lordmonkus Posted May 22, 2020 Share Posted May 22, 2020 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." Quote Link to comment Share on other sites More sharing options...
tangodown Posted May 23, 2020 Author Share Posted May 23, 2020 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 snapsize auto snapview internal snapbilinear 1 statename %g burnin 0 # # CORE PERFORMANCE OPTIONS # autoframeskip 0 frameskip 0 seconds_to_run 0 throttle 1 sleep 1 speed 1.0 refreshspeed 0 lowlatency 0 # # CORE RENDER OPTIONS # keepaspect 1 unevenstretch 1 unevenstretchx 0 unevenstretchy 0 autostretchxy 0 intoverscan 0 intscalex 0 intscaley 0 # # CORE ROTATION OPTIONS # rotate 1 ror 0 rol 0 autoror 0 autorol 0 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 mouse 0 joystick 1 lightgun 0 multikeyboard 0 multimouse 0 steadykey 0 ui_active 0 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 adstick_device keyboard pedal_device keyboard dial_device keyboard trackball_device keyboard lightgun_device keyboard positional_device keyboard mouse_device mouse # # CORE DEBUGGING OPTIONS # verbose 0 log 0 oslog 0 debug 0 update_in_pause 0 debugscript # # CORE COMM OPTIONS # comm_localhost 0.0.0.0 comm_localport 15112 comm_remotehost 127.0.0.1 comm_remoteport 15112 comm_framesync 0 # # CORE MISC OPTIONS # drc 1 drc_use_c 0 drc_log_uml 0 drc_log_native 0 bios cheat 0 skip_gameinfo 0 uifont default ui cabinet ramsize confirm_quit 0 ui_mouse 1 language English nvram_save 1 # # SCRIPTING OPTIONS # autoboot_command autoboot_delay 0 autoboot_script console 0 plugins 1 plugin noplugin # # HTTP SERVER OPTIONS # http 0 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 # # OSD DEBUGGING OPTIONS # debugger auto debugger_port 23946 debugger_font auto debugger_font_size 0 watchdog 0 # # OSD PERFORMANCE OPTIONS # numprocessors auto bench 0 # # OSD VIDEO OPTIONS # video video gl numscreens 1 window 0 maximize 1 waitvsync 0 syncrefresh 0 monitorprovider auto # # OSD 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 # # OSD FULL SCREEN OPTIONS # switchres 0 # # OSD ACCELERATED VIDEO OPTIONS # filter 1 prescale 1 # # OpenGL-SPECIFIC OPTIONS # gl_forcepow2texture 0 gl_notexturerect 0 gl_vbo 1 gl_pbo 1 gl_glsl 0 gl_glsl_filter 1 glsl_shader_mame0 none glsl_shader_mame1 none glsl_shader_mame2 none glsl_shader_mame3 none glsl_shader_mame4 none 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 glsl_shader_screen3 none glsl_shader_screen4 none glsl_shader_screen5 none glsl_shader_screen6 none glsl_shader_screen7 none glsl_shader_screen8 none glsl_shader_screen9 none # # OSD SOUND OPTIONS # sound auto audio_latency 2 # # PORTAUDIO OPTIONS # pa_api none pa_device none pa_latency 0 # # BGFX POST-PROCESSING OPTIONS # bgfx_path bgfx bgfx_backend auto bgfx_debug 0 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 hlsl_enable 1 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 smooth_border 0.0 reflection 0.0 vignetting 0.25 scanline_alpha 0.50 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 bloom_lvl0_weight 1.0 bloom_lvl1_weight 0.64 bloom_lvl2_weight 0.32 bloom_lvl3_weight 0.16 lut_texture lut_enable 0 ui_lut_texture ui_lut_enable 0 # # FULL SCREEN OPTIONS # triplebuffer 0 full_screen_brightness 1.0 full_screen_contrast 1.0 full_screen_gamma 1.0 # # INPUT DEVICE OPTIONS # global_inputs 0 dual_lightgun 0 # # FRONTEND COMMAND OPTIONS # dtd 1 Quote Link to comment Share on other sites More sharing options...
tangodown Posted May 23, 2020 Author Share Posted May 23, 2020 (edited) 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. 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 Edited May 24, 2020 by tangodown Quote Link to comment Share on other sites More sharing options...
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