Main > Monitor/Video Forum
Soft-15KHz - slim new tool for 15KHz on normal vga cards
SailorSat:
Well... some news incoming :)
I'm currently using a Radeon 9600 Pro to drive my two cabs.
Dualhead works, as long as your card detects both displays (you MAY need to add 75 Ohm resistors to the RGB lines).
Also some more bugfixes with floating point values. (I really hate that stuff)
onboard geforce cards (tested on an geforce 6150) works fine also.
I'll add some new options on the next release.
first would be "double 15khz" (details below) and "custom" (if you only want to use your own modelines)
'bout "double 15khz"...
there are two ways to get a 15khz resolution to 31khz.
way 1 (the vga way) is drawing each line twice (320x240 on VGA actually is 320x480)
way 2 (my way ;)) is drawing each frame twice (means 120Hz instead of 60Hz)
lo-res (15khz) on hi-res (31khz) and VGA monitors works nice
looks sweet on hi-res arcade monitors and "larger" presentation beasts
however to use an real VGA monitor you should turn the "focus" poti a bit blurry, else you will have real sharp hardware scanlines.
hacked one line in MAME to have it output each frame twice cause we use the double vertical refresh (means 320x240 @ 120hz)
it works fine without, however you won't be able to sync the speed via tripple buffer.
*EDIT*
double 25khz (512x384) should work also, as most better hi-res and presentation screens support 1024x768 at 60Hz.
we could use 512x768 at 60Hz or 512x384 at 120Hz.
tisurame:
I was trying a lot of homebrew games that run at 320x240 in fullscreen mode - and most of these games crash if I set to fullscreen - probably because the game request 320x240, and since this is not a available video mode (321x240 is) it will crash.
Is it possible to solve this problem ? Considering that I cant configure those games to run at 321x240, and not 320x240.
SailorSat:
Hm... Could you name an example?
Maybe we could solve this by changing resolution to 322x240.
Either the games crash because they can't find a 320x240 resolution OR the crash because they try to divide the resoltution by 2 (to calculate the mid point of the screen) which will certainly crash an integer :)
tisurame:
This homebrew game, for example...
http://agtp.romhack.net/extra/LA-MULANA.zip
Cave Story is another very popular game. It also runs at 320x240 - but the game dont crash, it switches to 640x480 (which is a bad thing anyway).
http://homepage2.nifty.com/rochet/storage/dou_1006.zip
And if you use an emulator that use Direct3D to display the picture, it will also create some problems. pSX for example (a Playstation emulator) - most Playstation games runs at 320x240, but if you configure to use 321x240 instead, this extra pixel will create weird artifacts in the picture. This problem dont happen if you use 320x240, since this is the exact resolution that the game runs at.
Another example is that new CPS3 emulator (also using Direct3D). You can also set a custom fullscreen resolution (and since CPS3 games runs at 384x240 - the closest resolution to use with Soft-15khz would be 392x240) - but these extra pixels will also create the same artifacts. The only way to fix it is turning on the bilinear filtering, but it will blur the picture.
SailorSat:
For PSX you should use 640x240 or 512x240 (Tech Romancer for example runs with 256x240 Resolution)
'bout CPS3 Emulator...
IF the Emulator does NOT support some borders, you're stuck :(
However... Just use MAME ;)
*EDIT*
La-Mulana runs fine on my cab, although this game runs with 1024x768 resolution, not 320x240 (as stated in the readme)
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version