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Author Topic: A2600/Sega GameGear frame blending removal  (Read 2894 times)

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intealls

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A2600/Sega GameGear frame blending removal
« on: February 29, 2016, 06:26:28 am »
u-man highlighted that the a2600 driver has frame blending at the driver level (http://forum.arcadecontrols.com/index.php/topic,135823.msg1563594.html#msg1563594), at least one other driver seems to have this as well (according to http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=85324), and that is Sega GameGear. A patch is attached that removes the frame blending for both drivers.

m.andrade1

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Re: A2600/Sega GameGear frame blending removal
« Reply #1 on: February 29, 2016, 08:37:08 am »
Hello intealls
Do you mean it will apply effects on this driver even with the hlsl disable ?

Thanks Marcos

intealls

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Re: A2600/Sega GameGear frame blending removal
« Reply #2 on: February 29, 2016, 08:47:25 am »
Hello intealls
Do you mean it will apply effects on this driver even with the hlsl disable ?

Thanks Marcos

Yes, that's what surprised me. There's probably few drivers that do this, it appears the code was added long before HLSL was introduced, and has since stuck around.

m.andrade1

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Re: A2600/Sega GameGear frame blending removal
« Reply #3 on: February 29, 2016, 07:53:35 pm »
Hello intealls
I think the mame dev want to wipe out CRT guys like me for good.
The most import aspect they forgot that those games surge from crt tubes not from lcd, the explendor to see these games on the tube doesnt compare not far way from lcd, we have to thanks Calamity every day because if wanst him our hobby will be dead.

u-man

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Re: A2600/Sega GameGear frame blending removal
« Reply #4 on: March 01, 2016, 09:21:40 am »
Yes, that's what surprised me. There's probably few drivers that do this, it appears the code was added long before HLSL was introduced, and has since stuck around.
First, i am sorry that i couldnt reply to your PM, but real life caught me :) . I am very happy and proud of you, that you solved this at a decent speed and it proves that some stuff could be solved pretty fast.

Second, i dont want to start any flame war on the devs or conspiracy, what devs do and what not. Its their baby and they can do whatever they want with it. My intention is just to inform you all, that maybe in the future, we cant only rely on the CRT-drivers alone. I think the only "good" way, would be that guys like intealls and Calamity offer their help to the MAME devs (in a regular schedule) to solve CRT critical stuff. Maybe even invent a new function/switch, that could turn on/off such things.

Like i said, they did the frame-blending to avoid flicker on LCD/LED, at least that was told to me. I am really suprised, that this stuff was made "long before HLSL was introduced". The main point is, that devs dont bother with CRT anymore. None of them have one during the development and it would be wrong of us, to blame them for that reason. Its far better to help them.... with skill ;) .

They said themselves that it is to time-consuming to mantain CRT support, so its our duty to keep that alive. I am no coder or have your skills, but i am a very good observer (thats why i co-op well with Jezze and test any new changes on HLSL), have enough knowledge to identify a problem and have enough real hardware to compare vs. emulation. Thats the things i can offer.

It would be interesting to see, what intealls patch brings us. Someone should compare this and tell us the result, as I am not able to do this at the moment.

Anyway, big thanks to intealls for taking the time to solve this and taking the "problem" serious enough. I am pretty sure, we will be confronted with more stuff like this in the future.
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."