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Calamity
MAME Fan
Reged: 05/30/11
Posts: 56
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Re: 224p vs 240p
04/21/15 11:18 AM


Hi Zebra,

Before you go on, make sure your mame.ini file has been produced by the GroovyMAME executable, as explained in the setup instructions here: http://forum.arcadecontrols.com/index.php/topic,135823.0.html

Notice there are a bunch of options that are GroovyMAME specific so you can't just use the generic mame.ini. However I'd recommend you just leave the default options. Maybe just replace "monitor generic_15" by "monitor arcade_15", and enable "multithreading" if you experience sound issues with vertical games.

Synchronization options (-syncrefresh, -triplebuffer) are managed internally by GroovyMAME, so just leave the default values and they will be turned on/off automatically when required.

For a decent experience, you really need to get the modelines created and installed by VMMaker. It's actually quite straightforward if you read the documentation. The modes installed by Soft-15kHz are just not enough.

What MAME plus allows is to modify the internal emulation speed (software). GroovyMAME actually modifies the refresh of your *video card* (hardware), and then adjusts the emulation speed to match this refresh. Completely different things.

GroovyMAME can't get exact refresh rates, just good approximations.

Expect to have borders up and down when running a 224p game (I understand that's what you mean by a little short picture). You need to use the v-size pot if you want the raster to cover the screen, just like with actual PCBs.

Regarding horizontal centering, it's fixable by software. You need to configure GroovyMAME with a custom timings line (crt_range option) that provides the proper horizontal porch sizes (i.e. borders) to produce good horizontal centering for your current monitor adjustment. Having an arcade monitor it's actually easier to just adjust the pots.

Your 384x240 modeline has no effect because GroovyMAME overrides it with its own calculated modeline at run-time.

Sorry, I can't draw conclusions from your picture because it's blurry, it's easier to judge with a close-up. Anyway when seeing these things directly it's quite obvious to say when the picture is stretched or not.







Entire thread
Subject Posted by Posted on
* Disappearing sprites in "Street Fighter II" DaRayu 03/17/14 11:35 PM
. * Re: Disappearing sprites in "Street Fighter II" Zebra  09/29/14 09:48 PM
. * Re: Disappearing sprites in "Street Fighter II" grog  09/29/14 10:22 PM
. * Re: Disappearing sprites in "Street Fighter II" Zebra  02/17/15 05:39 PM
. * Re: Disappearing sprites in "Street Fighter II" grog  02/17/15 10:17 PM
. * Re: Disappearing sprites in "Street Fighter II" Zebra  03/02/15 05:27 AM
. * Re: Disappearing sprites in "Street Fighter II" krick  03/02/15 06:37 AM
. * Re: Disappearing sprites in "Street Fighter II" grog  03/02/15 06:48 AM
. * Re: Disappearing sprites in "Street Fighter II" krick  03/02/15 06:56 AM
. * 224p vs 240p Zebra  04/05/15 10:07 PM
. * Re: 224p vs 240p grog  04/06/15 11:44 PM
. * Re: 224p vs 240p Zebra  04/14/15 09:13 PM
. * Re: 224p vs 240p grog  04/15/15 01:50 AM
. * Re: 224p vs 240p Zebra  04/15/15 08:44 PM
. * Re: 224p vs 240p Calamity  04/15/15 10:51 PM
. * Re: 224p vs 240p Calamity  04/14/15 11:14 PM
. * Re: 224p vs 240p Zebra  04/20/15 09:16 PM
. * Re: 224p vs 240p Calamity  04/21/15 11:18 AM
. * Re: Disappearing sprites in "Street Fighter II" Zebra  03/05/15 05:12 AM
. * Re: Disappearing sprites in "Street Fighter II" grog  03/02/15 06:19 AM
. * Re: Disappearing sprites in "Street Fighter II" Sune  09/29/14 10:06 PM
. * Re: Disappearing sprites in "Street Fighter II" Naoki  03/18/14 02:45 PM
. * Re: Disappearing sprites in "Street Fighter II" grog  03/18/14 12:26 AM
. * Re: Disappearing sprites in "Street Fighter II" DaRayu  03/18/14 12:43 AM
. * Re: Disappearing sprites in "Street Fighter II" grog  03/18/14 01:16 AM
. * Re: Disappearing sprites in "Street Fighter II" SmitdoggAdministrator  03/18/14 02:25 AM
. * Could it be related to lack of "wait states" in emulation? DiodeDude  03/18/14 02:45 AM
. * Re: Could it be related to lack of "wait states" in emulation? SmitdoggAdministrator  03/18/14 02:48 AM
. * Re: Could it be related to lack of "wait states" in emulation? Anonymous  03/18/14 01:20 PM
. * Re: Could it be related to lack of "wait states" in emulation? R. Belmont  03/05/15 10:12 PM
. * Re: Could it be related to lack of "wait states" in emulation? StilettoAdministrator  03/05/15 10:22 PM
. * Re: Could it be related to lack of "wait states" in emulation? DiodeDude  03/05/15 05:42 AM

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