ilya-v > > The 'shadow mask' is applied over the original games resolution right? So if game > is > > 320x240 then 'shadow mask' should be 320x240. > > > Not exactly. >
Hmm, this from the official Mame HLSL documentation; shadow_mask_x_count 1+ The count of shadow mask elements, X (usually 640-ish) shadow_mask_y_count 1+ The count of shadow mask elements, X (usually 480-ish) http://mamedev.org/source/docs/hlsl.txt.html or here http://mameworld.info/easyemu/mameguide/options/93e.html
These following quotes from 'Just Desserts' on a MESS board; "...but it looks like you set shadow_mask_x_count and shadow_mask_y_count to be the number of visible pixels in your display. It should be the number of visible dots in the original display's shadow mask..." http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=69861#Post69861
Maybe he is touching on what you are refering too here further down in that same thread? http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=69937#Post69937
and here he has another description; "shadow_mask_x_count and shadow_mask_y_count: Here's something that some emulators probably get wrong, which is that there is not a 1:1 ratio of pixels being displayed by a device to shadow mask dots. Indeed, since a CRT is just a physical device, the number of dots on the X axis and Y axis are completely fixed. This is part of what causes the classic moiré effect that you can see on a real CRT, and what causes the (currently much more prominent) moiré. If you don't like moiré, you should be able to just set shadow_mask_x_count and shadow_mask_y_count to an even multiple of the emulated machine's resolution." http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=70264#Post70264
and lastly here which pretty much sums up my original comment; "...This is not accurate to the arcade in any way, since monitors always had a fixed-size shadow mask, but to get the "best of both worlds", select an X and Y count that's an exact multiple of the arcade game's resolution. For example, if the game was (hypothetically) 512x384, try a shadow mask of either 512x384..." http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=69866#Post69866
I think I understand what you are trying to do, but I don't think it will do what you are trying to do because the internal settings/formulas of the HLSL filter were not made to be used like that.
Make sure you are using the aperture.png file from here; http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=69868#Post69868
Also, have you thought that it could be values of other HLSL settings or even a combination that maybe causing what you are seeing?
Honestly, I think if you use values that are outside the intended realms of what were originally intended when the HLSL filter was originally created then you are bound to run into problems or artifacts. Just my opinion.
Would love to hear from anyone connected with the development team. I get the idea 'Just Desserts' from that other board is involved with the HLSL project somehow so maybe you should post there as well?
Read about my latest custom HLSL setup here;
http://gamingnos.blogspot.com/
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