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mogli
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AAE - incorporating it into MAME
#233871 - 09/19/10 08:25 AM


Just curious if everyone (particularly Aaron) is aware of this possibility pending, or whether there has been any communication and such between entities behind the scenes?

http://forum.arcadecontrols.com/index.php?topic=92176.msg1111587#msg1111587



Consider it high comedy....sincere tragedy....whatever...don't take it personally.

The Culture




etabeta
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Re: AAE - incorporating it into MAME new [Re: mogli]
#233882 - 09/19/10 10:01 AM


I think we have to wait for AAE update to be available, before its code can be ported or merged anywhere...

also, someone on those boards should suggest taylormadelv to give sdlmame a try, possibly with a good frontend (MameTunes, qmc2 or M+GUI): MacMAME is dead and MAMEOSX on hold



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Re: AAE - incorporating it into MAME new [Re: etabeta]
#233900 - 09/19/10 03:50 PM


> I think we have to wait for AAE update to be available, before its code can be ported
> or merged anywhere...

No offense to the AAE guy who did great work, but glow shaders are dime-a-dozen. M**gly made a pretty good one and then nobody actually put it in MAME a while back. You see where I'm going: this is like a ton of things where you bring it up and it gets talked to death but nobody writes code.

> also, someone on those boards should suggest taylormadelv to give sdlmame a try,
> possibly with a good frontend (MameTunes, qmc2 or M+GUI): MacMAME is dead and MAMEOSX
> on hold

Given his problem with MAMEOSX is that it doesn't have vector simulation like MacMAME I don't think he'll like MAME any better. ("SDLMAME" is an obsolete name for pre-0.137 versions of ports).



mogli
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Re: AAE - incorporating it into MAME new [Re: R. Belmont]
#234095 - 09/21/10 05:03 AM



Quote:


etabeta: I think we have to wait for AAE update to be available, before its code can be ported or merged anywhere...
>
RBelemont: No offense to the AAE guy who did great work, but glow shaders are dime-a-dozen. M**gly made a pretty good one and then nobody actually put it in MAME a while back. You see where I'm going: this is like a ton of things where you bring it up and it gets talked to death but nobody writes code.




I was going off of what H*ze said about the shader being incorporated - so maybe it'd have to be him?


Quote:


etabeta: also, someone on those boards should suggest taylormadelv to give sdlmame a try, possibly with a good frontend (MameTunes, qmc2 or M+GUI): MacMAME is dead and MAMEOSX on hold




I prefer MAME .69 . It has the best balance of graphics definition (don't know why later builds look slightly blurry), brightness when the fullscreenbrightness is upped a bit, and 'starscape' (builds since the video re-write look like something out of 2001).


Quote:


RBelmont: ("SDLMAME" is an obsolete name for pre-0.137 versions of ports).




Dude, what?



Consider it high comedy....sincere tragedy....whatever...don't take it personally.

The Culture




TriggerFin
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Re: AAE - incorporating it into MAME new [Re: mogli]
#234110 - 09/21/10 07:32 AM



> RBelmont: ("SDLMAME" is an obsolete name for pre-0.137 versions of ports).
>
> Dude, what?

Easy interpretation: As of 0.137, MAME is SDLMAME.



etabeta
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yeah, the SDL code is in the official MAME now... *nt* new [Re: TriggerFin]
#234125 - 09/21/10 02:16 PM





R. Belmont
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Re: AAE - incorporating it into MAME new [Re: mogli]
#234134 - 09/21/10 03:12 PM


> I was going off of what H*ze said about the shader being incorporated - so maybe it'd
> have to be him?

I don't think he speaks shader, but I could be wrong

> I prefer MAME .69 . It has the best balance of graphics definition (don't know why
> later builds look slightly blurry),

Given that all builds from .69 to .105 have the same video output, it's clear you just prefer the ability to make a juvenile joke. It's ok, we're all sophomoric here from time to time.

PS: turn off filtering on later builds to get less blur. For added sharpness, run the Windows SDL build and get to know -nounevenstretch, which forces integer stretching only for 100% artifact-free video.

> 'starscape' (builds since the video re-write look like something out of 2001).

Dude, what?



mogli
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Re: AAE - incorporating it into MAME new [Re: R. Belmont]
#234237 - 09/22/10 01:20 PM



Quote:


> RBelmont: ("SDLMAME" is an obsolete name for pre-0.137 versions of ports).
> >
> > Dude, what?
>
> Easy interpretation: As of 0.137, MAME is SDLMAME.




Ohhh. Aw-rawht.



Quote:


> 'starscape' (builds since the video re-write look like something out of 2001).
>
> Dude, what?




You know, when warping between boards. In builds before the re-write, the stars look like shimmery things. Since then, they're just a collection of various-colored dots.



Quote:


Given that all builds from .69 to .105 have the same video output, it's clear you just prefer the ability to make a juvenile joke. It's ok, we're all sophomoric here from time to time.




It looks different on my monitor. The following are Win screenies. Both images are stock DD settings. (.104 seems a little brighter, stock; turn the fsb to 1.7 and .69 gets real bright yet stays sharp, very much like current MAME looks with some contrast boost, whereas .104 gets bright and blurry.

.104 : the board lines are the most apparent aspect.



.69 : lines are more distinct.




Consider it high comedy....sincere tragedy....whatever...don't take it personally.

The Culture




AaronGiles
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Re: AAE - incorporating it into MAME new [Re: mogli]
#234291 - 09/22/10 07:21 PM


> .104 : the board lines are the most apparent aspect.

From that screenshot, it's apparent the game is running at a lower resolution and being scaled up to 1024x768.

Can you post the equivalent screenshot from a modern MAME for comparison?



TafoidAdministrator
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Re: AAE - incorporating it into MAME new [Re: AaronGiles]
#234293 - 09/22/10 07:37 PM


> > .104 : the board lines are the most apparent aspect.
>
> From that screenshot, it's apparent the game is running at a lower resolution and
> being scaled up to 1024x768.
>
> Can you post the equivalent screenshot from a modern MAME for comparison?

Also, do not 'process' them. Keep them in their original form that an F12 snapshot makes (.png)



mogli
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Re: AAE - incorporating it into MAME new [Re: Tafoid]
#234347 - 09/23/10 05:36 AM


First off, I don't know what happened to the top of the .69 snap. Next, different versions of MAME are by default taking snaps at different resolutions - why? And, following that, why is there no scaling issue with .69, but there is with .104 ?

.69 snap (576x768)




.104 snap (360x480)




.139u3.1 snap (480x640)




Consider it high comedy....sincere tragedy....whatever...don't take it personally.

The Culture




AaronGiles
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Re: AAE - incorporating it into MAME new [Re: mogli]
#234348 - 09/23/10 05:53 AM


The resolutions the snaps are taken at are the resolutions the game is running at, so no wonder why you like the older version better -- it is running at the higher resolution.

The question is, what parameters are you passing that is causing 0.104 to run at the lower resolution. Run with -verbose for a clue.



mogli
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Re: AAE - incorporating it into MAME new [Re: AaronGiles]
#234352 - 09/23/10 06:47 AM


> The resolutions the snaps are taken at are the resolutions the game is running at, so
> no wonder why you like the older version better -- it is running at the higher
> resolution.
>
> The question is, what parameters are you passing that is causing 0.104 to run at the
> lower resolution. Run with -verbose for a clue.

E:\games\mame32-69>mame tempest -verbose
Parsing mame.ini : N/A
Parsing vector.ini : OK
Parsing tempest.ini : OK
Using DirectInput 7
Keyboards=1 Mice=0 Joysticks=0 Lightguns=0
Enumerating video device display
Hardware stretching supported
Best mode = 1024x768x16 @ default Hz
Primary surface created: 1024x768x16 (R=0000f800 G=000007e0 B=0000001f)
Blit surface created: 378x482x16 (R=0000f800 G=000007e0 B=0000001f)
Primary buffer: 44100 Hz, 16 bits, 2 channels
SSE2 supported
Average FPS: 59.996943 (89 frames)

I normally use MAME32 here. Curiously, baseline .104 says the roms are missing files. But the MAME32 .69 roms work with baseline .104 .

In any case, okay, I know what's going on. I have hwstretch on (desktop is at 1024x768). It seems MAME handled hwstretch differently some time after .69 - or maybe it's just that .69 is running at a higher 'inherent' resolution, so the scaling isn't obvious. With .104, if I turn off hwstretch, turn on switchres, and set the res for 1024x768, the image is crisp and distinct.

Ideally, it still needs a boost from either vector intensity at 3, or fsb at 2 (they seem to have slightly different effects).

Alternatively, I went an set the res for 640x480, and that's definitely the best-looking - but that's probably because I'm using a CRT. I'm getting that phosphor glow of the lower scan rate.

By the way, I may have some news on AAE, soon.



Consider it high comedy....sincere tragedy....whatever...don't take it personally.

The Culture




R. Belmont
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Re: AAE - incorporating it into MAME new [Re: mogli]
#234403 - 09/23/10 05:26 PM


> Blit surface created: 378x482x16 (R=0000f800 G=000007e0 B=0000001f)

As the Hyneman would say, "Well, there's your problem!" 378x482? WTF is that?



FatTrucker
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Re: AAE - incorporating it into MAME new [Re: R. Belmont]
#234443 - 09/23/10 10:18 PM


> > Blit surface created: 378x482x16 (R=0000f800 G=000007e0 B=0000001f)
>
> As the Hyneman would say, "Well, there's your problem!" 378x482? WTF is that?

That would be that Salvadore Dali bootleg.



mogli
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Re: AAE - incorporating it into MAME new [Re: FatTrucker]
#234532 - 09/24/10 01:37 PM


> > > Blit surface created: 378x482x16 (R=0000f800 G=000007e0 B=0000001f)
> >
> > As the Hyneman would say, "Well, there's your problem!" 378x482? WTF is that?
>
> That would be that Salvadore Dali bootleg.

Hmh hmh hmh hmh hmh hmh. Yeah, I dunno. That's what it says. So does .69, though the bit depth is 32....wait, now .104 is saying bit depth of 32 also. Anyways....



Consider it high comedy....sincere tragedy....whatever...don't take it personally.

The Culture




CiroConsentino
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Re: AAE - incorporating it into MAME new [Re: R. Belmont]
#235931 - 10/08/10 02:14 PM


AAE uses OpenGL and its video is hardware accelerated. something that MAME does not do (will it ever ?). I think this emu should be continued on its own instead or merging into another emu.



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Re: AAE - incorporating it into MAME new [Re: CiroConsentino]
#235938 - 10/08/10 03:46 PM


> AAE uses OpenGL and its video is hardware accelerated. something that MAME does not
> do (will it ever ?). I think this emu should be continued on its own instead or
> merging into another emu.

MAME has used the GPU to draw vector games since 0.106 4 years ago.

And apparently I'm imagining src/osd/sdl/drawogl.c :-)



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Re: AAE - incorporating it into MAME new [Re: R. Belmont]
#235939 - 10/08/10 04:18 PM


really ? sorry then, my mistake.
I haven't played MAME for many months now



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mogli
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Re: AAE - incorporating it into MAME new [Re: R. Belmont]
#236117 - 10/11/10 09:39 PM



Quote:


"SDLMAME" is an obsolete name for pre-0.137 versions of ports.




It's funny. A little while ago I was thinking about this thread and your comment about shader code having been written and no one approaching it, and I wondered if you maybe were interested in looking at the AAE source. And just now I found your comment at BYOAC about doing just that. Good-ness.



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Re: AAE - incorporating it into MAME new [Re: mogli]
#236121 - 10/11/10 10:23 PM


> It's funny. A little while ago I was thinking about this thread and your comment
> about shader code having been written and no one approaching it, and I wondered if
> you maybe were interested in looking at the AAE source. And just now I found your
> comment at BYOAC about doing just that. Good-ness.

In fairness to the lack of AAE you'll probably be seeing in future MAME versions, that comment was made before I'd looked at the AAE code.



mogli
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Re: AAE - incorporating it into MAME new [Re: R. Belmont]
#236366 - 10/14/10 08:56 PM


> > It's funny. A little while ago I was thinking about this thread and your comment
> > about shader code having been written and no one approaching it, and I wondered if
> > you maybe were interested in looking at the AAE source. And just now I found your
> > comment at BYOAC about doing just that. Good-ness.
>
> In fairness to the lack of AAE you'll probably be seeing in future MAME versions,
> that comment was made before I'd looked at the AAE code.

Mmmm. Would you elaborate, please?



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Re: AAE - incorporating it into MAME new [Re: mogli]
#236615 - 10/18/10 02:40 AM


> > In fairness to the lack of AAE you'll probably be seeing in future MAME versions,
> > that comment was made before I'd looked at the AAE code.
>
> Mmmm. Would you elaborate, please?



- Stiletto

Edited by Stiletto (10/19/10 12:12 AM)



R. Belmont
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Re: AAE - incorporating it into MAME new [Re: Stiletto]
#236676 - 10/18/10 05:31 PM


I believe my statement was self-explanatory with minimal drama generation. Can we please leave it at that?

(Re-stated more plainly: I like the guy, so I'm not gonna do a public dissection of his program. Comprende?)



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Re: AAE - incorporating it into MAME new [Re: R. Belmont]
#236716 - 10/19/10 12:12 AM


> Can we please leave it at that?

Done and done.

- Stiletto



mogli
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Re: AAE - incorporating it into MAME new [Re: R. Belmont]
#236728 - 10/19/10 01:21 AM


> I believe my statement was self-explanatory with minimal drama generation. Can we
> please leave it at that?
>
> (Re-stated more plainly: I like the guy, so I'm not gonna do a public dissection of
> his program. Comprende?)

I wondered at that. I also entertained the possibility the answer might've been systemic compatibility, a possibly neutral answer, you know? So, cool.


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