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Author Topic: CRT Emudriver 2.0 - Emulator compatibility list  (Read 133092 times)

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Calamity

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #40 on: January 19, 2016, 04:28:45 pm »
Thanks @Calamity for this new version.
I've just had a look on Magic Engine forum and I've found a thread where someone says that it uses DirectDraw.
http://forums.magicengine.com/en/viewtopic.php?t=2027&highlight=directdraw

That's an old post. They must have moved to d3d since then. If you see the log, they're not calling any ddraw api, it just logs the processed attaching to the dll.
Important note: posts reporting GM issues without a log will be IGNORED.
Steps to create a log:
 - From command line, run: groovymame.exe -v romname >romname.txt
 - Attach resulting romname.txt file to your post, instead of pasting it.

CRT Emudriver, VMMaker & Arcade OSD downloads, documentation and discussion:  Eiusdemmodi

tom5151

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #41 on: January 20, 2016, 01:26:10 pm »
Thanks for your reply. So I will move to OpenGL for this emu.
I've tried your Ootake build, but I don't like it and when I use autoswitch, I don't have any image anymore.

haynor666

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #42 on: January 20, 2016, 01:32:26 pm »
Autoswitch You need configure - choose resolution for each PC Engine resolution (256x240, 336x40, 512x240). By default it's probably 640x480@60p.

tom5151

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #43 on: January 20, 2016, 02:52:00 pm »
I 've put 256x240 for the 3 resolutions for quick testing, but no luck.
Maybe I will test mednafen.

Calamity

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #44 on: January 20, 2016, 02:56:42 pm »
Thanks for your reply. So I will move to OpenGL for this emu.
I've tried your Ootake build, but I don't like it and when I use autoswitch, I don't have any image anymore.

You don't like it because of the autoswitch problem or something else? It worked fine here when I tested it. But because Ootake switches modes always on the default device, make sure your desktop is not extended.
Important note: posts reporting GM issues without a log will be IGNORED.
Steps to create a log:
 - From command line, run: groovymame.exe -v romname >romname.txt
 - Attach resulting romname.txt file to your post, instead of pasting it.

CRT Emudriver, VMMaker & Arcade OSD downloads, documentation and discussion:  Eiusdemmodi

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #45 on: January 20, 2016, 04:46:39 pm »
I will post a video tmrw.
When trying bonk, the scrolling in game introduction was strange.
Maybe my settings are not good.
What settings do you recommend?

tom5151

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #46 on: January 21, 2016, 12:33:53 pm »
Here is the video. The quality is not quite good, but I think you can see a kind of vertical tearing

tom5151

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #47 on: January 23, 2016, 12:18:36 pm »
Hi @Calamity,
I have a problem with your dll and Kega Fusion.
With this game (B.O.B.), when exiting the emulator, the resolution doesn't switch back to 640x480.
Maybe it's a multi-resolution game, because I can here a lot a screen "clack" in this game.
« Last Edit: January 23, 2016, 12:52:04 pm by tom5151 »

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #48 on: January 23, 2016, 01:15:25 pm »
Quote
Forgot to mention that KegaFusion does nor restores desktop resolution. It stays in last used resolution by emulator.

;)

tom5151

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #49 on: January 23, 2016, 03:53:31 pm »
Quote
Forgot to mention that KegaFusion does nor restores desktop resolution. It stays in last used resolution by emulator.

;)
Sorry, I missed your post.
For me, on win7, only some games are not working (like B.O.B.), for the others, the resolution is correctly restored.
« Last Edit: January 23, 2016, 05:08:47 pm by tom5151 »

MuguiWara

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #50 on: February 16, 2016, 03:40:17 am »
I will post a video tmrw.
When trying bonk, the scrolling in game introduction was strange.
Maybe my settings are not good.
What settings do you recommend?

Hi,

i'm having the same issue for Magic Engine using win7 X64 using OpenGL (256x240).
I have to disable vSync or else it become real slow, and without the vSync i'm getting a crappy scrolling.
Did you found a solution for this matter?

Otherwise Demul, PCSXR, PCSX2, ZsNES, Nestopia, Kega Fusion, TypeX2 ar working great for me with the ddraw.dll.

Calamity

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #51 on: February 16, 2016, 03:45:30 am »
i'm having the same issue for Magic Engine using win7 X64 using OpenGL (256x240).

Which card? pre or post HD 5000?
Important note: posts reporting GM issues without a log will be IGNORED.
Steps to create a log:
 - From command line, run: groovymame.exe -v romname >romname.txt
 - Attach resulting romname.txt file to your post, instead of pasting it.

CRT Emudriver, VMMaker & Arcade OSD downloads, documentation and discussion:  Eiusdemmodi

MuguiWara

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #52 on: February 16, 2016, 04:35:22 am »
Which card? pre or post HD 5000?

I'm using an HD6850
« Last Edit: February 17, 2016, 03:42:20 am by MuguiWara »

Calamity

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #53 on: February 17, 2016, 05:33:01 am »
Which card? pre or post HD 5000?

I'm using an HD6850

Have you tried disabling Aero?
Important note: posts reporting GM issues without a log will be IGNORED.
Steps to create a log:
 - From command line, run: groovymame.exe -v romname >romname.txt
 - Attach resulting romname.txt file to your post, instead of pasting it.

CRT Emudriver, VMMaker & Arcade OSD downloads, documentation and discussion:  Eiusdemmodi

MuguiWara

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #54 on: February 17, 2016, 05:43:44 am »
Have you tried disabling Aero?
Mm! I'm using instantsheller from gamex, so I have just a black screen for desktop (no taskbar or anything really).
I'll try disabling it specifically before adding all instantsheller mode and get back to you.

Thanks.

Foxhole

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #55 on: February 17, 2016, 07:03:51 am »
What's the problem with ootake, exactly? I use it and it seems to work just fine, including auto-switching.
I use ootake 2.75.

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #56 on: February 17, 2016, 09:15:06 am »
OoTake with D3D fixed by Calamity works very good, at least in windows 7x64.
« Last Edit: February 17, 2016, 09:17:13 am by haynor666 »

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #57 on: February 17, 2016, 10:36:28 am »
Have you tried disabling Aero?

Damn! it really was Aero  :banghead:, thanks a lot   :notworthy:

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #58 on: April 17, 2016, 12:52:34 pm »
hello
Here's my results on Windows 10 :
OS = Windows 10 64bits (Upgraded from Windows 7 premium)
Video card = HD4350 (Asus)
Video Driver = CRT Emu Driver 2.0 beta 8
Desktop résolution = 640x480

This emulators worked fine for me (going fullscreen from interlaced) :
DOSBox 0.74 (i have to choose openglnb as output)
Nestopia 1.47
Ootake (the modified version posted in this thread)
WinUAE 3.2.2
pSX 1.13
ScummVM 1.8.0

Kega Fusion, RetroArch, snes9x, project64 don't switch to progressive resolution.
For Kega Fusion, i have added the ddraw.dll without success.

On GroovyMame (groovymame64_0171.015m), with Sonic The Hedgehog 2 (Sega Genesis) the game stay in progressive resolution in split screen mode (with Kega Fusion and Genesis Plus GX on Wii, the resolution go in interlaced mode)

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #59 on: April 19, 2016, 03:18:12 am »
Nestopia UnDead - works correctly under Windows 7 x64.

Yes it works fine for me also - just a heads up that you need to choose 2560x240 in video settings, disable the TV aspect option and switch on Vsync and it will output 240p fine on full screen.
I still find that for the games that are supported under PC-10 in GroovyMame that is the preferred emulation route for NES.
Do not want to go offtopic, but is there any way to convert .nes roms to PlayChoice-10 format for use in GroovyMame?

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #60 on: June 21, 2016, 06:58:37 am »
System: Windows 7 x64, hd5450 1gb, CRT Emu Driver 2.0 beta 8.

Groovymame: Perfectly
Retroarch: Working but forces 640x480i 15khz into 640x480p 31khz.

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #61 on: June 24, 2016, 05:06:00 pm »
How do you make zsnesw to use the 256x224 resolution? In my setup I apply it and zsnesw reports success BUT it seems to me it's still some interlaced mode... using the ddraw.dll makes no difference.

edit:
using the ddraw.dll I got Fusion to auto-switch correctly, had to insert manually a 320x480 resolution - sonic2 splitscreen works fine now! The only problem is that after quitting you are stuck with this 320x480 resolution for the desktop, is there a workaround?

edit2:
just used EnTech's MultiRes with maximus arcade "post-launch after exit" option and it works great after launching fusion ;D

edit3:
regarding ZSNES, one needs to define a custom 256x224 resolution on ZSNESW.CFG and use this, the one on the emulator's menu is 640x480i or something...
« Last Edit: June 25, 2016, 08:45:44 am by keropi »

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #62 on: July 16, 2016, 05:39:18 pm »
Hi all,
I' d like to switch on windows 10 and continue to enjoy emulation in low res.
No problem with CRT Emu Driver and GM :) but I have issues with ddraw.dll.
When the resolution switch to low res is working on win 7 with ddraw.dll, it doesn't work anymore on win 10 for zsnes and kega :(
Anybody else is on windows 10 ?

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« Last Edit: July 17, 2016, 05:04:39 am by haynor666 »

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #64 on: July 19, 2016, 11:47:04 am »
Thanks for the link, but I managed to finally make znes and fusion work on win10 in low res.
I just use a resolution switcher to switch to 256x224 before launching the emu, and it works fine :)

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #65 on: July 19, 2016, 01:59:58 pm »
Great!!!

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #66 on: July 24, 2016, 11:48:19 am »
Forgive my ignorance, but can RetroArch support arbitrary refresh rates in addition to 15kHz resolutions, and is this dependent on which core you use?

Recapnation

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #67 on: September 12, 2016, 01:51:08 pm »
I want to start posting one of these days a series of threads/guides at Eiusdemmodi dedicated to emulation of home systems under Windows with two purposes -- picking the best option and having notes of proper 15-kHz configuration, since these seem to be the major issues most people have. Despite its drawbacks, Retro Arch, thanks to its synchronization system, is a much better option than most stand-alone emulators. It is, for instance, the best option currently for emulation of Super Famicom in general terms, and better than Kega Fusion due to this emulator's response times.

I'd love to read more opinions before starting though, but with accuracy first in mind, please, especially regarding response times. Currently, my picks are:

- MD/GEN: GM / Retro Arch
- MK3/MS/GG: GM / Retro Arch
- SFC/SNES: Retro Arch's BSNES cores
- PCE/TGX/SGX: Ootake
- MSX/MSX2/MSXP: GM (if you can deinterlace by hardware)
- PC88/88SR: M88 (if you can deinterlace by hardware)
- FMT: Unz (not good, but the only one, though)
- X68: GM (not good, but the other options aren't better; Calamity's patch for WIN X-68000 High Speed is recommended, though)
- 88VA: 88VA Eternal Grafx (most likely, far from perfect)

I'm not much into Western PCs emulation. Have heard that WINUAE has been making progress these years regarding the lag thing, but it was pretty bad when I tried it years ago, even knowing pretty well the "laggy nature" of many games in this machine.

I haven't tested the different FC/NES emulators, either. GM seems buggy with anything using special chips, and I'm not sure about the standard titles either.

PCFX, NGCD, PS, SS, can't discuss myself for now, either. Even if 31-kHz, hearing about Dolphin, Demul, PPSSPP and others' status/accuracy would be welcome too.


--

M_W, if you're still there, it does. And you can override the general Retro Arch config file with per-core (and per-game) config files, similarly to MAME.

--

Edit: Off-topic question moved elsewhere; forgot the prerrogative here...
« Last Edit: September 12, 2016, 04:46:09 pm by Recapnation »

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #68 on: September 12, 2016, 08:24:23 pm »
I since did some digging and finally made heads or tails of RetroArch. It's far from being ideal, but it's allowed me to get SNES games running on my arcade monitor, at least.

I can also say that PCSX2 seems to work fine with CRT_Emudriver. Granted, I only tested it with CVS2, but it seemed to play 480i fairly well on my WG.

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #69 on: September 14, 2016, 08:49:59 am »
has anyone been able to get cemu to work?

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #70 on: September 17, 2016, 03:54:49 am »
I want to start posting one of these days a series of threads/guides at Eiusdemmodi dedicated to emulation of home systems under Windows with two purposes -- picking the best option and having notes of proper 15-kHz configuration, since these seem to be the major issues most people have. Despite its drawbacks, Retro Arch, thanks to its synchronization system, is a much better option than most stand-alone emulators. It is, for instance, the best option currently for emulation of Super Famicom in general terms, and better than Kega Fusion due to this emulator's response times.

I'd love to read more opinions before starting though, but with accuracy first in mind, please, especially regarding response times. Currently, my picks are:

- MD/GEN: GM / Retro Arch
- MK3/MS/GG: GM / Retro Arch
- SFC/SNES: Retro Arch's BSNES cores
- PCE/TGX/SGX: Ootake
- MSX/MSX2/MSXP: GM (if you can deinterlace by hardware)
- PC88/88SR: M88 (if you can deinterlace by hardware)
- FMT: Unz (not good, but the only one, though)
- X68: GM (not good, but the other options aren't better; Calamity's patch for WIN X-68000 High Speed is recommended, though)
- 88VA: 88VA Eternal Grafx (most likely, far from perfect)

I'm not much into Western PCs emulation. Have heard that WINUAE has been making progress these years regarding the lag thing, but it was pretty bad when I tried it years ago, even knowing pretty well the "laggy nature" of many games in this machine.

I haven't tested the different FC/NES emulators, either. GM seems buggy with anything using special chips, and I'm not sure about the standard titles either.

PCFX, NGCD, PS, SS, can't discuss myself for now, either. Even if 31-kHz, hearing about Dolphin, Demul, PPSSPP and others' status/accuracy would be welcome too.


--

M_W, if you're still there, it does. And you can override the general Retro Arch config file with per-core (and per-game) config files, similarly to MAME.

--

Edit: Off-topic question moved elsewhere; forgot the prerrogative here...

I'd appreciate it, and I don't think I'd be alone.  I feel like I'm so close to getting everything working through RetroArch, and have put enough time and money into it that I don't want to quit, but I can't nail the final act.  I obviously have 480i picture on my Trinitron, but trying to launch older console emulators via retroarch has been frustrating.  The first start up results in a super overscanned image (and I think 480i rather than the 240p I want for snes); changing the config file in Retroarch 1.3 to the standard snes/genesis resolution results in a tiny window that only takes up a quarter of the screen, despite it supposedly being fullscreen in the options and cfg; changing the config file in 1.3 to a super resolution (as per http://forum.arcadecontrols.com/index.php/topic,138062.40.html?PHPSESSID=d70ebgcoo649d9nfgiddgea4s1) results in an image that is squashed vertically and super stretched horizontally; and for some reason Retroarch 1.2.2 doesn't want to open if I input a different resolution in the config changes (or use any of the attached .txt files in that thread).

I'm going to try to reinstall crtemudriver and redo vmmaker tomorrow, as I may have missed something during that process (though that seemed pretty straightforward).  I'll also try some other standalone emulators, since I'm using LaunchBox as a front end anyways and don't need the all-in-one functionality if it is RetroArch causing the issue.  Google gets pretty rough when sifting through 5+ years of information, with much of it no longer seeming relevant. Combined with my technical inexperience, it's slow going.

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #71 on: September 17, 2016, 07:28:23 am »
One would say that you don't even have the "low-res" modes installed. Open Arcade OSD and check it out beforehand. Setting Retro Arch for low-res is straightforward enough (I recommend doing everything manually by editing the .cfg files), at least for everything relevant 'cept PCE, but you must know which resolution(s) you can claim.

It'll take a while till I post full guides since I'm still in the process of making comparison tests and whatnot.



Regarding this:

Quote
- MSX/MSX2/MSXP: GM (if you can deinterlace by hardware)

...notice you can follow Calamity's instructions here for artifact-free subscaling:

http://forum.arcadecontrols.com/index.php/topic,151644.msg1586603.html#msg1586603

(MAME reports a vertical res. of 466 px for most MSX2/MSXP games (given that MSX2's Screen 5~7 modes could be either, single-scan or interlaced double-scan), so you need to install a super wide res. of 233 lines in this case. Hopefully MAME devs find a better solution for this one day since it doesn't make much sense forcing the mode nobody used originally...)
« Last Edit: September 17, 2016, 07:33:06 am by Recapnation »

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #72 on: September 17, 2016, 12:29:43 pm »
I want to start posting one of these days a series of threads/guides at Eiusdemmodi dedicated to emulation of home systems under Windows with two purposes -- picking the best option and having notes of proper 15-kHz configuration, since these seem to be the major issues most people have. Despite its drawbacks, Retro Arch, thanks to its synchronization system, is a much better option than most stand-alone emulators. It is, for instance, the best option currently for emulation of Super Famicom in general terms, and better than Kega Fusion due to this emulator's response times.

I'd love to read more opinions before starting though, but with accuracy first in mind, please, especially regarding response times. Currently, my picks are:

- MD/GEN: GM / Retro Arch
- MK3/MS/GG: GM / Retro Arch
- SFC/SNES: Retro Arch's BSNES cores
- PCE/TGX/SGX: Ootake
- MSX/MSX2/MSXP: GM (if you can deinterlace by hardware)
- PC88/88SR: M88 (if you can deinterlace by hardware)
- FMT: Unz (not good, but the only one, though)
- X68: GM (not good, but the other options aren't better; Calamity's patch for WIN X-68000 High Speed is recommended, though)
- 88VA: 88VA Eternal Grafx (most likely, far from perfect)

I'm not much into Western PCs emulation. Have heard that WINUAE has been making progress these years regarding the lag thing, but it was pretty bad when I tried it years ago, even knowing pretty well the "laggy nature" of many games in this machine.

I haven't tested the different FC/NES emulators, either. GM seems buggy with anything using special chips, and I'm not sure about the standard titles either.

PCFX, NGCD, PS, SS, can't discuss myself for now, either. Even if 31-kHz, hearing about Dolphin, Demul, PPSSPP and others' status/accuracy would be welcome too.


--

M_W, if you're still there, it does. And you can override the general Retro Arch config file with per-core (and per-game) config files, similarly to MAME.

--

Edit: Off-topic question moved elsewhere; forgot the prerrogative here...

I'd appreciate it, and I don't think I'd be alone.  I feel like I'm so close to getting everything working through RetroArch, and have put enough time and money into it that I don't want to quit, but I can't nail the final act.  I obviously have 480i picture on my Trinitron, but trying to launch older console emulators via retroarch has been frustrating.  The first start up results in a super overscanned image (and I think 480i rather than the 240p I want for snes); changing the config file in Retroarch 1.3 to the standard snes/genesis resolution results in a tiny window that only takes up a quarter of the screen, despite it supposedly being fullscreen in the options and cfg; changing the config file in 1.3 to a super resolution (as per http://forum.arcadecontrols.com/index.php/topic,138062.40.html?PHPSESSID=d70ebgcoo649d9nfgiddgea4s1) results in an image that is squashed vertically and super stretched horizontally; and for some reason Retroarch 1.2.2 doesn't want to open if I input a different resolution in the config changes (or use any of the attached .txt files in that thread).

I'm going to try to reinstall crtemudriver and redo vmmaker tomorrow, as I may have missed something during that process (though that seemed pretty straightforward).  I'll also try some other standalone emulators, since I'm using LaunchBox as a front end anyways and don't need the all-in-one functionality if it is RetroArch causing the issue.  Google gets pretty rough when sifting through 5+ years of information, with much of it no longer seeming relevant. Combined with my technical inexperience, it's slow going.


You have to revert back to RetroArch 1.2.2 version. Since that is the only version that has RGUI working fullscreen (not squashed vertically). Search the forums, we had issues like these before and users uploaded their retroarch.cfg files which were for various emulators nes snes genesis psx etc.
« Last Edit: September 18, 2016, 08:14:56 pm by R-Typer »

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #73 on: September 18, 2016, 08:33:25 am »
Retro Arch 1.3.6 here and RGUI working in full-screen 320 x 240 with no issues. One of Retro Arch's authors not only uses 15-kHz CRT, but even encourages people to try it.

Just saying.

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #74 on: September 18, 2016, 08:41:15 am »
Retro Arch 1.3.6 here and RGUI working in full-screen 320 x 240 with no issues. One of Retro Arch's authors not only uses 15-kHz CRT, but even encourages people to try it.

Just saying.
With newer versions of Retroarch I get rgui halved vertically and stretched horizontaly. This is in windows 7.

Can you please post your retroarch.cfg?

Are you using windows xp perhaps?

Many thanks.

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #75 on: September 18, 2016, 09:09:37 am »
W7, D3D. I'll post it tonite, but really -- pretty straightforward.

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #76 on: September 18, 2016, 09:17:19 am »
W7, D3D. I'll post it tonite, but really -- pretty straightforward.
Thank you Recapnation. You will help a lot of people here who are using Retroarch.
« Last Edit: September 19, 2016, 11:44:49 am by R-Typer »

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #77 on: September 18, 2016, 07:16:52 pm »
In order not to complicate this more than necessary given that I have many options overridden by per-core config. files, these should be the only ones you should care about for properly displaying RGUI and whatnot:

Code: [Select]
# menu_driver = rgui
# video_driver = d3d
# video_fullscreen = true
# video_fullscreen_x = 320
# video_fullscreen_y = 240
# video_windowed_fullscreen = false
# video_disable_composition = true
# video_smooth = false
# video_vsync = true
# video_threaded = false
# video_swap_interval = 1
# video_max_swapchain_images = 3
# video_gpu_screenshot = false

In case, set super wide resolutions only in per-core config. files, or else, you'll have to mess with aspect ratio options and those are not that elementary.

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #78 on: September 18, 2016, 07:50:34 pm »
Yes, this works! RGUI is now fullscreen. Simply by changing gl driver to d3d driver. :D  In order to avoid stretching (aspect ratio) issues: for snes I had to create and select 256x240 and for megadrive: 320x224. Works fanastic! Super smooth scrolling with no stretching issues.

Latest Retroarch 1.3.6 is fully compatible with CRTemu 2.0 drivers and Windows 7!!! :D :D :D

Thank you Recapnation!
« Last Edit: September 18, 2016, 08:19:38 pm by R-Typer »

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Re: CRT Emudriver 2.0 - Emulator compatibility list
« Reply #79 on: September 19, 2016, 02:15:53 pm »
I updated the first post adding Retroarch as fully supported.
Important note: posts reporting GM issues without a log will be IGNORED.
Steps to create a log:
 - From command line, run: groovymame.exe -v romname >romname.txt
 - Attach resulting romname.txt file to your post, instead of pasting it.

CRT Emudriver, VMMaker & Arcade OSD downloads, documentation and discussion:  Eiusdemmodi