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Author Topic: GroovyMAME 0.218 - Switchres v0.017p  (Read 194073 times)

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pakoman

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Re: GroovyMAME 0.216 - Switchres v0.017p
« Reply #1040 on: December 03, 2019, 08:21:47 am »
So mame is not accurate with interlaced systems?

Never had the chance to compare on the same arcade cabinet the real jamma interlaced game vs emulation and I've always been curious about the result because I don't remember Rampage or Popeye to look so bad in the arcades. Maybe it was a smaller screen as well...

In the other hand, I compared several progressive scan games (jamma vs emulation) and apart for the need to adjust the brightness and maybe the screen size/position it was exactly the same.

pulse

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Re: GroovyMAME 0.216 - Switchres v0.017p
« Reply #1041 on: December 03, 2019, 11:25:44 am »
are you saying that for a game with 60 fields per second, MAME outputs 30 progressive frames in a second? what exactly does mame do to composite the image that results in data loss?

u-man

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Re: GroovyMAME 0.216 - Switchres v0.017p
« Reply #1042 on: December 03, 2019, 01:11:41 pm »
So mame is not accurate with interlaced systems?

It is non-existent. MAME can not do interlace. We all can thank Calamity that we have a option for interlace in GroovyMAME, but like i said, that option comes AFTER the output from MAME itself.

are you saying that for a game with 60 fields per second, MAME outputs 30 progressive frames in a second? what exactly does mame do to composite the image that results in data loss?


You partially answered your own question. I dont know how much frames MAME outputs to compensate interlace, it could be 60 progressive frames or it could be 30 progressive frames. The main point is, that if the original game has interlaced output, then the fields are blended for progressive output.

EDIT: That is how MAME handles interlace and this process is destructive, till today there is no solution or blending method, that can make this process non-destructive/revertable. Once a blending/conversion is applied, there is no undo or reverting process. What is more worse is, you lose the resolution and half of the frames. This is the reason why no blending/conversion looks as good as the original interlaced frames, provided you watch this on a CRT.
One of the biggest problems for the MAME devs is, that no one use a CRT as a display, ergo they have nothing to proof with. Interlaced material can only be properly displayed on a CRT, which makes it impossible to show MAME devs a evidence, what kind of data is really lost. This may explain, why they did not care about interlace that much. What MAME needs, is a switch where a user can define what kind of output is wanted (something similar to GroovyMAME´s monitor switch). Currently all interlaced stuff in MAME, is postprocessed with blending.

So i am not a game-expert nor do i know all interlaced games, but if a game has interlaced output and it is in use other than some resolution switching for in game menues etc., then there will be data/motion lost, if outputted through MAME (even if MAME has 60 blended, progressive frames). One example i posted years ago, is Atari 2600. Play H.E.R.O and press pause in a scene with lot of motion and you will see a blended progressive frame, that originally is not there.

If someone here knows good examples for interlaced games, please tell us more :) . Games that really use the advantage of interlacing. A bad example would be a game that internally creates progressive frames and the output is interlaced, which is possible but without any benefits you usually would have. One great example is the Laserdisc game Firefox. It uses even interlaced real life footage as a background for the game.

There is more to write on that topic, but basically it is this. If there is interest, i can write more for it.
« Last Edit: December 04, 2019, 04:47:49 am by u-man »
"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."

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Re: GroovyMAME 0.216 - Switchres v0.017p
« Reply #1043 on: December 04, 2019, 07:03:15 am »
Guys, took the liberty of starting a new thread; this is getting too off-topic:

http://forum.arcadecontrols.com/index.php/topic,161548.0.html

oomek

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Re: GroovyMAME 0.216 - Switchres v0.017p
« Reply #1044 on: December 09, 2019, 03:27:09 pm »
Did anyone compile GM 0.216 x64 d3d9ex with nonag patch yet? b4nd1t0 seems lagging this time.

b4nd1t0

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Re: GroovyMAME 0.216 - Switchres v0.017p
« Reply #1045 on: December 10, 2019, 09:29:28 am »
Hy @oomek, i have the cab monitor broken and i thought no one used the version compiled by me, anyway, if you need, it's ready in the usual place here  :cheers:

Substring

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Re: GroovyMAME 0.216 - Switchres v0.017p
« Reply #1046 on: December 10, 2019, 09:46:21 am »
probably today's most stupid question, but what's the difference between the no nag patch, and setting skip_gameinfo ?

tom5151

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Re: GroovyMAME 0.216 - Switchres v0.017p
« Reply #1047 on: December 10, 2019, 10:35:54 am »
Hy @oomek, i have the cab monitor broken and i thought no one used the version compiled by me, anyway, if you need, it's ready in the usual place here  :cheers:
Thanks, I use your build and wait for them each month :)

Envoyé de mon GM1910 en utilisant Tapatalk


oomek

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Re: GroovyMAME 0.216 - Switchres v0.017p
« Reply #1048 on: December 10, 2019, 11:32:31 am »
Hy @oomek, i have the cab monitor broken and i thought no one used the version compiled by me, anyway, if you need, it's ready in the usual place here  :cheers:

Thanks, I always use your build.

Torkyo

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Re: GroovyMAME 0.216 - Switchres v0.017p
« Reply #1049 on: December 10, 2019, 05:02:39 pm »
#me too

thanks b4nd1t0
grande!

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Re: GroovyMAME 0.216 - Switchres v0.017p
« Reply #1050 on: December 10, 2019, 07:53:28 pm »
Hy @oomek, i have the cab monitor broken and i thought no one used the version compiled by me, anyway, if you need, it's ready in the usual place here  :cheers:
Thanks, I always use your build.

Yep, another nod. Think I'm up to around 8 cabinets running your build! Cheers b4nd1t0! :)
My MAME/SCART/CRT blog: SCART Hunter

Substring

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Re: GroovyMAME 0.216 - Switchres v0.017p
« Reply #1051 on: December 25, 2019, 06:29:01 pm »
Ho ho hooooooooo Merry Christmas and Happy New MAME 0.217  :)

keropi

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Re: GroovyMAME 0.216 - Switchres v0.017p
« Reply #1052 on: December 26, 2019, 11:20:02 am »
merry xmas!
I am about to update from 0.192 to 0.217 once the GM patch becomes available, is there anything new I missed? maybe some groovy new option ? (using win7x64)
thanks!!!!  ;D

pmc3

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Re: GroovyMAME 0.217 - Switchres v0.017p
« Reply #1053 on: December 26, 2019, 01:12:43 pm »
hi,
several errors when patching mame with 217.17p (lot of "ignore" message). This has never happened before. does it matter or not?

Calamity

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Re: GroovyMAME 0.217 - Switchres v0.017p
« Reply #1054 on: December 26, 2019, 01:13:45 pm »
GroovyMAME 0.217 is out!

Release notes:

Finally, GroovyMAME has its own repository in GitHub. Thanks specially to Substring and Keilmillerjr for helping me in the process.

People wanting to roll their own builds will now have more options:

1.- Simply download the source package from the releases page and compile it*
2.- Clone GroovyMAME's repository locally, and make sure to checkout the correct branch. There will be a branch for each GroovyMAME's release, named e.g. groovymame0217.
3.- Download GroovyMAME's patch and apply it manually over MAMEdev's source package, this way:

Code: [Select]
c:\mame_source>patch -p1 <0217_groovymame_017p.diff
c:\mame_source>make

*Keep in mind GitHub's source already contains D3D9ex applied. If you're building for Windows XP, you must not apply the D3D9ex patch, so method 3 is your best option.

« Last Edit: December 26, 2019, 01:19:54 pm by Calamity »
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 or pasting it.

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

Calamity

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Re: GroovyMAME 0.217 - Switchres v0.017p
« Reply #1055 on: December 26, 2019, 01:15:00 pm »
hi,
several errors when patching mame with 217.17p (lot of "ignore" message). This has never happened before. does it matter or not?

You were faster than I. Check the new compiling notes, specifically the "-p1" param, instead of "-p0". The new diffs are created from git itself and this change is required.
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 or pasting it.

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

pmc3

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Re: GroovyMAME 0.217 - Switchres v0.017p
« Reply #1056 on: December 26, 2019, 05:56:25 pm »
Thanks Calamity :)

RobeeJ

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Re: GroovyMAME 0.217 - Switchres v0.017p
« Reply #1057 on: December 28, 2019, 01:25:39 pm »
Finally, GroovyMAME has its own repository in GitHub. Thanks specially to Substring and Keilmillerjr for helping me in the process.

This is great news! Thank you Calamity! Hope this will make your life easier too.

telengard

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Re: GroovyMAME 0.217 - Switchres v0.017p
« Reply #1058 on: January 02, 2020, 05:35:29 pm »
Has anyone built a 32 bit version of .217 GroovyMame (can it still be done, I assume so since I have straight up mame 32 bit .217)?  If not, I can do it, but I thought I'd check first.   :)

Updating my cabinet which still runs XP (for many reasons, and it is air-gapped) and hasn't been updated in a couple years.  Thanks for the continued development on this, it's really appreciated!
« Last Edit: January 02, 2020, 05:37:21 pm by telengard »
S T U R C A D E     M.A.M.E. Cabinet
http://www.briansturk.com/mame.html

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Re: GroovyMAME 0.217 - Switchres v0.017p
« Reply #1059 on: January 09, 2020, 06:33:18 am »
Hello there,
checking the download page of CRT emu driver, it seems that the page if offline. I tried the links posted in the main post of this thread.
Is there any information about this?

thanks

Recapnation

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Re: GroovyMAME 0.217 - Switchres v0.017p
« Reply #1060 on: January 09, 2020, 08:52:40 am »
Server issues which hopefully will get solved soon but are out of our reach. Check this:

http://forum.arcadecontrols.com/index.php/topic,141855.msg1704359.html#msg1704359


Internet Archive may also help in the meantime:  https://web.archive.org/web/20190805022158/http://geedorah.com/eiusdemmodi/forum/index.php

Calamity

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Re: GroovyMAME 0.218 - Switchres v0.017p
« Reply #1061 on: February 05, 2020, 06:56:32 am »
GroovyMAME 0.218 is out!

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 or pasting it.

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

Substring

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Re: GroovyMAME 0.218 - Switchres v0.017p
« Reply #1062 on: February 05, 2020, 07:22:03 am »
w00t :cheers:

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Re: GroovyMAME 0.218 - Switchres v0.017p
« Reply #1063 on: February 05, 2020, 01:22:10 pm »
yaaay!!!!  :D

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Re: GroovyMAME 0.218 - Switchres v0.017p
« Reply #1064 on: February 06, 2020, 06:33:07 am »
Thanks!!  :cheers: