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The HLSL parameters are not saved why ?!
#385112 - 01/26/20 04:52 PM
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Good morning all !
I have a problem with the HLSL settings. The HLSL options in Slider Controls are not the same as in the MAME.ini file ???
Here are my settings:
Here is the content of the MAME.ini file:
Code:
# DIRECT3D POST-PROCESSING OPTIONS # hlslpath hlsl hlsl_enable 1 hlsl_oversampling 0 hlsl_write auto 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 0.25 shadow_mask_uoffset 0.0 shadow_mask_voffset 0.0 distortion 0.0 cubic_distortion 0.2 distort_corner 0.0 round_corner 0.1 smooth_border 0.0 reflection 0.5 vignetting 0.5 scanline_alpha 0.0 scanline_size 1.0 scanline_height 1.0 scanline_variation 1.0 scanline_bright_scale 1.0 scanline_bright_offset 0.0 scanline_jitter 0.0 hum_bar_alpha 0.2 defocus 0.0,0.0
These are not the same parameters & when launching MAME I have to configure everything again, why? How do I save my settings permanently ?
Thanks best regards !
Edited by Sebiohazard (01/26/20 07:14 PM)
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John IV |
IV/Play, MAME, MAMEUI
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Re: The HLSL parameters are not saved why ?!
[Re: Sebiohazard]
#385114 - 01/26/20 06:51 PM
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There is an order hierarchy of .ini files that are processed for hlsl. More than likely check your \ini\presets\raster.ini which takes precedence.
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john iv
http://www.mameui.info/
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Re: The HLSL parameters are not saved why ?!
[Re: John IV]
#385115 - 01/26/20 07:13 PM
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Hello thank you for your answer, but I looked in the documentation, the priority file is mame.ini!
Only the HLSL hum_bar_alpha parameter is taken into account ? The others do not work why ?
Greetings !
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Mr. Do |
MAME Art Editor
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Re: The HLSL parameters are not saved why ?!
[Re: Sebiohazard]
#385116 - 01/26/20 07:40 PM
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> Hello thank you for your answer, but I looked in the documentation, the priority file > is mame.ini! > > Only the HLSL hum_bar_alpha parameter is taken into account ? The others do not work > why ? > > Greetings !
Read this again:
https://docs.mamedev.org/advanced/multiconfig.html
This is the order in which INI files are processed.
Whichever INI file exists... LAST... that has matching settings in a file before it... THAT is the settings that will apply to the game you are playing.
By default, there is a \ini\presets folder in your MAME directory, which contains the below files:
gameboy.ini gba.ini lcd.ini lcd-matrix.ini raster.ini vector.ini vector-mono.ini
And that path is enabled by default in your mame.ini file.
So when you are playing most arcade games, the settings in raster.ini will override anything listed in mame.ini. hum_bar_alpha is applying, because it is not listed in raster.ini.
Make your wanted changes there (raster.ini), try again, and see what happens.
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RELAX and just have fun. Remember, it's all about the games.
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Re: The HLSL parameters are not saved why ?!
[Re: Mr. Do]
#385120 - 01/26/20 08:58 PM
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Hello thank you for your help !
I entered my parameters in the raster.ini file & it works but the screen is not centered with the C64 why ?
Greetings !
Edited by Sebiohazard (01/26/20 08:58 PM)
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Re: The HLSL parameters are not saved why ?!
[Re: Sebiohazard]
#385184 - 02/04/20 01:18 AM
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Excuse the slight off-topic, but shouldn't the "scanlines" follow the screen's curvature? Something seems to be wrong here:
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Re: The HLSL parameters are not saved why ?!
[Re: ICEknight]
#385186 - 02/04/20 01:40 PM
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Hello you are very observant
I disabled scanlines (scanline alpha = 0.0) in the raster.ini file & replaced by effect scanlines in the mame.ini file.
Why ? Because with the cubic distortion parameter of the raster.ini file the scanlines lines give an ugly effect I don't know why ?!
Greetings !
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Hi there.
I know this is late but... the best way to use scanlines or CRT filters is with the Direct 3D driver.
HLSL doesn't save the configs and you will have a lot of headaches with it. I mean, you can use HLSL but I think the results are inferior.
I'm freaking happy with my "CRT" custom filter using D3D.
For that YOU MUST install some old DirectX SDK, the same one that Launchbox/bigbox recommends you to install, the directx_Jun2010_redist" (mine is from the Microsoft site, version 4.9.0.904 from 2011/02/30, not sure where it is now).
Found this out when I had to reinstall my pc and have lost my crt filter years ago, but this week I went after it and after 2 days of tries I managed to remember how to do it.
So, after the Direct3D thing installed, go to video options: Video Mode - d3d HLSL - ON (yes, this is what my old ini file hold, sue me :P) GLSL - ON Bitmap Prescaling - 4
Run the game, go to the slider controls and whatever you set Mame saves for all emulators (as long they dont have a config to overwrite stuff, like neogeo.ini etc).
Personally, the CRT mask + scanline + bloom do the job here.
# # OSD VIDEO OPTIONS # video d3d numscreens 1 window 0 maximize 1 waitvsync 1 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 0 prescale 4
# # OpenGL-SPECIFIC OPTIONS # gl_forcepow2texture 0 gl_notexturerect 0 gl_vbo 1 gl_pbo 1 gl_glsl 1 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 auto hlsl_snap_width 2048 hlsl_snap_height 1536 shadow_mask_tile_mode 0 shadow_mask_alpha 0.25 shadow_mask_texture shadow-mask.png shadow_mask_x_count 3 shadow_mask_y_count 3 shadow_mask_usize 0.25 shadow_mask_vsize 0.25 shadow_mask_uoffset 0.0 shadow_mask_voffset 0.0 distortion 0.0 cubic_distortion 0.0 distort_corner 0.0 round_corner 0.0 smooth_border 0.0 reflection 0.0 vignetting 0.0 scanline_alpha 0.1 scanline_size 1.00 scanline_height .65 scanline_variation 1.0 scanline_bright_scale 1.0 scanline_bright_offset 0.0 scanline_jitter 0.1 hum_bar_alpha 0.0 defocus 0.1,0.1 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 1.0 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 chroma_mode 3 chroma_conversion_gain 0.299,0.587,0.114 chroma_a 0.64,0.33 chroma_b 0.30,0.60 chroma_c 0.15,0.06 chroma_y_gain 0.2126,0.7152,0.0722
# # 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_beam_smooth 0.0 vector_length_scale 0.5 vector_length_ratio 0.5
# # BLOOM POST-PROCESSING OPTIONS # bloom_blend_mode 0 bloom_scale 0.15 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 bloom_lvl4_weight 0.08 bloom_lvl5_weight 0.06 bloom_lvl6_weight 0.04 bloom_lvl7_weight 0.02 bloom_lvl8_weight 0.01 lut_texture lut_enable 0 ui_lut_texture ui_lut_enable 0
# # FULL SCREEN OPTIONS # triplebuffer 1 full_screen_brightness 1.0 full_screen_contrast 1.0 full_screen_gamma 1.0
# # INPUT DEVICE OPTIONS # global_inputs 0 dual_lightgun 0
Using Mame 0.218
I hope one day this can help someone to resuscitate the CRT master race inside themselves (haha :P)
[ATTACHED IMAGE - CLICK FOR FULL SIZE]
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Re: The HLSL parameters are not saved why ?!
[Re: tiagoandriotti]
#395718 - 02/24/23 08:08 AM
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What the fuck even is this post? You're literally just telling people to use HLSL after telling them not to use HLSL.
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Re: The HLSL parameters are not saved why ?!
[Re: Sebiohazard]
#395848 - 03/24/23 01:15 PM
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Just erase the raster.ini file as they suggested, then write various different custom HLSL settings in whatever other .ini files you want to use/create (gamename.ini, system.ini, vertical.ini, horizont.ini, etc etc) AFAIK when you are still using the D3D video mode (not BGFX) this is the only way to manage HLSL.
And yeah the UI's HLSL settings sliders naming don't match the the .ini's, always been so who knows why but you can get used to it rather quickly.
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> MAME isn't about playing the games anyway.
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Dullaron |
Diablo III - Dunard #1884
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This isn't a full crt effects. lol
[Re: tiagoandriotti]
#395852 - 03/25/23 10:22 PM
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Things your missing.
Fishbowl effect. Blooms effect. Many other effects.
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W11 Home 64-bit + Nobara OS / AMD Radeon RX 5700 XT / AMD Ryzen 7 3700X 8-Core 3.59 GHz / RAM 64 GB
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Re: This isn't a full crt effects. lol
[Re: Dullaron]
#396722 - 07/26/23 04:32 AM
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Do you guys suppose there will ever be a build of MAME that allows settings in the emu gui to write and save to the ini file? Seems this is something a lot of users are wanting(rightfully so, since the convenience of it would go a long way), and I'm just wondering why it's so problematic implementing it in MAME.
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Re: This isn't a full crt effects. lol
[Re: Outrun2006]
#396725 - 07/26/23 07:26 PM
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Well again in the BGFX mode's version of HLSL, sliders are supposed to save (tho for some reason don't remember the Mask type, and Bloom settings are gone?)
And yes they do save but not forever apparently because it seems your settings will be deleted if you switch video modes and back, or some event like that. in any case in my experience they wouldn't stick for long...
Anyway for HLSL I prefer my manual custom inis as I described. I use that on a setup where I use D3D specifically. It's actually quick an easy from the ini folder, faster than diving into the .json swamp.
And no I don't believe they will ever implement saving sliders in D3D mode. BGFX is supposed to be the focus for mainline MAME, why would they add bloat somewere else?
Finally in BGFX to state the obvious 'crt_geom' and 'fighters' look quite good by default, while HLSL looks total ass for some reason, more like a HLASSLE to fix even with saving sliders.
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> MAME isn't about playing the games anyway.
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Re: This isn't a full crt effects. lol
[Re: LensLarque]
#396727 - 07/27/23 02:15 AM
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I agree. I like to configure the hlsl settings in the ini file. It's easy and you don't have to worry about settings changing
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Windows 11 64 bit OS
Intel Core i7-10700
Nvidia GeForce RTX 2060 6GB
32GB DDR4 RAM
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Re: This isn't a full crt effects. lol
[Re: Envisaged0ne]
#396728 - 07/27/23 03:45 AM
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> I agree. I like to configure the hlsl settings in the ini file. It's easy and you > don't have to worry about settings changing
Yes but it's a hassle, because you have to frequently change it because not every game looks the same. Wouldn't it be much better to have it save from the slider?
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Re: This isn't a full crt effects. lol
[Re: Outrun2006]
#396735 - 07/27/23 01:19 PM
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As said just use several different ini's. Apparently you don't know how to exploit that system, learn to use it and you'll see it's actually pretty straightforward and convenient.
Start by deleting the raster.ini and then you can begin to create specific ini's for HLSL at various levels in the ini folder.
They will never make the sliders save in D3D mode, and it seems not even permanently in BGFX nor for all of the shaders settings. You expect too much from MAME's UI if you think they're going to implement new features on top of old ones which are probably meant to retire at some point like this HLSL for D3D. I think that UI already does much more than they planned to bother with when they decided on it lol. If you listened to devs MAME wouldn't even have an UI and maybe not even fancy picture enhancements ha ha. Just command line operation period. Spartan af and crashing with a 'no fun allowed' error message every time it detects you're starting to actually enjoy using it.
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> MAME isn't about playing the games anyway.
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