Dullaron |
Mitchell or Dunard Garaus
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Reged: 07/22/05
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Posts: 6134
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Loc: Fort Worth, Tx
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> > > I wish someone with experience with emulation coding would update AAE and fix a > few bugs concerning initialization/deinitialization of the OpenGL mode, specially > when exiting the emulator, which doesn't restore previous Windows screen settings... > messing up with Windows color settings, gamma, color and brightness. > > > > > > I never had any o that.... Works like any emulator I've used: set main settings to > desktop, and goes in an out the same way. > > Sadly its true what he said.... at least the gamma settings are NOT reverted to their > default, if exiting AAE. I always got a darker desktop or OS when i fiddle with the > gamma settings of AAE. > > > > > I haven't been paying that close attention. For all the games I play, I'm > locked > > around .157....will this work for that?....if not, I may fuss around with it in > .163 > > , just to see. > > > > > > > No it won't work for 0.157 because all of Jezze's commits went into 0.162 so it's > > best to just use the latest version. > > > > > > Oh, right. Well, I don't need full frame rate to see the goodness. > > It will still not work, the changes to HLSL are too deep and many settings prior > version 0162 dont look the same anymore, because most parameters have finer > adjustments now.
Let my LCD choose instead. You guys taken it way too graphics. ![](//www.mameworld.info/ubbthreads/images/graemlins/laugh.gif)
Code:
# # DIRECT3D POST-PROCESSING OPTIONS # hlsl_enable 1 hlslpath dev\source\hlsl hlsl_prescale_x 8 hlsl_prescale_y 8 hlsl_preset -1 hlsl_write hlsl_snap_width 2048 hlsl_snap_height 1536 shadow_mask_alpha 0.0 shadow_mask_texture aperture.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 curvature 0.03 round_corner 0.03 reflection 0.0 vignetting 0.25 scanline_alpha 0.75 scanline_size 1.0 scanline_height 1.0 scanline_bright_scale 2.0 scanline_bright_offset 0.0 scanline_jitter 0.0 defocus 1.0,0.0 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 1.4 offset 0.0,0.0,0.0 scale 0.95,0.95,0.95 power 0.8,0.8,0.8 floor 0.05,0.05,0.05 phosphor_life 0.5,0.5,0.5
# # NTSC POST-PROCESSING OPTIONS # yiq_enable 0 yiq_cc 3.59754545 yiq_a 0.5 yiq_b 0.5 yiq_o 1.570796325 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 0.8 vector_length_ratio 500.0
# # BLOOM POST-PROCESSING OPTIONS # vector_bloom_scale 0.3 raster_bloom_scale 0.225 bloom_lvl0_weight 1.0 bloom_lvl1_weight 0.21 bloom_lvl2_weight 0.19 bloom_lvl3_weight 0.17 bloom_lvl4_weight 0.15 bloom_lvl5_weight 0.14 bloom_lvl6_weight 0.13 bloom_lvl7_weight 0.12 bloom_lvl8_weight 0.11 bloom_lvl9_weight 0.10 bloom_lvl10_weight 0.09
Using the GLSL on the non vector games.
[ATTACHED IMAGE]
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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