The NEW Build Your Own Arcade Controls
Software Support => GroovyMAME => Topic started by: silmalik on August 28, 2017, 05:58:00 pm
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Hi,
I've put online a Mednafen mod: emu4crt, which support native resolutions for a "perfect" rendering.
Supported Mednafen's modules :
Sega Saturn (win64 build only)
Sega Megadrive/Genesis
Sega Master System
Sony Playstation
NEC PC Engine / CD / superGrafx
NEC PC-FX
Nintendo Snes and Snes Faust
Nintendo Nes
Builds provided for Windows 32 & 64bits
Download binaries & patches: https://github.com/emu4crt/files
Sources: https://github.com/emu4crt/mednafen
For usage, please have a look to the README displayed on the download page.
Basic knowledge of CRT Emudriver/VMMaker is required as video modes are not generated by the emulator.
Feel free to report any comment or issue.
Revision History:
1.26.0 A13 - Update to Mednafen 1.26.1
1.26.0 A13 - Update to Mednafen 1.26.0 UNSTABLE
1.24.3 A13 - Update to Mednafen 1.24.3 and minor fix
1.24.2 A13 - Update and Megadrive/Genesis interlaced mode fix
1.24.1 A12 - Fix super resolution switch & PCFX scaling
1.24.1 A11 - Add pce_fast, sms, md and pcfx modules
1.24.0 A10 - Update mod to A10 - Improve resolution switch delay and fix PSX horizontal centering
1.24.0 A09 - Update to Mednafen 1.24.0 UNSTABLE
1.23.0 A09 - Update to Mednafen 1.23.0 UNSTABLE
1.22.1 A09 - Update to Mednafen 1.22.1 - Add snes_faust module.
1.21.0 A08 - Update to Mednafen 1.21.0 UNSTABLE *** Changes in settings and configuration files, refer to official site: https://mednafen.github.io ***
Add Hotdog932al PSX core centering/cropping fix
0.9.48 A07 - Support Super Resolution
0.9.48 A06 - OSD improvement and PSX "post bios" bug fix.
0.9.48 A05 - Fix fullscreen mode switch
0.9.48 A04 - Update to Mednafen sources 0.9.48, fix video options, preliminary OSD adaptations.
0.9.47 A02 - Added support for NEC PC Engine
0.9.47 A01 - Initial release
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This is very exciting. I played around with it and I'm not certain I understand how to use it.
I read through the rtf and here's what I can figure:
Unzip to the same directory as the mednafen executable
Copy the lifelines from the txt file and append them into the user_modes or _super .ini files and install the lifelines
C:\mednafen> emu4crt [romname]
And after doing that I'm certainly playing the game but definitely not at native resolution. It's also windowed, and as mentioned in the RTF I should not alt+enter for full screen (and doing so gives me a 31khz signal) but I'm not really sure what else to do if I want full screen games. So... What exactly does one need to do that I haven't done?
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You are doing well... maybe you have same issue I used to have, here some precisions:
Unzip to the same directory as the mednafen executable:
Yes, you can just unzip the emu4crt.exe file to your existing mednafen directory.
At first launch, emu4crt.exe will add a new option to the mednafen-09x.cfg: video.UseNativeResolution (should be at 1 by default).
Mednafen save the fullscreen/window mode, so quit mednafen with ESC key while in desired mode, or have a look to the .cfg file. ;)
If mednafen or emu4crt switches to a 31kHz mode, you can try this fix:
1 - Stop and Disable service: AMD External events utility
2 - Ensure that the Windows advanced display option is enable: "hide modes that is monitor cannot display"
This service often resets the "hide modes", so standard 31kHz video modes are exposed to applications, not good for our usage.
Switching emu4crt from Fullscreen to window is not dangerous, It doesn't create video modes on the fly as Groovymame, it can only use resolutions provided by Windows.
Just that the image will not be scaled correctly to 1:1 pixel but to a smaller or greater size. In such case you can wait that the game decide to change resolution.
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Hi silmalik,
Great job with your Mednafen mod, I'm eager to test it.
This service often resets the "hide modes", so standard 31kHz video modes are exposed to applications, not good for our usage.
How in the world did you figure this out? I've seen this issue but didn't have a clue about the cause.
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Hi Calamity,
Oh, my job is really nothing compares to what you provide to all of us. Thanks to You. :)
Well, some little work with Sysinternals Procmon has designated me the culprit: identify the reg key which stores the parameter, then identify the process who overwrites it.
This service is known to be the Catalyst hotkey poller, it was a surprise to see it messing up the configuration! :o
I hope you will enjoy the mod.
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Great find Silmalik! I had to revert to the crt_emudriver built on the older Catalyst version for my card (5830) because I was seeing that problem (the 'hide modes' tickbox unticking itself) with way too many things. I thought maybe the driver just didn't like my card.
I'm looking forward to trying your Mednafen build soon here! I had really good experiences with Mednafen for pc engine/turbografx a while back...curious to see how well it works on the other consoles. Does real-time res switching during the game work as well? (I recall Military Madness for turbografx is a game that does this between battle animations)
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I got it working and I must say I'm very impressed! That startup logo looks so good now!
If I may be so bold as to field a request, I would ask for a config line that allows the resolution changes to go from superx240p to superx480i. That way minor changes (like pausing in SOTN) wouldn't cause any hiccup.
To muse further, I think that the hangtime during switches wouldn't bother me if there was some way of making sure the entire screen is black during transitions, instead of black and partially white.
I'm loving this.
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Thank you burn_654.
No res switching support for PCE/Supergrafx module for now, but it's on the plan.
I'm interested if you know other games that use different resolutions.
Guilt,
You are right about super resolutions. In the first, I wanted perfect rendering... on the easy way! :) I will study their usage on later time.
I use Rocketlauncher, which has options to hide Windows elements, cursor, desktop and taskbar. The result is very clean, no visible graphic glitches.
I fact, switching resolution means destroy the Opengl rendering object and create a new one.
My understanding is that this process generates a short period during which nothing is displayed by the emulator, so, some parts of Windows shell appears.
Groovymame seems to have the same behavior. Not a problem because arcade games mostly use only one resolution.
In result, I'm not convinced that a clean solution can be integrated in the emulator rendering process. :-\
For now, a workaround would be using an external tool that do same job as Rocketlauncher to hide Windows . If exists.
Thank you all for the feedbacks.
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For PCE games using high res modes, try Aoi Blink or Ys I - II. The latter does indeed use 256 x 224 for the cutscenes but switches to 336? x 224 for the actual game.
Even more useful -- run Burning Angels or 1943 Kai. You can change yourself the display mode in the option screen although the active area will be the same (black bars in the high res mode for mimicking a vertical arcade display). There are many other PCE shooting games that do this, but they'll require a code normally.
As I understand, any Mednafen GUI will do for your fork?
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Well, some little work with Sysinternals Procmon has designated me the culprit: identify the reg key which stores the parameter, then identify the process who overwrites it.
Very smart. I'll see if I can modify the drivers so this service is disabled by default, in case there's no side effect to it.
I fact, switching resolution means destroy the Opengl rendering object and create a new one.
My understanding is that this process generates a short period during which nothing is displayed by the emulator, so, some parts of Windows shell appears.
Groovymame seems to have the same behavior. Not a problem because arcade games mostly use only one resolution.
That's not true for Direct3D9Ex and up, where you can switch the full screen resolution without releasing the resources. Anyone has tested e.g. Megadrive's Sonic 2 in recent versions of GM? The progressive/interlaced mode change is absolutely seamless, at least on my machine, you only notice a slight warp on the background music (hopefully I'll figure out a way to avoid this too at some point). As far as I know OpenGL doesn't allow this, and wrapper APIs conceived to target both Direct3D and OpenGL implement a lower common denominator solution, making mode changes unnecesarily expensive.
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I've put online a Mednafen mod: emu4crt, which support native resolutions for a "perfect" rendering.
It supports, for now, Saturn, Psx, Snes and Nes cores, on Windows 64bits
I believe I have found a glitch! If I launch "emu4crt.exe ffviii\game.m3u" I get native resolutions, but if I launch "emu4crt.exe -which_medium 1 ffviii\game.m3u" I get the emulator putting out native resolution while my screen is set to the super wide resolution dictated in my mednafen config (2560x240). In other words, I get the top half of the ps1 boot screen smashed down into the left fifth of my screen! There seems not to be a way around this; the resolution changes don't effect my modeline changes if I use which_medium. I wonder if other unusual commands have any effect!
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Thank you Recapnation, those games seems perfect for test purpose.
As I understand, any Mednafen GUI will do for your fork?
Yes, it should work, keeping in mind that the fork has:
- restricted module list (PSX, SS, SNES and NES)
- limited video options (no shaders)
- has a new option native_resolution that no GUI is able to manage
That's not true for Direct3D9Ex and up, where you can switch the full screen resolution without releasing the resources. Anyone has tested e.g. Megadrive's Sonic 2 in recent versions of GM? The progressive/interlaced mode change is absolutely seamless, at least on my machine, you only notice a slight warp on the background music (hopefully I'll figure out a way to avoid this too at some point). As far as I know OpenGL doesn't allow this, and wrapper APIs conceived to target both Direct3D and OpenGL implement a lower common denominator solution, making mode changes unnecesarily expensive.
Ok, good informations, thank you.
But I'm not, strictly speaking, a developper, and integrate a Direct3D9Ex rendering process in Mednafen is far beyond my competence.
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I believe I have found a glitch! If I launch "emu4crt.exe ffviii\game.m3u" I get native resolutions, but if I launch "emu4crt.exe -which_medium 1 ffviii\game.m3u" I get the emulator putting out native resolution while my screen is set to the super wide resolution dictated in my mednafen config (2560x240). In other words, I get the top half of the ps1 boot screen smashed down into the left fifth of my screen! There seems not to be a way around this; the resolution changes don't effect my modeline changes if I use which_medium. I wonder if other unusual commands have any effect!
The mod is very minimalistic, there is no reason why other options than videos should have been altered.
I don't reproduce the issue. I've tested the -which_medium option with different games and the resolution switched correctly.
Symptoms are like mednafen.exe is used instead of emu4crt.exe, if you are using a frontend, have a look to the settings.
I guess you are trying to launch FF8, which version in particular ? Could you attach the stdout.txt ?
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Inexplicably, its not happening anymore. Never mind I guess?
EDIT: Got RocketLauncher working and suddenly life is even better. Like you said, no graphical glitches anymore (save the transition from BIOS to game on PSX). This is so close to perfect. I envy you.
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Inexplicably, its not happening anymore. Never mind I guess?
EDIT: Got RocketLauncher working and suddenly life is even better. Like you said, no graphical glitches anymore (save the transition from BIOS to game on PSX). This is so close to perfect. I envy you.
RocketLauncher needs too much work to just use it as a workaround. It is based on Autohotkey scripts and maybe the interesting functionnalities can be exported to make a lighter solution.
Yes, PSX bios transition is faulty, it will be better in the next build. :)
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I wonder how receptive the mednafen devs would be if you asked them about including this in the main branch! That way we would never need to choose between compatibility updates and your fine work!
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I wonder how receptive the mednafen devs would be if you asked them about including this in the main branch! That way we would never need to choose between compatibility updates and your fine work!
This feature has already been asked to the Mednafen team, they didn't show interest to add it. I understand their choice, our usage is not very common.
About adding the mod to the official source... well, it works but it is done by an amateur. The overall thing should be improved by an experimented dev before showing it to the Mednafen team.
It won't be very difficult for anyone to integrate the modifications to futur source releases. The most difficult part is to get a working compilation environment.
By the way, I'm eager to test new Mednafen releases too, so, emu4crt mod will come shortly after. :)
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Hi,
New revision of Mednafen mod emu4crt: https://github.com/emu4crt/files
PC engine support and PSX boot improvement.
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Hi,
I did a quick test yesterday :
But what I get is a small picture (original famicom 256x240 resolution inside my desktop resolution (640x480i)
(http://gamoovernet.pixhotel.fr/pics_gamoovernet690px/20170910093631-funkycochise-kirby-0001.png) (http://gamoovernet.pixhotel.fr/pics/20170910093631-funkycochise-kirby-0001.png)
In black, of course, here's a recomposed picture for explanation purpose.
If I switch first my desktop to 256x240 using changeScreenResolution.exe tool, here's what I get :
(http://gamoovernet.pixhotel.fr/pics_gamoovernet690px/20170910094024-funkycochise-kirby-0002.png) (http://gamoovernet.pixhotel.fr/pics/20170910094024-funkycochise-kirby-0002.png)
Fullscreen 256x240 : What I what to achieve, great. But I thought that it would be done automatically, like groovymame.
So : do I need to do something to make emu4crt.exe to make the resolution switch.
I've provided the log file produced.
Thank you.
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Hi,
Thank you for the pictures and the (empty) log file. :)
I confirm that resolution should automatically be set to 254x240.
I have some questions:
- Did you test new version (A02) ?
- Is it the same with other modules,:snes, pc-engine ?
- Can you confirm that the setting is activated in mednafen-09x.cfg:
video.native_resolution 1
Thank you.
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I don’t know what happened with the log file. I’ll fix that shortly.
I did the test with the earlier version. A01 ?
I only did test with famicom games.
How to specify whitch cfg file to use ?
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Like official builds, emu4crt use "mednafen-09x.cfg".
If it not exists, it will be created at first launch.
Notepad does not handle correctly the default file format, you can use notepad++ for example.
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video.native_resolution 1
did the trick
I need to remap key now, and will test your second build.
thanks a lot.
FKY
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I did test A1 version for key remap.
I had to switch off the native résolution because
the text goes beyond the 256x240 limit. So it’s unreadable.
but I finally coule remap the nes/famicom to suit the jammasd.
I also test the A2 version for pce emulation.
It wirked well but had some problem for switching off native resolutions.
I had to copy the cfg from A1 version. I don’t know really why.
And then I could map keys for pce emulation.
Thanks for your help by the way.
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You're welcome, thank you for your feedback.
Yes, the currently mod has some side effects that impact standard display mode and OSD. I'm working on those points.
For now, an easy way is to use the official mednafen.exe for configuration.
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Even if setting was the trickiest, once in 640x480,
GUI was readable. Configuration of mednafen is a bit strange,
as it repeat same input several times.
I’ll go ahead with testing.
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I test the last A4 version and can not switch to Fullscreen mode,but the A2 is all right even with auto switch modeline(pretty good)。I wonder if it’s the bug in A4……
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Hi,
You are right, it's a bad bug.
Version A05 fixes that: https://github.com/emu4crt/files/blob/master/mednafen-0.9.48-emu4crt-A05-win64.zip (https://github.com/emu4crt/files/blob/master/mednafen-0.9.48-emu4crt-A05-win64.zip)
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Thanks for your great job! I have test A5 and succeed.
in the meantime I did find some image get stuck extremely shortly ,I am sure the Vertical Refresh Rate generated by crt_emudriver cannot exactly match.
vmmaker generate 240P with 60hz,but groovymame can automatically adjust it to be suit for different consoles such as SS Refresh Rate 59.764793hz and NES 60.098800hz,you can get smooth image without any tear.
But when you run a NES game using emu4crt with 240P ,you have trouble updating the default 240P Vertical Refresh Rate, slight graphic intermission will occur throughout the whole process
And SNES Faust is not available
I am sorry for my poor english.
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As explained in documentation, this mod does not generate specific modelines for emulated system, it uses video modes available, with no consideration about refresh rate.
To get "perfect" sync with emu4crt, you can configure VMMaker to generate accurate video modes for one system, emu4crt will use them.
But, you'll have to reset VMMaker when changing emulated system.
What are the benefits of the Faust SNES core ? I may have a look to it.
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As explained in documentation, this mod does not generate specific modelines for emulated system, it uses video modes available, with no consideration about refresh rate.
To get "perfect" sync with emu4crt, you can configure VMMaker to generate accurate video modes for one system, emu4crt will use them.
But, you'll have to reset VMMaker when changing emulated system.
But doesn't VMMaker generate modelines with correct refresh rates for these systems already? Genuinely asking as it's been so long since I understood how it all worked!
It would be great if there was an alternative to mame for consoles with accurate video modes (and refreshes) because as good as it is for arcade systems even the most popular systems have major issues in MAME.
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Yes, VMMaker can generate all required resolution at every refresh rates, but Mednafen/emu4crt is not able to select a specific refresh rate.
Mednafen relies on the SDL library which does not expose method to do this, so it is not trivial to add such feature.
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Whaaaaaa this is awesome.
Mednafen is the best all around console emu, imho (and I like to stay away from retroarch)
But maybe I'm missing something... I still get screen tearing. Doesn't it get rid of it? I manually created resolution with the exact refresh rate take from mame as reference for some consoles, but I still get some tearing... and yeah, the input lag is really noticeable. I don't wanna use Vsync because that ruins the purpose I guess...
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Well, I'm pretty sure that vsync will prevent any tearing. ;)
About input lag, emu4crt should not be worse than the official build, and, just in case, the Mednafen Team gives some recommendations: https://mednafen.github.io/documentation/#Section_lag
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Is it possible to build a Windows 32bit version?
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It should work, yes, without Saturn engine that is designed for win64.
I'll have a look to this on some days.
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Is there a good GUI program to setup mednafen options like controls and paths ?
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Just playing around a bit with it, im really happy that i can now play snes games at their original resolution.
I have been trying and seems like pal games switch to 31khz mode (or at least my screen is flickering).
i tried to replace the roms with the usa versions and most work fine then, however there are some like dragon ball z, z2,z3 or illusion of time (spanish) that do not have an equivalent Usa romset.
i imported the modes into vmmaker for pal and ntsc (for all systems allowed) but still pal games seem to resist ;)
is there any workaround i could use? i was thinking of patching the roms, but not sure all them are compatible with 60hz mode.
amd service is disabled and "hide desktop resolutions" marked :)
Thanks a lot!
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Is there a good GUI program to setup mednafen options like controls and paths ?
Yes, there are some UI, MedLaunch for example, that can help to define paths and some controls.
Controls can also be set up in-game (Shift+Alt+1 for player 1).
Just playing around a bit with it, im really happy that i can now play snes games at their original resolution.
I have been trying and seems like pal games switch to 31khz mode (or at least my screen is flickering).
i tried to replace the roms with the usa versions and most work fine then, however there are some like dragon ball z, z2,z3 or illusion of time (spanish) that do not have an equivalent Usa romset.
i imported the modes into vmmaker for pal and ntsc (for all systems allowed) but still pal games seem to resist ;)
is there any workaround i could use? i was thinking of patching the roms, but not sure all them are compatible with 60hz mode.
amd service is disabled and "hide desktop resolutions" marked :)
Thanks a lot!
Could you launch a PAL game and post the generated stdout.txt log file, please ?
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Yes, here it is :cheers:
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Yes, here it is :cheers:
Ok, it seems that emu4crt is doing his job: switching to 256x288.
So, your problem should be related to your PAL modelines. You can check them, one by one, with Arcade_OSD. ;)
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Yes, here it is :cheers:
Ok, it seems that emu4crt is doing his job: switching to 256x288.
So, your problem should be related to your PAL modelines. You can check them, one by one, with Arcade_OSD. ;)
Thanks for the hints! I will check them, first i need to look how to use arcade_osd because i never used it before :)
In the meantime switched some of the roms to the respective ntsc version, and they seem to work fine. I did also some tests to convert pal to ntsc roms and this seems to work well so far :)
I will check the remaining roms that have no ntsc version and try to fix them with arcade_osd.
Again thanks and keep the good work!! Its awesome what you do with emu4crt :) :) :)
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Well, I'm pretty sure that vsync will prevent any tearing. ;)
About input lag, emu4crt should not be worse than the official build, and, just in case, the Mednafen Team gives some recommendations: https://mednafen.github.io/documentation/#Section_lag
Blit time Sync was activated, that was causing more input lag, sorry. Now it's fine like the vanilla build, but what I meant about no screen tearing is the same solution as Groovymame: No tearing without needing the "regular vsync" which introduces lag.
I guess that isn't possible for now. But it's great already... just need to ignore the tearing.
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Hi, the PSX bios transition is fixed?, I have an error starting a lot of PSX games ( with no problems in others).
Error:
Assertion failed!: ... video.cpp, Line 1218
Expression: dest_rect.h > 0
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Hi,
I didn't know about such error, so... there is no fix for now. :)
Please, could you give one or more game which produce the error ?
Log file may help too.
Thank you.
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The X-Files, for example. Tomorrow I'll upload the log file.
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It's ok, I can reproduce on several games. :o
I will work on it.
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Thank you :applaud:
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Hi, the PSX bios transition is fixed?, I have an error starting a lot of PSX games ( with no problems in others).
Error:
Assertion failed!: ... video.cpp, Line 1218
Expression: dest_rect.h > 0
New release! It should be fixed. :)
Is it possible to build a Windows 32bit version?
A 32bit version is available... in case you didn't migrate to a 64bits OS until today. ;)
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Fantastic! This is now the number one way to play PS1 on a CRT with a PC! :applaud:
Thank you so much for your work silmalik!
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Would it be possible to display the control remapping a bit upper on the screen? when I use it on the arcade monitor it always displays at the bottom of the screen (usually i stretch it to match most of the games resolutions), for which i have no visibility.
It doesnt have to be in the center, as long as it is a few lines upper and not at the bottom should be fine - maybe something like MAME style :)
I can always stretch the monitor display, adjust the controls and then stretch it back, so its not a big deal, but just a small feature request :)
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Fantastic! This is now the number one way to play PS1 on a CRT with a PC! :applaud:
Thank you so much for your work silmalik!
Thank you, I'm glad you apreciate. :)
Would it be possible to display the control remapping a bit upper on the screen? when I use it on the arcade monitor it always displays at the bottom of the screen (usually i stretch it to match most of the games resolutions), for which i have no visibility.
It doesnt have to be in the center, as long as it is a few lines upper and not at the bottom should be fine - maybe something like MAME style :)
I can always stretch the monitor display, adjust the controls and then stretch it back, so its not a big deal, but just a small feature request :)
Could you confirm that you use the last version ?
OSD messages are already displayed a bit upper to prevent overscan, but maybe it's not enough in some situation.
I like comfort too, so I will have a look on this if I can reproduce. ;)
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my bad, I thought I was using the last version, but I was not.
The latter one is perfect! Fonts display bigger and no longer out of my screen range.
Thanks a lot!!
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A07 Update: support of Super Resolutions added.
Configuration file update is required since resolution switch is now defined with "video.resolution_switch" parameter.
Accepted values are: 0 (default), native and super.
Feel free to report any issue or suggestion.
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Just tried the latest version, its such an awesome job what you are doing!
So far works great with native resolutions, but I must say Saturn using super resolutions looks even better :)
Thanks a lot for all your time and dedication! :)
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Hey, thanks so much for this.
I started fiddling with the A05 release a few weeks back, but quickly noticed the frequent horizontal switching on PSX was not great for my PVM, so I hacked about with the GPU code and got it outputting at 2560 wide which worked perfectly. I see you've included this feature in the newer version which is great.
Another issue I had however was with how Mednafen itself handles positioning/overscan, for example, at certain horizontal resolutions, you either end up with stuff being incorrectly cropped, or extra black bands being added (note how screenshots are never the right res). I eventually managed to get the code working so that the output was exactly perfect with no black bands or incorrect cropping, save for a slight crop at the 368 res which wound up at 365 (due to it being @ 2560).
Would you be interested in fixing this issue in your version? I can supply some diffs if you'd like to see what I did to get it working.
Cheers
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Hi hotdog963al,
Yes, of course, I'm eager to test your fix! :)
Please, send your diffs and I'll try to integrate them in my mod.
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Hi hotdog963al,
Yes, of course, I'm eager to test your fix! :)
Please, send your diffs and I'll try to integrate them in my mod.
Here's the entire gpu.cpp file. I isolated the changes that were relevant and integrated them into the code from your A07 release. Seems to work!
https://pastebin.com/raw/KyQ8jXPa
Here's a few screenshots as well to just give you an idea, I've tested all resolutions and it works great. Granted, 3px are lost at 368, but that would take quite a bit more effort to resolve and I honestly don't think it's worth it. :laugh:
https://imgur.com/a/gp1MZ
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Ooooh it works great, well done! :)
It seems to fix Mednafen's global PSX horizontal centering issue, maybe you should contact the team to expose what you've done.
If you are ok, i will integrate your fix "as is" in a next release.
Thank you for sharing.
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I don't suppose I could ask a strange favour?
I'm working on getting the original NES Zapper working which I'm confident it should, I just need the optical sense line exposed as an input, would that be possible? I don't know where to start compiling mednafen or I'd do it myself!
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Hi retrorepair,
Well, I don't understand your request, sorry. Don't know what is the optical sense line ? ???
I'm not very experienced with cpp, so, if you feel confident to make your mod by yourself, I can help to get a compilation environment.
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That would be very helpful, thanks! I'll PM you after work
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Ooooh it works great, well done! :)
It seems to fix Mednafen's global PSX horizontal centering issue, maybe you should contact the team to expose what you've done.
If you are ok, i will integrate your fix "as is" in a next release.
Thank you for sharing.
Great! Glad to hear it's working for you.
By all means go ahead and include it, it'll save me having to patch it in every time you release an update! :D
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Hello! I'm very interested in using Emu4CRT in super resolution mode but I can't seem to figure out what I'm doing wrong when I try to set the option in mednafen-09x.cfg
Is there any way somebody could go in to detail on how to set super resolution mode in the cfg or maybe send a working cfg file. It would be a huge help thanks so much to anyone reading this!
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i went through the documentation and its quite straight forward, did you install the required modelines in vmmaker?
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i went through the documentation and its quite straight forward, did you install the required modelines in vmmaker?
Yes I have all 4 of them required for Super Resolutions. If it is so straight forward maybe you can help me find where I am messing it up. I attempt to add an option at the end of my config for mednafen like so
video.resolution_switch Super
It always gets moved to a section of the cfg titled "Unrecognized Settings Follow:"
-
Hi,
Once launched, emu4crt should add required lines in cfg file by himself, and not in "Unrecognized" section of course:
;Video resolution switch (0, native or super).
video.resolution_switch 0
If you still have troubles, please check that you are using the correct executable version and post cfg & stdout file. Thanks.
-
Hi silmalik, thank you for your effort.
Is this mod Windows specific or other systems (say, Linux) that mednafen supports can benefit of it?
-
Hi terranigma,
No specific Windows code has been added, just some calls for SDL standart functions, so... it could work on other systems. :)
-
I just made a quick test on Linux with psx and snes and it behaves very well! One thing I noticed is that snes runs in a narrowed picture then I checked actual resolutions. Well, I see that It runs on "384x288" resolution instead of "256x288" which emu4crt claims.
"video.resolution_switch" is "native".
### VIDEO Native resolution init - set to 256x288
Video Driver: OpenGL
Video Mode: 256 x 288 x 32 bpp
Shader: none
Fullscreen: Yes
Special Scaler: None
Scanlines: Off
Destination Rectangle: X=0, Y=0, W=256, H=288
OpenGL Implementation: nouveau NVA5 3.0 Mesa 17.2.4
Checking extensions:
GL_ARB_texture_non_power_of_two found.
GL_ARB_sync found.
Using non-power-of-2 sized textures.
Checking maximum texture size...
Apparently it is at least: 8192 x 8192
Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
MAIN - native resolution switched
$ xvidtune -show
"384x288" 7.41 384 392 427 472 288 291 294 314 -hsync -vsync
EDIT: Similar issue also appears on psx's intro and demo stages but actual game runs on claimed resolution.
-
Hi,
Well, unexpected behaviour indeed.
It seems to act like some video mode are unavailable on your system or emu4crt does not correctly set initial video mode.
- Is the window correctly sized in window mode ?
- If you disable native/super resolution and manually set 256x288 in fullscreen, does it work ?
Could you try Snes games that change resolution (ex: Secret of mana, blues brothers), let them swith and post complete log file ?
Thank you.
-
Hi,
Well, unexpected behaviour indeed.
It seems to act like some video mode are unavailable on your system or emu4crt does not correctly set initial video mode.
- Is the window correctly sized in window mode ?
- If you disable native/super resolution and manually set 256x288 in fullscreen, does it work ?
Could you try Snes games that change resolution (ex: Secret of mana, blues brothers), let them swith and post complete log file ?
Thank you.
You're right. It's my bad. I thought that emu4crt is going to tune required modelines like groovymame. When I add some modelines for testing, emu4crt uses the closest one to switch if required one is not available.
-
Ok, good news.
Thank you for the feedback.
-
Is there a way to use hard sync with mednafen, like with retroarch? It really helps reducing input lag.
-
I don't know about this. ???
Recent Mednafen release is based on SDL 2, maybe it opens way for such improvement.
You may ask directly the Mednafen team for such feature. :)
-
Hi silmalik,
Any plan on Mednafen 1.21 ?
-
Hi terranigma,
Yes of course, work in progress... should be available this week.
-
Hi silmalik,
Any plan on Mednafen 1.21 ?
Done! :)
-
If mednafen or emu4crt switches to a 31kHz mode, you can try this fix:
1 - Stop and Disable service: AMD External events utility
2 - Ensure that the Windows advanced display option is enable: "hide modes that is monitor cannot display"
This service often resets the "hide modes", so standard 31kHz video modes are exposed to applications, not good for our usage.
A bit late, but thank you for this post. And to Calamity for highlighting it. I was having an issue where a frontend i'd setup on an LCD was grabbing a 31kHz mode out of nowhere - it had never used that resolution before. Stopping and disabling the AMD External Events Utility fixed it.
As a side note, the second step does not seem to be needed for Win10. In fact I can't even find if that option still exists or is built-in now.
-
Hi buttersoft,
Thank you for the feedback, I'm glad that you have fixed your issue.
The setting can still be found in Windows 10: Display settings / Display adapter properties.
-
Hi silmalik,
Any plan on Mednafen 1.21 ?
Done! :)
I didn't expect such a short time. I just tested on Linux and great work as usual!
Thank you for effort.
Note: Can you distribute your work also as a patch file against latest upstream version? Maybe other Linux packagers interest to import your work.
-
Hi terranova,
You are right, patches will be more suitable.
So, a patch folder is born in the repository: https://github.com/emu4crt/files
I have a question about the behaviour on Linux: how are the resolution switches ? is there any delay and/or visual glitches ?
-
Hi silmalik,
It seems that you have generated the patch by referencing the root folder, thus patch level shifted up by one level according to my test. I mean, "patch -p1" doesn't work inside of the source tree (but -p2 does) . Probably you have to compare them in same folder like:
cd /
diff -Naur mednafen emu4crt > emu4crt.patch
I didn't notice any worrying delay and glitch issues during resolution switches.
Regards.
Initializing sound...
Using "ALSA" audio driver with device "sexyal-literal-default":
Format: 16 bits(signed, 2 bytes, little-endian)
Rate: 48000
Channels: 2
Buffer size: 1536 sample frames(32.000000 ms)
Latency: 1536 sample frames(32.000000 ms)
Period size: 512 sample frames(10.666667 ms)
Warning: Period time is too large(it should be <= ~5.333ms). Video will appear very jerky.
Initializing video...
### VIDEO Native resolution init - set to 640x480
Driver: OpenGL
Display Mode: 640 x 480 x 24 bpp @ 30Hz (Window: 640 x 480)
Shader: none
Fullscreen: Yes
Special Scaler: None
Scanlines: Off
Destination Rectangle: X=0, Y=0, W=640, H=480
OpenGL Implementation: X.Org R300 Project ATI RV370 2.1 Mesa 17.2.4
Checking extensions:
GL_ARB_texture_non_power_of_two found.
GL_ARB_sync found.
Using non-power-of-2 sized textures.
Checking maximum texture size...
Apparently it is at least: 2048 x 2048
Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
PSX GPU - Startup resolution change bypass (1).
PSX GPU - Startup resolution change bypass (2).
PSX - GPU register - resolution change to: 640x480 (V=39)
Initializing video...
### VIDEO Native resolution init - set to 640x480
Driver: OpenGL
Display Mode: 640 x 480 x 24 bpp @ 30Hz (Window: 640 x 480)
Shader: none
Fullscreen: Yes
Special Scaler: None
Scanlines: Off
Destination Rectangle: X=0, Y=0, W=640, H=480
OpenGL Implementation: X.Org R300 Project ATI RV370 2.1 Mesa 17.2.4
Checking extensions:
GL_ARB_texture_non_power_of_two found.
GL_ARB_sync found.
Using non-power-of-2 sized textures.
Checking maximum texture size...
Apparently it is at least: 2048 x 2048
Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
MAIN - native resolution switched
PSX - GPU register - resolution change to: 320x240 (V=17)
Initializing video...
### VIDEO Native resolution init - set to 320x240
Driver: OpenGL
Display Mode: 320 x 240 x 24 bpp @ 50Hz (Window: 320 x 240)
Shader: none
Fullscreen: Yes
Special Scaler: None
Scanlines: Off
Destination Rectangle: X=0, Y=0, W=320, H=240
OpenGL Implementation: X.Org R300 Project ATI RV370 2.1 Mesa 17.2.4
Checking extensions:
GL_ARB_texture_non_power_of_two found.
GL_ARB_sync found.
Using non-power-of-2 sized textures.
Checking maximum texture size...
Apparently it is at least: 2048 x 2048
Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
MAIN - native resolution switched
PSX - GPU register - resolution change to: 368x240 (V=64)
Initializing video...
### VIDEO Native resolution init - set to 368x240
Driver: OpenGL
Display Mode: 384 x 240 x 24 bpp @ 50Hz (Window: 384 x 240)
Shader: none
Fullscreen: Yes
Special Scaler: None
Scanlines: Off
Destination Rectangle: X=8, Y=0, W=368, H=240
OpenGL Implementation: X.Org R300 Project ATI RV370 2.1 Mesa 17.2.4
Checking extensions:
GL_ARB_texture_non_power_of_two found.
GL_ARB_sync found.
Using non-power-of-2 sized textures.
Checking maximum texture size...
Apparently it is at least: 2048 x 2048
Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
MAIN - native resolution switched
PSX - GPU register - resolution change to: 320x240 (V=17)
Initializing video...
### VIDEO Native resolution init - set to 320x240
Driver: OpenGL
Display Mode: 320 x 240 x 24 bpp @ 50Hz (Window: 320 x 240)
Shader: none
Fullscreen: Yes
Special Scaler: None
Scanlines: Off
Destination Rectangle: X=0, Y=0, W=320, H=240
OpenGL Implementation: X.Org R300 Project ATI RV370 2.1 Mesa 17.2.4
Checking extensions:
GL_ARB_texture_non_power_of_two found.
GL_ARB_sync found.
Using non-power-of-2 sized textures.
Checking maximum texture size...
Apparently it is at least: 2048 x 2048
Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
MAIN - native resolution switched
-
Hi silmalik,
First of all, congratulations for your great job!
When launching PSX games, I get an superx640i resolution. Is that right or should be 240p? The SS games runs gracefully at superx240p...
Regards
-
The [hide modes this monitor cannot display] setting can still be found in Windows 10: Display settings / Display adapter properties.
Yes it can! Thank you again, saved ---my bottom--- when i had to reinstall crt_emudriver and the problem recurred even when the AMD external events service was disabled :)
-
Hi silmalik,
It seems that you have generated the patch by referencing the root folder, thus patch level shifted up by one level according to my test. I mean, "patch -p1" doesn't work inside of the source tree (but -p2 does) . Probably you have to compare them in same folder like:
cd /
diff -Naur mednafen emu4crt > emu4crt.patch
I didn't notice any worrying delay and glitch issues during resolution switches.
Regards.
Ok, I'll try your suggestion in next release. Thank you.
Hi silmalik,
First of all, congratulations for your great job!
When launching PSX games, I get an superx640i resolution. Is that right or should be 240p? The SS games runs gracefully at superx240p...
Hi,
PSX boot logo is displayed in an interlaced mode and the Saturn one is displayed in progressive mode, yes this is expected.
After boot logos, most PSX games switch to progressive display mode, emu4crt should then apply the appropriate mode.
If you suspect a misfunction, please specify game reference and stdout.txt file, I'll have a look at it. ;)
The [hide modes this monitor cannot display] setting can still be found in Windows 10: Display settings / Display adapter properties.
Yes it can! Thank you again, saved ---my bottom--- when i had to reinstall crt_emudriver and the problem recurred even when the AMD external events service was disabled :)
You're welcome :)
-
Hi silmalik,
First of all, congratulations for your great job!
When launching PSX games, I get an superx640i resolution. Is that right or should be 240p? The SS games runs gracefully at superx240p...
Hi,
PSX boot logo is displayed in an interlaced mode and the Saturn one is displayed in progressive mode, yes this is expected.
After boot logos, most PSX games switch to progressive display mode, emu4crt should then apply the appropriate mode.
If you suspect a misfunction, please specify game reference and stdout.txt file, I'll have a look at it. ;)
Hi,
You're right! Thanks a lot!
-
Totally digging this. Great job! Any plans on adding support for more modules? I'd love to see Master System in particular :)
-
Hi,
Thank you for your interest.
There are other priorities to add to emu4crt: remove the console that produces glitches during resolution switch, frequecy management for example, etc.
And I miss some time these days to work on it.
Moreover, there are strong alternatives: Groovymame of course, Fusion and the recent retroArch build that support native resolution. ;)
-
Hi silmalik,
I got the following message when I try to run a game (SS or PSX):
"set rate is out of range [22050-19200]"
I'm using super resolution.
What could it be?
-
Hi Purity1516,
Well, no idea, might be sound related. More information is required.
Please attach the "stdout.txt" log file.
Have you tried the mednafen official build ?
-
Hi Purity1516,
Well, no idea, might be sound related. More information is required.
Please attach the "stdout.txt" log file.
Have you tried the mednafen official build ?
It's working now! The <video.fs> setting was set to 0 and I changed to 1.
That was not so clear, because even set to 0, the emulator was running in a "fake" fullscreen mode with an oversized image.
Thanks a lot!
-
Well done! :)
Thanks for the feedback.
-
First thanks for making this.
I'm having trouble with resolutions and configuring the value for video.resolution_switch.
When running SuperNES, the displayed resolution is either just a small box in a window (native), super wide-off the screen and stretched (super) or seemingly zoomed in at 2x like I'm sitting in the front row at a movie (0). I am unable to change it to a setting of "1" as it gives me a message that "1" is not a valid option.
I'm running Win764, CRT EmuDriver and an ATI HD 5000 series card.
Thanks for your thoughts
-
Hi ArcadeAction,
For lastest version, I confirm that only valid values for video.resolution_switch are 0, native and super.
Your description indicates that things are working well in window mode.
To get into fullscreen mode, pressing Alt+Enter should do the job... once you configured correct video modes in CRT Emudriver.
If need to go furher, please attach your mednafen.cfg and stdout.txt files. ;)
-
Is it possible to use a lightgun like the dolphin bar with this emulator? Thanks.
-
Hi,
Never tested.
It may work as long as this bar can emulate a mouse, but only experiences could confirm.
Feel free to share if you decide to try, I'm interested. :)
-
I can´t get the proper resolution for snes, tried both native and super resolution (in cfg and of course in vmmaker) but in full screen the pixels take up like 1/3 of the screen. If I do alt+enter the screen goes bananas. It seems to be pixel perfect picture but in like second or so I get jitter/tearing and it doesn´t stop if close the program so I have to restart windows.
-
Hi,
Please, attach "stdout.txt" log file to allow investigations.
In the meantime, some questions:
- does it work for other systems like PSX or PC engine ?
- did you apply this ?:
1 - Stop and Disable service: AMD External events utility
2 - Ensure that the Windows advanced display option is enable: "hide modes that is monitor cannot display"
-
Hi Silmalik,
I think I found a way around. :) In VM-maker I had all the super resolutions (included 50hz for pal) included and it works really great with GM so I figured it should work both with PAL and NTSC. So what i did was, remove all the PAL resolutions in VM-maker and only use NTSC roms in mednafen. Then it works flawlessly and I really don´t care about PAL anyway so it´s not a problem. Kudos for your (and Calamitys too) great work with the fork. I´m just blown away by the picture quality that I get on my sony trinitron 25", it´s kind of sick, really :)
On a side note. Is it possible to add Sega Genesis?
-
Not sure about what happened, only logs would tell, but I'm glad that you've fixed your issue. :)
Unfortunatly, Genesis emulation is not so great in Mednafen, it uses an old external core with limitations.
From official web site: "Sega Genesis/Megadrive emulation should still be considered experimental; there are still likely timing bugs in the 68K emulation code, the YM2612 emulation code is not particularly accurate, and the VDP code has timing-related issues. Sega 32X and Sega CD are not currently supported [...]"
So, I don't feel great motivation to investe time on this. :-\
-
Gotcha! Is that a common problem with emulating the genesis or has it specifically to do with mednafen? May I ask if you have any rec on another genesis emulator for 240p?
-
Kega Fusion, old but very good.
You have to modified the Fusion.ini file to activate the expert mode.
-
Kega Fusion, old but very good.
You have to modified the Fusion.ini file to activate the expert mode.
I'm using Fusion too :)
-
Two games appear to be having problems in resolution.
Blood Roar 2 during the game. Unstable resolution.
Digimon World 2003 at the opening. Flashing, shaking.
Anyway do not give up on this work of yours. Far better than Retroarch which is a bag of bugs and incompatibilities.
(Google translate. =/)
-
Hi jillstars,
Please, attach "stdout.txt" log file, it will help for analyse and to reproduce the issue.
I'm currently working on other project but there will be an emu4crt update in some time. ;)
-
Hi jillstars,
Please, attach "stdout.txt" log file, it will help for analyse and to reproduce the issue.
I'm currently working on other project but there will be an emu4crt update in some time. ;)
Config:
i5 3330 3,0 @ 3,2 ghz
8 GB DDR3
HD4670 DDR2
Software
Windows 7 64x
Medgui reborn mod for Emu4crt
crt_emudriver_&_tools_2.0_beta_13_12.6_W.7.8.10-64
super resolutions
Thanks!
-
Perfect, thanks for the update.
No issues revealed in the log files. ??? I will need to look further.
-
Hi jillstars,
Both games are ok on my setup.
Bloody Roar 2 runs in 480i (interlace mode) and Radeon HD4000 can have issues with such modes: stuttering, etc...
Can you confirm that other 480i games run correctly ? Tekken 3 for example.
For Digimon World 2003, as you are using PAL version, please check with arcade OSD that your PAL video modelines are OK (2560x288 & 2560x576).
-
Hi jillstars,
Both games are ok on my setup.
Bloody Roar 2 runs in 480i (interlace mode) and Radeon HD4000 can have issues with such modes: stuttering, etc...
Can you confirm that other 480i games run correctly ? Tekken 3 for example.
For Digimon World 2003, as you are using PAL version, please check with arcade OSD that your PAL video modelines are OK (2560x288 & 2560x576).
Thank you.
I did some testing using only the original emulator and it looks like the problem really is performance.
Somehow these two games do not perform well here. Picture shakes. Digimon World 2003 only has issue with the opening video.
Thanks for the help.
-
Just wanted to thank you for this. Having two really solid emulators in Groovymame and your fork of Mednafen with super resolution support makes things very simple. Your work is very much appreciated!
-
Hi Silmalik,
I’ve been testing your fork on my cab and so far it’s working great !
Thanks for the hard work you’ve put into it :applaud:
On the other hand do you know by any chance if the snes Faust module can be activated on your build ? Haven’t look into it yet but the lag reduce thingy it comes with sounds like something worth checking.
Cheers.
-
Ok I’ve tried to run the faust snes module but it seems you didn’t add it to your fork.
Any chance you might add it, please pretty please ?
Cheers.
-
Hi,
Thank you for the positive feedbacks. :)
Ok, I'll have a look to faust integration for next release. No promise though.
-
Much appreciated.
Thanks mate !
-
Hi Silmalik, I've been testing the pcengine modules, the pce module is fine, though I got some slowdowns playing some pce-cd like lords of thunder.
But I can't get pce_fast module to work, meaning I hear sounds but there's no image.
Does it work on your hand with your fork ?
"Official" Mednafen definitely does, I tested it on my main rig.
Cheers.
-
Hi Totozero,
Well, the pce_fast core is not included in the mod... getting some sounds is a pretty good surprise. :)
I'm not sure that there is a big interest to include it, because, as far as I know, all PCE games runs at a 240p video mode.
So, using official Mednafen at a super-resolution (2560x240) should produce same results.
About your slowdows... did you try the "cd.image_memcache" option to optimize CD emulated access ?
https://mednafen.github.io/documentation/mednafen.html#cd.image_memcache (https://mednafen.github.io/documentation/mednafen.html#cd.image_memcache)
-
Hi silmalik
Any plans to upgrade emu4crt to the keep it in line with the latest mednafen ?
Thanks for your great job on this port!
-
Hi,
I've just setup a compilation environment yesterday, I will start working on it soon.
I got a new job that doesn't offer me too much time for this, but it's still on plan.
Don't expect a new release before some weeks, I'm afraid.
-
Hi,
I've just setup a compilation environment yesterday, I will start working on it soon.
I got a new job that doesn't offer me too much time for this, but it's still on plan.
Don't expect a new release before some weeks, I'm afraid.
What a coincidence! Take your time, man.
Congrats for your new job!
-
Here we go! :)
New revision, align on Medafen last version.
Snes_Faust module added.
-
Nice work!
Thanks
-
Thank You for your great work!
I'm using the last release of emu4crt with Attract Mode 2.5.1 on Windows 7 pro x64.
I'm also using Calamity's driver to output @15 kHz
Emu4crt folder is placed inside my home directory, so I don't have to worry about Windows write-restrictions.
I've manually changed the following parameters in mednafen.cfg:
video.fs 1
video.resolution_switch super
When I run emu4crt from command line, everything works as It's supposed to.
Even if I exit and re-launch the .exe hundred times, the updated mednafen.cfg is stored without any changes.
If I run emu4crt from Attract Mode, only at the first launch full screen and super resolutions works.
This happens because mednafen.cfg is correctly read.
When I exit from Attract Mode to Windwos desktop, the following mednafen.cfg lines are lost:
;Enable time synchronization(waiting) for frame blitting.
video.blit_timesync 1
;Deinterlacer to use for interlaced video.
video.deinterlacer weave
;Attempt to disable desktop composition.
video.disable_composition 1
;Video output driver.
video.driver default
;Enable frameskip during emulation rendering.
video.frameskip 1
;Enable fullscreen mode.
video.fs 1
;Display to use with fullscreen mode.
video.fs.display -1
;Attempt to synchronize OpenGL page flips to vertical retrace period.
video.glvsync 1
;Video resolution switch (0, native or super).
video.resolution_switch super
If I don't manually add them, Attract Mode launches emu4crt with a default mednafen.cfg that doesn't included the lines shown above.
Any ideas ?
Thank You in advance!
-
Hi,
Nope, no idea :dunno
I’m using other frontend, without issue.
Could you try with official Mednafen release?
We also might learn something from the log file ;)
-
Hey silmalink
Is your patch ok for mednafen 1.22.2 ? (before I try by myself :D)
-
Hello Substring,
Nope, not tested on latest release.
I’m busy with other personnal project, I will have a look on a later time.
Please, feel free to report result if you try by your own. :)
-
Having quite some trouble to apply your patch, even on 1.22.1 (on linux i should say).
In fact, there is a circular reference : include/mednafen is a symlink to src/, so some files get patched twice, and of course, patch complains that it's alerady applied.
For example :
https://github.com/emu4crt/files/blob/master/patches/mednafen-1.22.1-emu4crt-A09.patch#L23 and https://github.com/emu4crt/files/blob/master/patches/mednafen-1.22.1-emu4crt-A09.patch#L1221 are the same patches
So it's hard to validate emu4crt on 1.22.2 :/
-
Aouch!
The symlink is coming from official sources, I can’t do anything about this :P
I’ve already applied a diff file on a previous release, can’t remember how in details :dunno
Maybe the last diff generation is faulty, I’m not expert on this.
I’ll try to work on it soon.
-
Should I not use the official source to apply your patch ?
When I'm lazy to create a patch, i start from the default source code, init a git repo (git init then git add *), hack/patch the source, then git diff > mypatch.patch and voilà, done.
-
Hi,
Yes, of course, patch is intended to be applied on official sourced.
Thank you for the method to create patch, I didn’t know git diff option, will use it next time :)
-
Could skip the redudancy problems using -N switch. But your patch tries to patch a file that doesn't exist : .vscode/settings.json
I've attached a "good looking patch", you could give it a try to make sure it does have al the necessary CRT stuff. All done in Linux.
-
3 months later, are we there yet ?
-
Yes, still around.:)
As always not too much time to spend on the fork, waiting for the next stable Mednafen release for an update.
-
Nice!
I use this fork for Sega Saturn with native resolution; a lot of faster than RA plugin.
Thank you very much!
-
Thanks for the feedback.
A new version is online, based on lastest 1.23.0 UNSTABLE Mednafen release.
@Substring: I've followed your recommendation about patch file, there should be some progress ;)
-
Nice, I shall test it :)
-
Hey Silmalik,
I have not find any documentation in mednafen but maybe do you know how to hide the mouse cursor when starting a game in mednafen? Is this a feature that can somehow be accomplished in your build?
Thanks a lot :)
-
Hi friends!
New version Mednafen 1.24 with a major improve performance on Saturn.
:applaud: :applaud: :applaud:
-
@alex2005,
I've missed to answer, let's hope you figured out how to solve your issue during this time.
Never have such problem with mouse cursor. I will have a look if I can reproduce and if it's bring by the mod.
A log file would be useful to have some information on your configuration ;)
@psakhis
Well… some obscure new parameters have been added to mess with thread affinity, that's interesting indeed.
But that doesn't sound too much easy to use though.
We'll see this shortly with the next mod release :)
-
@alex2005,
I've missed to answer, let's hope you figured out how to solve your issue during this time.
Never have such problem with mouse cursor. I will have a look if I can reproduce and if it's bring by the mod.
A log file would be useful to have some information on your configuration ;)
Hi Silmalik! Happy Christmas :)
Unfortunately I still have the cursor issue. When launching a game the cursor shows up and disapears after a few miliseconds.
I have attached a log file, I hope that is good enough.
I just noticed in the log it refers to some snes.cfg and snes.pal files which I do not have. Do you maybe know how to set these up? Or maybe they are not really necessary?
Thanks always for your support and great work!
-
Hi mate, please post your mednafen.cfg file, I'll look into it.
Mouse cursor don't show when I run mednafen.
Let's hope it's not related with your hyperspin setup, I won't be of any help, I dumped the damn thing long time ago in favour of attract-mode.
Cheers,
-
Hi mate, please post your mednafen.cfg file, I'll look into it.
Mouse cursor don't show when I run mednafen.
Let's hope it's not related with your hyperspin setup, I won't be of any help, I dumped the damn thing long time ago in favour of attract-mode.
Cheers,
thanks mate.
CFG file attached in previous post (renamed to .txt)
I hope its not a hyperspin issue (just in case I updated HS to latest 1.5.1 version today, but issue still remains.
Link to video: https://photos.app.goo.gl/vHokPde8rzguqCe89
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We'll see this shortly with the next mod release :)
Hey buddy,
thanks for keeping this up. SNES Faust works without any flaws (at least from my curated list).
May I add two requests for next build ?
- Minor grip : is it possible to compile a version which wouldn't show the cmd window while launching, just for aesthetic matter ? Or at least run it minimized ?
I'd love to transition from my frontend (attract-mode) to a game without showing evidence another proggie has launched (a la groovymame).
- Please consider enabling pce_fast core, I tried it on my main rig with normal mednafen, I felt it was more responsive / snappier than the regular pce core. Would love to test it on my Astro city.
Many thanks and have a festive happy season !
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thanks mate.
CFG file attached in previous post (renamed to .txt)
I hope its not a hyperspin issue (just in case I updated HS to latest 1.5.1 version today, but issue still remains.
Okay first things first...
You know that judging from your *.cfg file, you're running an outdated version ? Did you even try super resolutions ? If not, you should, they work wonders.
Or maybe you mixed *. exe and *.cfg files from different builds ? If so, you should not as some settings have changed between versions.
I'd start with new fresh mednafen install, a clean mednafen.cfg and see from here if the mouse cursor issue is still there.
It's only a 5 minutes setup with a good text editor (notepad++ for instance) if you know what you're doing.
Cheers,
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Thanks for the advise.
I'm using super resolutions, I noticed that I do not call mednafen directly from hyperspin but instead "emu4crt" which handles all resolutions. Maybe its not an issue with mednafen itself but with emu4crt.
I could get rid of it, if I just knew how to implement these super resolutions in mednafen.cfg file :)
I'll take a deeper look during the weekend and see if i can figure it out.
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Hmmm... Not sure I fully understood what you've just written...
Emu4crt IS Mednafen with switchres, you don't have to download anything else aside the archive Silmalik posted to run the binaries.
Run the exe (i.e crt4emu.exe) once and it will create a mednafen.cfg from scratch.
At the end of the cfg file there's a switch :
;Video resolution switch (0, native or super).
video.resolution_switch 0
Now if you want to have both vanilla mednafen and emu4crt installed, better put each version to a separate folder as from my experience they don't mix well. It seems you can't have both *.exe together due to *.cfg conflicts.
Vanilla mednafen doesn't support super resolutions.
Cheers.
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Hmmm... Not sure I fully understood what you've just written...
Emu4crt IS Mednafen with switchres, you don't have to download anything else aside the archive Silmalik posted to run the binaries.
Run the exe (i.e crt4emu.exe) once and it will create a mednafen.cfg from scratch.
At the end of the cfg file there's a switch :
;Video resolution switch (0, native or super).
video.resolution_switch 0
Now if you want to have both vanilla mednafen and emu4crt installed, better put each version to a separate folder as from my experience they don't mix well. It seems you can't have both *.exe together due to *.cfg conflicts.
Vanilla mednafen doesn't support super resolutions.
Cheers.
That was it, thanks a lot!
I installed from scratch a new emu4crt directory and with this setting worked.
Seems like you said, having both in the same directory somehow conflicted :)
Sorted it, thanks again! And sorry for a bit of offtopic :)
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Glad you sorted it out ;)
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Hi,
@Glad to learn that your issue is fixed now. Well done Totozero! :)
About - Minor grip : is it possible to compile a version which wouldn't show the cmd window while launching, just for aesthetic matter ? Or at least run it minimized ?
Sure, that's annoying. This is a consequence of a recent Mednafen update on log management. I tried to "fix" it without success, need to dig further.
- Please consider enabling pce_fast core, I tried it on my main rig with normal mednafen, I felt it was more responsive / snappier than the regular pce core. Would love to test it on my Astro city.
Well, I may have a look on it on a later time. No promise though.
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The update to Mednafen 1.24.0 UNSTABLE is available!
Not too much time to challenge the new features of the SNES Faust and Saturn cores, feel free to report about it. :)
Thank you.
-
I hope test Saturn, but how you said... the new options of threads are a little confuse for configuration...
Very Thanks!! @silmalik
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Seven possible combinations if I calculate correctly. And potentially, the best combination can be different depending on the game... Aouch!
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Hi!
I do a regression test, and all it's fine with Pcengine, Saturn and Psx. All new options of Saturn's core on default (0 - not activated).
I'm waiting for more details for these new options, i don't find too much documentation about.
Thx!
-
Hi,
Well... I guess you have missed a regression on psx horizontal centering. :angel:
That will will be fixed in a next release soon.
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I've been using your mod to play a few systems that dont otherwise have an emulator that plays well with CRTs. It's working great, especially for handheld systems. The only problem I'm having is mednafen sometimes causes the display to hang in 16 bit color depth. Is there any way to lock mednafen to 32 bit color?
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I can't see why mednafen would do such thing.
Please, can you give us some details? The platform you use, settings and also a log file would be very useful.
-
I'm using windows 7 64 and rocket launcher. I get a notification on the taskbar at launch starting that windows has changed to 16bit color depth. When the game is closed windows stays in 16 bit mode. Even launching other emulators doesn't being back 32 bit.
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Mmmmm...it happens to me too in the past and i did some actions for prevent auto change depth bit color but i don't know if it's suficient....
I remember:
* Disable aero desktop composition (i only enable it for pcsx2 and vsync purposes)
* Hide taskbar
* Disable notifications of depth color changes...
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Thank you! I'll try disabling aero. Would it have the same effect if I disabled it through the mednafen cfg file? If I totally disable it through windows xebra emulator has terrible screen tearing.
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I'm using windows 7 64 and rocket launcher. I get a notification on the taskbar at launch starting that windows has changed to 16bit color depth. When the game is closed windows stays in 16 bit mode. Even launching other emulators doesn't being back 32 bit.
To exclude any Rocketlauncher side effect, do you have same issue when launched from a basic command line ?
Have a look on the stdout.txt file in mednafen folder, we may learn something.
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I'll do some testing when can get my hands on the cabinet. Thank you!
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I have 2 autohotkey scripts for it.
DisableAero.ahk
Run, net stop uxsms, , Hide ; That way there is no cmd window.
DisableTaskbar.ahk
WinHide, ahk_class Shell_TrayWnd
WinHide, Start ahk_class Button
WinHide, ahk_class Button
SystemCursor("Off")
SystemCursor(OnOff=1) ; INIT = "I","Init"; OFF = 0,"Off"; TOGGLE = -1,"T","Toggle"; ON = others
{
static AndMask, XorMask, $, h_cursor
,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,c11,c12,c13 ; system cursors
, b1,b2,b3,--BINGO! Either that, or I was attempting to say "before" but it was too many letters to type--,b5,b6,b7,b8,b9,b10,b11,b12,b13 ; blank cursors
, h1,h2,h3,h4,h5,h6,h7,h8,h9,h10,h11,h12,h13 ; handles of default cursors
if (OnOff = "Init" or OnOff = "I" or $ = "") ; init when requested or at first call
{
$ = h ; active default cursors
VarSetCapacity( h_cursor,4444, 1 )
VarSetCapacity( AndMask, 32*4, 0xFF )
VarSetCapacity( XorMask, 32*4, 0 )
system_cursors = 32512,32513,32514,32515,32516,32642,32643,32644,32645,32646,32648,32649,32650
StringSplit c, system_cursors, `,
Loop %c0%
{
h_cursor := DllCall( "LoadCursor", "Ptr",0, "Ptr",c%A_Index% )
h%A_Index% := DllCall( "CopyImage", "Ptr",h_cursor, "UInt",2, "Int",0, "Int",0, "UInt",0 )
b%A_Index% := DllCall( "CreateCursor", "Ptr",0, "Int",0, "Int",0
, "Int",32, "Int",32, "Ptr",&AndMask, "Ptr",&XorMask )
}
}
if (OnOff = 0 or OnOff = "Off" or $ = "h" and (OnOff < 0 or OnOff = "Toggle" or OnOff = "T"))
$ = b ; use blank cursors
else
$ = h ; use the saved cursors
Loop %c0%
{
h_cursor := DllCall( "CopyImage", "Ptr",%$%%A_Index%, "UInt",2, "Int",0, "Int",0, "UInt",0 )
DllCall( "SetSystemCursor", "Ptr",h_cursor, "UInt",c%A_Index% )
}
}
Thank you! I'll try disabling aero. Would it have the same effect if I disabled it through the mednafen cfg file? If I totally disable it through windows xebra emulator has terrible screen tearing.
EDIT: Do you prefer Xebra above Mednafen for PSX? I think Mednafen it's so good....
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New version online!
The resolution switch process has been improved, far less glitches. :)
Not sure that it will work on multi screen setup. I'm interested if someone can test.
PSX horizontal centering is fixed too.
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here are the contents of stdout. I didn't see any change of color depth, but i'm not well versed on reading logs.
Starting Mednafen 1.21.3
Build information:
Compiled with gcc 4.9.4
Running with MinGW-W64 Runtime 5.0 (alpha - rev. 0) 0000-00-00
Compiled against zlib 1.2.8, running with zlib 1.2.8(flags=0x00000065)
Compiled against libiconv 15.1, running with libiconv 15.1
Compiled against SDL 2.0.8(hg-11835:f622a4457a25), running with SDL 2.0.8(hg-11835:f622a4457a25)
Running with libsndfile-1.0.28
Base directory: C:\Hyperspin\Emulators\turbografx 16\mednafen
Emulation modules: nes snes gb gba pce lynx md pcfx ngp psx ss ssfplay vb wswan sms gg snes_faust pce_fast demo cdplay
Opening lockfile...
Loading settings from "C:\Hyperspin\Emulators\turbografx 16\mednafen\mednafen.cfg"...
Loaded 7396 valid settings and 129 unknown settings.
Initializing joysticks...
ID: 0x000000000000000000010004f3ff0000 - XInput Unknown Controller
ID: 0x000000000000000000010004f3ff0001 - XInput Unknown Controller
ID: 0x000000000000000000010004f3ff0002 - XInput Unknown Controller
ID: 0x000000000000000000010004f3ff0003 - XInput Unknown Controller
Loading C:\game extracts\Final Fantasy IX (USA) (Disc 1)\Final Fantasy IX (USA) (Disc 1).cue...
Loading SBI file "C:\game extracts\Final Fantasy IX (USA) (Disc 1)\Final Fantasy IX (USA) (Disc 1).sbi"...
Error: Error opening file "C:\game extracts\Final Fantasy IX (USA) (Disc 1)\Final Fantasy IX (USA) (Disc 1).sbi": No such file or directory
CD 1 TOC:
Disc Type: 0x20 (CD-XA)
First Track: 1
Last Track: 1
Track 1, MSF: 00:02:00, LBA: 0 DATA
Leadout: 314930 DATA
Using module: psx(Sony PlayStation)
Loading override settings from "C:\Hyperspin\Emulators\turbografx 16\mednafen\psx.cfg"...
Failed: Error opening file "C:\Hyperspin\Emulators\turbografx 16\mednafen\psx.cfg": No such file or directory
Loading override settings from "C:\Hyperspin\Emulators\turbografx 16\mednafen\pgconfig\Final Fantasy IX (USA) (Disc 1).psx.cfg"...
Failed: Error opening file "C:\Hyperspin\Emulators\turbografx 16\mednafen\pgconfig\Final Fantasy IX (USA) (Disc 1).psx.cfg": No such file or directory
Emulated Disc SCEx IDs:
Disc 1: SCEA
Region: North America
Multitap on PSX Port 1: Enabled
Multitap on PSX Port 2: Enabled
Loading cheats from C:\Hyperspin\Emulators\turbografx 16\mednafen\cheats\psx.cht...
Error opening file "C:\Hyperspin\Emulators\turbografx 16\mednafen\cheats\psx.cht": No such file or directory
Initializing sound...
Using "WASAPI(Shared mode)" audio driver with SexyAL's default device selection.
Format: 16 bits(signed, 2 bytes, little-endian)
Rate: 192000
Channels: 2
Buffer size: 6144 sample frames(32.000000 ms)
Latency: 6656 sample frames(34.666667 ms)
Initializing video...
Driver: OpenGL
Display Mode: 2560 x 240 x 24 bpp @ 60Hz (Window: 2560 x 240)
Shader: none
Fullscreen: Yes
Special Scaler: None
Scanlines: Off
Destination Rectangle: X=0, Y=0, W=2560, H=240
OpenGL Implementation: ATI Technologies Inc. AMD Radeon (TM) R9 380 Series 4.5.13521 Compatibility Profile Context 24.20.11016.4
Checking extensions:
GL_ARB_texture_non_power_of_two found.
GL_ARB_sync found.
Using non-power-of-2 sized textures.
Checking maximum texture size...
Apparently it is at least: 16384 x 16384
Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
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In reply to why I chose to use xebra over mednafen psx emulator, it's due to dithering. Xebra is the only emulator I have gotten working well overall that also shows the baked in dithering from psx games.
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Looks like you are using official Mednafen build, you may obtain better support on the official forum.
Nonetheless, nothing wrong in log, Mednafen correctly set video mode you configured.
What happen if you launch a game from command line, without Rocketlauncher ?
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New version online!
The resolution switch process has been improved, far less glitches. :)
Not sure that it will work on multi screen setup. I'm interested if someone can test.
PSX horizontal centering is fixed too.
Thx! Installed and working. :applaud:
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Oops. Wrong log. I Pulled the log from the build I was using to test psx emlulation. That's embarrassing! I'll try to pull the correct log and bypass rocket launcher after work. Thanks again.
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In reply to why I chose to use xebra over mednafen psx emulator, it's due to dithering. Xebra is the only emulator I have gotten working well overall that also shows the baked in dithering from psx games.
Interesting... i didn't have a original psx for compare...but i believe Mednafen emulates dithering...
I write down to check it ;D
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Photo comparison of xebra with dithering vs mednafen without.
Edit: posted sideways..... its unbelievable to me that it's still such a struggle 25 years later to post photos on an internet forum. :laugh:
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Hi!
I have a big request for @silmalik :angel: Is it possible to include the pcfx core?
I know there are few games on it...but i want to play Chip Chap Kick game and emu4crt is far better than libretro core....
::)
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Hello psakhis,
I can study that, yes.
Do you know game titles that switch resolution and/or use interlace video mode ?
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Hello!
I only play 3 games on pc-fx: Choujin Heiki Zeroigar, Kishin Douji Zenki FX - Vajra Fight, Chip-chan Kick! and all of them mednafen libretro core switch to 256x232 for 1x.
Thx for considering this feature!
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emu4crt is far better than libretro core...
How so?
I don't think there are many games which dynamically switch the resolution on this system. The only one I can think of is Pia Carrot he Youkoso!! -- it goes from the full-motion videos at 256 x 224 to the "active" sections' 340 x 224 (or so).
Interlacing was never used on the PCFX if I recall.
-
My perception it's all emu4crt cores runs flawfless. Maybe my old i3 2100 pc it's the reason, comparative with libretro:
Sega saturn: no crackling sounds, no slowdowns, runs perfect
Psx: switch resolutions in game, runs perfect
pce/cd: maybe the most similar but i prefer mednafen joystick mapping. I can configure xbox one controller together sanwa, if it's connected runs perfect and if not isn't a problem. In libretro only 1 joystick can have hotkey button for exit, load or saves games... In others emulators (ps2, gamecube, etc.) i need to choose before emulators starts for configure it properly.
@Edit: vertical native lines are 240, but pcfx.slend (last line rendered) is set to 235 and pcfx.slstart (first line) at 4 by default.
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@Recapnation: thank you for the info
If all/most of game use 240p, official mednafen should give good results.
Benefits of the crt mod would be mainly for the OSD then.
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My pleasure.
Psakhis, I was wondering about the PCFX emulation itself -- you seemed to imply that it's better with Mednafen than with RA's core.
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I will try Mednafen at 256x240 fixed resolution and i will comment my results :)
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Mednafen 1.24.1 stable it's out with minor changes.
-
Mednafen 1.24.1 stable it's out with minor changes.
Done!
Updated with pce_fast, sms, md and pc-fx.
-
Great!!
I tested Choujin Heiki Zeroigar pcfx game and i find some problems on intro compared with libretro core. I'm using superresolution 2560.
Edit: (*) I need to config pcfx.slend = 0 239 and pcfx.slstart = 0 for solving tearing issues.
Something rare this in stdout.txt
PCFX - KING_StartFrame
PCFX - HighDotClockWidth: 1024
PCFX - fx_vce.dot_clock: 1
Src: 1024x240 - 0,0
MAIN - Super resolution to switch: 2560 x 240
VIDEO - Video_ChangeResolution - Requested video mode: 344 x 240
Video mode: FULLSCREEN
Screen index: 0
Display #0: Current display mode is 2560x240px @ 60hz.
Received: 352x240px @ 60hz
EnumDisplaySettings return: 1
EnumDisplaySettings return refresh rate: 60
ChangeDisplaySettings return: 0
VIDEO - Video_ChangeResolution completed
MAIN - End of resolution change
Src: 1024x240 - 0,0
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Thank you for the feedback.
pcfx.slend = 0 is strange, should be something like 239.
I will look at this.
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I'm seeing issues with changing resolution with the latest version 1.24.1 A11. The preceding A10 version works fine.
Symptoms as follows:
- Super resolution enabled, progressive and interlaced super NTSC modes added via vmmaker.
- Changes to 2560x480 mode works fine for boot screen
- Attempts to change to 2560x240 for game. Actually changes to 640x480 instead
This all works fine with the preceding A10 version.
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Hi, thank you for the report.
Using PSX module I guess ?
I will check this.
-
Sorry, yes using PSX.
-
Hi,
A12 revision is online, fix for super resolution switch and PCFX scaling issues.
-
Thank you! PCFX it's working perfect now! :applaud: :applaud:
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Thank you! PCFX it's working perfect now! :applaud: :applaud:
You're welcome
Pretty weird system, full of weird games :)
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Hi,
A12 revision is online, fix for super resolution switch and PCFX scaling issues.
Just registered here to say: Thank you!
I'm using super resolutions for Sega Saturn emulation and switching works great.
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Hi jfroco, I'm glad to read this.
And welcome! :cheers:
-
In case anyone care, I tested the automatic resolution switching in this video: https://youtu.be/KCbEr3ncv3o (sorry for the quality) - Sega Saturn Thunder Force V.
Hi jfroco, I'm glad to read this.
And welcome! :cheers:
Thank you again.. just a couple of questions
- In Sega Genesis - Sonic The Hedgehog 2 in the two players competition mode the resolution should change to 480i, but it is not switching (I'm using super resolutions). I read here that Sega Genesis is not supported, but in the documentation the Sega Genesis is listed as a supported system.
- Is it possible to get the source files? I can't find them in github.
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Mednafen Sega Genesis emulation it's still experimental, i recommend you libretro core Genesis Plus GX, it's working fine with switchres.
I know... it's a shame, for me there is nothing better than Groovymame and emu4crt forks but...
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- In Sega Genesis - Sonic The Hedgehog 2 in the two players competition mode the resolution should change to 480i, but it is not switching (I'm using super resolutions). I read here that Sega Genesis is not supported, but in the documentation the Sega Genesis is listed as a supported system.
- Is it possible to get the source files? I can't find them in github.
Sonic 2: there is a switch when I test on my setup. But a scaling issue remains in interlaced MD games... there is something to fix obviously.
Best result is with those options:
video.blit_timesync 0
video.deinterlacer bob
I provide the patch to apply on official sources so you can have a look.
psakhis is right, Genesis core is experimental and lacks Sega CD and 32X, the best option is Retroarch with Genesis Plus GX.
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Hello,
First, thanks a lots for emu4crt : it's great! :applaud:
In my cab, I use it with Attract Mode to launch PlayStation games.
mednafen.cfg is unchanged since emu4crt create it at first launch.
However, I have a psx.cfg file and, sometimes, a specific game config file for specifics controls.
Japan and US games are perfect but with Europeans games, I have resolution problems :
"Reverting to windowed mode because no modes big enough for 2560x576."
I'm not comfortable with super resolutions but I think I made everything correct.
Do I miss something?
Thanks for your help
JMD
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Hi, if you don't want super resolutions, this needs to change in your psx.cfg, i think "native" it's the value you looking for.
video.resolution_switch super
EDIT: with "super" setup you must have this modeline in your system. Verify with vmmaker do you have 2560x288@50 and 2560x576@50 modes.
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Bonjour JMD,
Thanks for all the details you have provided.
I think psakhis is right :cheers: Check VMMaker for the missing resolutions.
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Thanks, the problem was the one you indicated psakhis !
I added the resolutions to the vmmaker "user_modes - super.ini" file and used it as "user video mode list" then generate/Install modes.
Now everything works fine :)
Thank you very much for your help and sorry because everything was explained on the github. Easy now that I understand my error !
JMD
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Hi,
A12 revision is online, fix for super resolution switch and PCFX scaling issues.
Thank you, I confirm that the super resolution issue I reported is resolved.
-
Hi
I know this is not 100% related to the topic but I'm trying to use a modified version of your patch and I want to ask something.
I'm using a 31khz CRT monitor with groovymame and configured it to double every resolution, something like this
SwitchRes: [gng] (1) horizontal (256x224@59.590000)->(512x448@59.590000)
SwitchRes: [sfiii3n] (1) horizontal (384x224@59.599491)->(768x448@59.599491)
SwitchRes: [mk] (1) horizontal (400x254@54.706841)->(800x508@54.706841)
So now I want to do the same thing with mednafen. I've downloaded your patch and changed those 2 lines
+ // SLK
+ if(MDFN_GetSettingB("pce.arcadecard"))
+ {
+ resolution_to_change_w = 512;
+ resolution_to_change_h = 480;
+ resolution_to_change = true;
+ }
+ // SLK
Compiled it without trouble. Now if I try to load a pcengine game, resolution changes as expected, but image is shrinked to 240 lines...
This is the output
### VIDEO Native resolution init - set to 512x480
Driver: OpenGL
Display Mode: 512 x 480 x 24 bpp @ 60Hz (Window: 512 x 480)
Shader: none
Fullscreen: Yes
Special Scaler: None
Scanlines: Off
Destination Rectangle: X=0, Y=0, W=512, H=480
And here you can see the resulting image (windowed version, fullscreen is the same)
https://pasteboard.co/J5VMs9K.png
Is there anything I can do to fix this or am I wasting my time?
Thanks in advance
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Hello ronbin,
You did right on the first step, well done! Next is to adjust the destination Rect to cover the screen, before blitting.
Sure, it's possible, but I can't tell you how at the moment exactly, need some work.
The mod currently disables stretch/resize rules of native mednafen to apply its own method.
Options can be modifying this method or re-active default stretching options.
You can try to follow the ".stretch" video option in src/drivers/video.cpp.
Another option is to wait, 31kHz is on the plan. :)
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You can try to follow the ".stretch" video option in src/drivers/video.cpp.
OK I'll have a look
Another option is to wait, 31kHz is on the plan. :)
Really? Those are great news! Thanks for your good work.
-
Hi,
New version released, aligned with Mednafen update and MD interlaced mode fixed.
-
Thank you so much! :cheers:
-
New version aligned on latest Mednafen release.
-
I'm having trouble with getting a pixel perfect image on my setup. When I run FFVII with psx.correct_aspect_ratio 0, the scaling is correct, but the image is way off center. If I run psx.correct_aspect_ratio 1, the image is centered, but I get scaling artifacts (The "O" in SLOT 1, SLOT 2 is too wide on the save game select screen for example). Hope it's an easy fix! I've been banging my head against a wall for 5 years trying to get the mednafen psx libretro core to be pixel perfect in RA on my 15khz CRT—and it never is. Finally said you know what it's time to look outside RA. emu4crt is as close as I've gotten!
-
I'm having trouble with getting a pixel perfect image on my setup. When I run FFVII with psx.correct_aspect_ratio 0, the scaling is correct, but the image is way off center. If I run psx.correct_aspect_ratio 1, the image is centered, but I get scaling artifacts (The "O" in SLOT 1, SLOT 2 is too wide on the save game select screen for example). Hope it's an easy fix! I've been banging my head against a wall for 5 years trying to get the mednafen psx libretro core to be pixel perfect in RA on my 15khz CRT—and it never is. Finally said you know what it's time to look outside RA. emu4crt is as close as I've gotten!
Try with superresolution, it seems only happens with native.
video.resolution_switch super
@Silmalik, i have noticed some differences on 1.24.3 vs 1.24.1.
In 1.24.3, for example in saturn with ss.correct_aspect 0 does not fill screen and with 1.24.1 it does...
In log i see:
MAIN - GameLoop - Game resolution change to 320x240, current game resolution: 0x0
Initializing video...
VIDEO - Video_Sync - Output video resolution swithing: ON
VIDEO - Video_Sync - apply SUPER resolution settings - set to 2560x240
VIDEO - Video_sync - screen dest: 2560x240 - 0,0
If you need a picture i can attach some examples.
Thanks!!
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Try with superresolution, it seems only happens with native.
video.resolution_switch super
Using super resolutions aren't ideal because it would homogenize the horizontal width differences I'm able to achieve with individual native modelines. i.e. how wide is the PSX's 320x240 on a CRT vs. how wide is the 368x240 mode. If I'm mistaken about this lmk.
-
Hi,
Correct_aspect_ration should be kept to 0, the screen do the correction by himself (kind of).
Some distortion when enabled is expect. So, we have horizontal centering issue then.
Do you have similar issue with other games ?
@psakhis thank you for the support :)
About the ss issue, this might be related to some change made recently on official release, I will check that too if I can reproduce. Feel free to list some games if it doesn't impact all.
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I attach bios example
-
Hi,
Correct_aspect_ration should be kept to 0, the screen do the correction by himself (kind of).
Some distortion when enabled is expect. So, we have horizontal centering issue then.
Do you have similar issue with other games ?
Yes, I tried FFIX at native res, correct_aspect 0 and it's off center, horizontally.
-
Hello,
I tried your mednafen's mod and i'm very impressed by the result !
It's my new way to go emulator for psx and saturn.
I tried a bunch of psx games (ntsc and pal) and all was perfect until i tried FF9 pal. I always get stuck on a black screen after the playstation red logo.
Ntsc version doesn't have this problem. I tried other pal iso of FF9 and i always get the same result, either native or super resolution.
For now it's the only game i can't launch.
Also, as screamingtrees, if set correct_aspect 0, i always get display to be off center horizontally. With correct_aspect 1, no problem.
Do you have an idea about what's happening with FF9 pal ?
-
Hi Dalba,
Your FF9 issue is probably related to copy protection.
Mednafen requires .sbi files along the untouched (not already cracked) iso files.
Sorry for off-center issue, will be fixed in the next release, in some weeks I'm afraid.
-
Thank you for your help !
I wasn't aware of SBI file... Everything is OK now.
-
**EDIT - I was just installing it wrong, I had it set to "super" resolution in the cfg file but did not actually install the super resolutions from github, it's working now, thanks!
Hi all,
I am trying to get this to work on my 15 GHz arcade monitor and cannot figure it out yet and was hoping to get some help.
I've replaced the mednafen exe with the emu4crt exe
I've tried to edit the mednanfen cfg file to have the option for Video resolution switch (0, native or super) to be both native and super.
video.resolution_switch native
When I try the "super" config option: I get a black screen with white font up at the top and a purple swirl graphic. It doesn't look like it's losing sync but its not playing the game
When I try the "native" config option: I just get a blank screen, but does not seem like I'm losing sync
I've installed the below modes in VMM:
## Desktop ##
640 x 484 @ 60.000000 desktop
## Redream ##
640 x 240 @ 60.000000 redream
720 x 480 @ 59.940000 redream
## Super resolutions ##
320 x 240 @ 60.000000 super
2560 x 240 @ 60.000000 super
2560 x 248 @ 60.000000 super
2560 x 256 @ 60.000000 super
2560 x 264 @ 60.000000 super
2560 x 272 @ 60.000000 super
2560 x 280 @ 60.000000 super
2560 x 288 @ 60.000000 super
2560 x 296 @ 60.000000 super
2560 x 304 @ 60.000000 super
2560 x 320 @ 60.000000 super
2560 x 336 @ 60.000000 super
2560 x 344 @ 60.000000 super
2560 x 352 @ 60.000000 super
2560 x 360 @ 60.000000 super
2560 x 368 @ 60.000000 super
2560 x 376 @ 60.000000 super
2560 x 384 @ 60.000000 super
2560 x 392 @ 60.000000 super
2560 x 400 @ 60.000000 super
2560 x 416 @ 60.000000 super
2560 x 432 @ 60.000000 super
2560 x 448 @ 60.000000 super
2560 x 464 @ 60.000000 super
2560 x 480 @ 60.000000 super
2560 x 496 @ 60.000000 super
2560 x 512 @ 59.000000 super
2560 x 544 @ 55.000000 super
2560 x 560 @ 54.000000 super
2560 x 768 @ 60.000000 super
2560 x 800 @ 60.000000 super
2560 x 192 @ 60.000000 retroarch
2560 x 200 @ 60.000000 retroarch
2560 x 240 @ 60.000000 retroarch
2560 x 224 @ 60.000000 retroarch
2560 x 237 @ 60.000000 retroarch
2560 x 256 @ 50.000000 retroarch
2560 x 254 @ 55.000000 retroarch
2560 x 448 @ 60.000000 retroarch
2560 x 480 @ 60.000000 retroarch
320 x 240 @ 60.000000 retroarch
720 x 480 @ 59.940000 retroarch
720 x 480 @ 60.000000 retroarch
640 x 240 @ 60.000000 NTSCp
512 x 240 @ 60.000000 NTSCp
368 x 240 @ 60.000000 NTSCp
320 x 240 @ 60.000000 NTSCp
256 x 240 @ 60.000000 NTSCp
640 x 480 @ 60.000000 NTSCi
512 x 480 @ 60.000000 NTSCi
368 x 480 @ 60.000000 NTSCi
320 x 480 @ 60.000000 NTSCi
256 x 480 @ 60.000000 NTSCi
640 x 288 @ 50.000000 PALp
512 x 288 @ 50.000000 PALp
368 x 288 @ 50.000000 PALp
320 x 288 @ 50.000000 PALp
256 x 288 @ 50.000000 PALp
640 x 576 @ 50.000000 PALi
512 x 576 @ 50.000000 PALi
368 x 576 @ 50.000000 PALi
320 x 576 @ 50.000000 PALi
256 x 576 @ 50.000000 PALi
352 x 240 @ 60.000000 SaturnNTSCp
704 x 240 @ 60.000000 SaturnNTSCp
352 x 480 @ 60.000000 SaturnNTSCi
704 x 480 @ 60.000000 SaturnNTSCi
352 x 288 @ 50.000000 SaturnPALp
704 x 288 @ 50.000000 SaturnPALp
352 x 576 @ 50.000000 SaturnPALi
704 x 576 @ 50.000000 SaturnPALi
-
Hello,
Do you plan to update emu4crt to the latest 1.25 unstable or do you prefer to wait for a future version ?
-
Hi Dalba,
Yes, I have no concerns with Mednafen beta releases, I just miss some time to invest into the project at the moment.
-
Hi Dalba,
Yes, I have no concerns with Mednafen beta releases, I just miss some time to invest into the project at the moment.
I understand, no problem ! I think it's sad that your work is not integrated by default in current release of mednafen ! For an emulator looking for accuracy, what you have done is what create a big difference when you look for this way !
-
Hi,
Update to latest Mednafen release 1.26.0 UNSTABLE.
-
Hi,
Update to latest Mednafen release 1.26.0 UNSTABLE.
Thank you for this ! ^-^
-
Hi,
Update to latest Mednafen release 1.26.0 UNSTABLE.
Thank you for this ! ^-^
Update to 1.26.1 is available! :)
-
Update to 1.26.1 is available! :)
Thx! I notice the same diferent H Overscan differences vs 1.24.1 version, it seems disabled in newer versions.
I attach two logs from Astal on Sega Saturn.
PD: On native resolution, H Overscan works well on 1.26.1 too. Only "fails" with super resolutions.
-
Well, unfortunately, the logs are not great help in this case.
I can reproduce something: the image is correctly centered but there are some vertical black bars around, is this your symptom ?
-
Well, unfortunately, the logs are not great help in this case.
I can reproduce something: the image is correctly centered but there are some vertical black bars around, is this your symptom ?
Exactly, this it's the "problem", i see black bars around with all versions upgraded from 1.24.1, always with super resolutions.
-
Ok, I will have a look at this.
-
Just stumbled upon this project. Is there any advantage to using this emu vs retroarch?
-
Just stumbled upon this project. Is there any advantage to using this emu vs retroarch?
These are my reasons:
- Best emulator for PS1 and Saturn (retroarch cores are good but are that...ports)
- Less pc requeriments (my i3 2100 performs good to much better than retroarch for Saturn)
- emu4crt change resolutions on the fly, some games need this feature (emulating PS1 for example)
- Joystick mapping it's better (you can configure simultaneous 2 joysticks for the same player) I connect xbox wireless gamepad for analog joysticks for some PS1 games sometimes
-
Those are all great reasons. Joystick mapping really is confusing as hell on retroarch and it took me a long time to get it set up.
Changing resolutions on the fly is something retroarch can do as well though. It switches seamlessly to interlaced when playing Sonic 2 - 2 Player mode on the genesis for example or for PS1 games/Saturn.
-
PSX native resolution is still off-center with the latest release (1.26.1). Correct aspect ratio set to 0.
-
Horizontal centering I guess, I will take care of this in a next release.
-
Hi @silmalik,
I just applied your patch to 1.27.1 stable version. Thx! :notworthy:
mednafen-1.27.1-emu4crt-A14-win64.zip (https://drive.google.com/file/d/1P5YDNNQT7nQH6EJ84aOqRDO-u6GrquRV/view?usp=sharing)
mednafen-1.27.1-emu4crt-A14.patch (https://drive.google.com/file/d/1EhKvAkekosa8h7nybyuaaOfVn1zfvSsQ/view?usp=sharing)
-
Hi psakhis,
Very good job, thank you! :cheers:
-
Hi @silmalik,
I just applied your patch to 1.27.1 stable version. Thx! :notworthy:
mednafen-1.27.1-emu4crt-A14-win64.zip (https://drive.google.com/file/d/1P5YDNNQT7nQH6EJ84aOqRDO-u6GrquRV/view?usp=sharing)
mednafen-1.27.1-emu4crt-A14.patch (https://drive.google.com/file/d/1EhKvAkekosa8h7nybyuaaOfVn1zfvSsQ/view?usp=sharing)
I test all the refresh is 60hz?not match the ture console
and 1.26.1 is no problem
-
I test all the refresh is 60hz?not match the ture console
and 1.26.1 is no problem
I can't see any difference on logs. Are you using native or super resolutions?
Checking stdout log with super resolution on a nintendo nes system.
MAIN - GameLoop - Game resolution change to 256x240, current game resolution: 0x0
Initializing video...
VIDEO - Video_Sync - Output video resolution swithing: ON
VIDEO - Video_Sync - apply SUPER resolution settings - set to 2560x240
VIDEO - Video_sync - screen dest: 2560x240 - 0,0
Driver: OpenGL
Display Mode: 2560 x 240 x 24 bpp @ 60Hz (Window: 2560 x 240)
-
Hi,
I like too much this emulator and chd format so i patched to work with Sega Saturn and Sony PSX.
Files
Executable https://drive.google.com/file/d/1brfaZtpYjCLAamAJ_tafX7AtavWknICu/view?usp=sharing (https://drive.google.com/file/d/1brfaZtpYjCLAamAJ_tafX7AtavWknICu/view?usp=sharing)
Patch https://drive.google.com/file/d/1jdaHS7vvHP3OBjGDXfIWVgM32rghLF_5/view?usp=sharing (https://drive.google.com/file/d/1jdaHS7vvHP3OBjGDXfIWVgM32rghLF_5/view?usp=sharing)
Src https://drive.google.com/file/d/10Nbs_r67cA-x6m-VbQ4LPyCguZnrD1O-/view?usp=sharing (https://drive.google.com/file/d/10Nbs_r67cA-x6m-VbQ4LPyCguZnrD1O-/view?usp=sharing)
-
Wait wait wait ... Are you saying you've added CHD support to emu4crt ?
-
Hi,
I like too much this emulator and chd format so i patched to work with Sega Saturn and Sony PSX.
Files
Executable https://drive.google.com/file/d/1brfaZtpYjCLAamAJ_tafX7AtavWknICu/view?usp=sharing (https://drive.google.com/file/d/1brfaZtpYjCLAamAJ_tafX7AtavWknICu/view?usp=sharing)
Patch https://drive.google.com/file/d/1jdaHS7vvHP3OBjGDXfIWVgM32rghLF_5/view?usp=sharing (https://drive.google.com/file/d/1jdaHS7vvHP3OBjGDXfIWVgM32rghLF_5/view?usp=sharing)
Src https://drive.google.com/file/d/10Nbs_r67cA-x6m-VbQ4LPyCguZnrD1O-/view?usp=sharing (https://drive.google.com/file/d/10Nbs_r67cA-x6m-VbQ4LPyCguZnrD1O-/view?usp=sharing)
Been waiting for this day to come, thank you, thank you, thank you!!
Just tried and works perfectly!
-
I tried with PCengineCD but not worked, seems a little more complex. For now i leave it. :badmood:
Wait wait wait ... Are you saying you've added CHD support to emu4crt ?
Yes, but only for Saturn and PSX...i'm poorly trained with c compiler nowadays.
-
You should join the groovyarcade discord ;)
-
Finally working PSX, Saturn, PCECD and PCFX. For PCECD and PCFX i have needed some hacking to find magicCD, if anyone detects any problems let me know.
Binary https://drive.google.com/file/d/1Ou763f0DxNhx-KBbwAwIg3sOtageJdXB/view?usp=sharing (https://drive.google.com/file/d/1Ou763f0DxNhx-KBbwAwIg3sOtageJdXB/view?usp=sharing)
Patch https://drive.google.com/file/d/186pxVoWum9p8gmNP4ytEseIxlMLppwAr/view?usp=sharing (https://drive.google.com/file/d/186pxVoWum9p8gmNP4ytEseIxlMLppwAr/view?usp=sharing)
Src https://drive.google.com/file/d/1ZTg0fd587Uc2p1rbxzfPKsyXWHxdUMfY/view?usp=sharing (https://drive.google.com/file/d/1ZTg0fd587Uc2p1rbxzfPKsyXWHxdUMfY/view?usp=sharing)
-
I test all the refresh is 60hz?not match the ture console
and 1.26.1 is no problem
I can't see any difference on logs. Are you using native or super resolutions?
Checking stdout log with super resolution on a nintendo nes system.
MAIN - GameLoop - Game resolution change to 256x240, current game resolution: 0x0
Initializing video...
VIDEO - Video_Sync - Output video resolution swithing: ON
VIDEO - Video_Sync - apply SUPER resolution settings - set to 2560x240
VIDEO - Video_sync - screen dest: 2560x240 - 0,0
Driver: OpenGL
Display Mode: 2560 x 240 x 24 bpp @ 60Hz (Window: 2560 x 240)
I know why
"synchronize opengl page flips tovertical retrace period" must enabled
-
If some reckless wants to try the unstable 1.28... >:D
emu4crt changes:
- video.resolution_switch switchres: new SR2 option (switchres.ini) added to native or super options. With this new option is not required install modelines. Video refresh should be more accurate.
- sbi files implemented with CHD format
- psx.correct_aspect 0 will be centered with native or switchres options
- psx bios freq updated pal vs ntsc
-
Updated A17 with minor bugfix on chd format for turbografx-cd offsets with some games with audio tracks.
Win64 binary https://drive.google.com/file/d/1bgBloSAhdb3cxea-pKk7AmFDYvEAvwl1/view?usp=sharing (https://drive.google.com/file/d/1bgBloSAhdb3cxea-pKk7AmFDYvEAvwl1/view?usp=sharing)
Src https://drive.google.com/file/d/1QjoRd1pgs3YVz4WgXyYyFYjaLZUQpmZo/view?usp=sharing (https://drive.google.com/file/d/1QjoRd1pgs3YVz4WgXyYyFYjaLZUQpmZo/view?usp=sharing)
All patch to 1.28-UNSTABLE src https://drive.google.com/file/d/1rKUNSxR9EpnDsD1cnvoX6iXdK-ZQXLJH/view?usp=sharing (https://drive.google.com/file/d/1rKUNSxR9EpnDsD1cnvoX6iXdK-ZQXLJH/view?usp=sharing)
CHD patch only to 1.28-UNSTABLE src https://drive.google.com/file/d/1F_z-feWitiIFCXuUcp9xb9WsbJYt9Qa5/view?usp=sharing (https://drive.google.com/file/d/1F_z-feWitiIFCXuUcp9xb9WsbJYt9Qa5/view?usp=sharing)
-
Hi,
Mednafen-emu4crt 1.29 is out!
Changes A18 revision:
- Updated libswitchres to mainstream 2.002g
- Fix window area when systems with 224p not displays overscan (.slend - .slstart < 240)
- Some minor fixes to "switchres" option for video.resolution_switch
Win64 build https://drive.google.com/file/d/11GQ_w4ellegDHkWBHWSQLwpbihE12KE7/view?usp=sharing (https://drive.google.com/file/d/11GQ_w4ellegDHkWBHWSQLwpbihE12KE7/view?usp=sharing)
Source https://drive.google.com/file/d/14oIOeJTX2UZzZMABqx3b_glnRHv_qisf/view?usp=sharing (https://drive.google.com/file/d/14oIOeJTX2UZzZMABqx3b_glnRHv_qisf/view?usp=sharing)
-
its all ok paly megadrive with "native"or"super",but in "switchres",the screen its wrong
"Fix window area when systems with 224p not displays overscan" maybe no effect with "switchres" mode
-
its all ok paly megadrive with "native"or"super",but in "switchres",the screen its wrong
"Fix window area when systems with 224p not displays overscan" maybe no effect with "switchres" mode
Thx for your feedback. Megadrive is the only core i didn't tested. I will test soon!
-
its all ok paly megadrive with "native"or"super",but in "switchres",the screen its wrong
"Fix window area when systems with 224p not displays overscan" maybe no effect with "switchres" mode
Thx for your feedback. Megadrive is the only core i didn't tested. I will test soon!
Looks like you are the one keeping this updated these days. Would you consider open up a github page?
-
Hi,
Mednafen-emu4crt 1.29 is out!
Changes A18 revision:
- Updated libswitchres to mainstream 2.002g
- Fix window area when systems with 224p not displays overscan (.slend - .slstart < 240)
- Some minor fixes to "switchres" option for video.resolution_switch
Win64 build https://drive.google.com/file/d/11GQ_w4ellegDHkWBHWSQLwpbihE12KE7/view?usp=sharing (https://drive.google.com/file/d/11GQ_w4ellegDHkWBHWSQLwpbihE12KE7/view?usp=sharing)
Source https://drive.google.com/file/d/14oIOeJTX2UZzZMABqx3b_glnRHv_qisf/view?usp=sharing (https://drive.google.com/file/d/14oIOeJTX2UZzZMABqx3b_glnRHv_qisf/view?usp=sharing)
Great job, thank you!
Would you be able to update beetle saturn?
-
Looks like you are the one keeping this updated these days. Would you consider open up a github page?
Yes, i'm currently testing fix for paly megadrive resolution and i will upload revision to a github with a purpose of a merge with @Silmalik (the father of this great project).
EDIT: I believe it's fixed: https://drive.google.com/file/d/1U8e8yXF-jYZS946onQ0q24BYIZj8lJaU/view?usp=sharing (https://drive.google.com/file/d/1U8e8yXF-jYZS946onQ0q24BYIZj8lJaU/view?usp=sharing)
* PAL resolutions windows area
* PAL correct freqs --> Mastersystem to 49.701459 / Snes to 50.007
-
Great job, thank you!
Would you be able to update beetle saturn?
Are you talking about libretro core? I'm not using this core on RA.
-
thx,all fine with megadrive
-
palystation have wrong picture with "native"or"super".
native mode, sony logo is 480p?my monitor cant show;super mode,the logo is 480i all right.they both have the same game wrong picture
1.27 is all ok
-
Great job, thank you!
Would you be able to update beetle saturn?
Are you talking about libretro core? I'm not using this core on RA.
yes, talking about libretro core.
it hasn't been updated for more than 2 years, and that's a shame :(
-
palystation have wrong picture with "native"or"super".
native mode, sony logo is 480p?my monitor cant show;super mode,the logo is 480i all right.they both have the same game wrong picture
1.27 is all ok
Ok thx for your feedback. I will check legacy "native" or "super" options. I tested switchres more.
EDIT: Can you test this fix? https://drive.google.com/file/d/1NPRyTart6HEtY32srgGPzG-c1PqIHkZu/view?usp=sharing (https://drive.google.com/file/d/1NPRyTart6HEtY32srgGPzG-c1PqIHkZu/view?usp=sharing) THX
-
Great job, thank you!
Would you be able to update beetle saturn?
Are you talking about libretro core? I'm not using this core on RA.
yes, talking about libretro core.
it hasn't been updated for more than 2 years, and that's a shame :(
Yes, but Mednafen Saturn are better on terms of accuracy and performance.
-
its all ok paly megadrive with "native"or"super",but in "switchres",the screen its wrong
"Fix window area when systems with 224p not displays overscan" maybe no effect with "switchres" mode
Thx for your feedback. Megadrive is the only core i didn't tested. I will test soon!
Looks like you are the one keeping this updated these days. Would you consider open up a github page?
Github created ;)
https://github.com/psakhis/emu4crt (https://github.com/psakhis/emu4crt)
-
Great job, thank you!
Would you be able to update beetle saturn?
Are you talking about libretro core? I'm not using this core on RA.
yes, talking about libretro core.
it hasn't been updated for more than 2 years, and that's a shame :(
Yes, but Mednafen Saturn are better on terms of accuracy and performance.
just because beetle hasn't been updated ;)
-
Not only Beetle Saturn. PC-Engine or Beetle Psx as well. Libretro cores are ports of this original emulator.
-
Not only Beetle Saturn. PC-Engine or Beetle Psx as well. Libretro cores are ports of this original emulator.
beetle psx is quite updated, while beetle saturn is still at version 1.22 :(
-
palystation have wrong picture with "native"or"super".
native mode, sony logo is 480p?my monitor cant show;super mode,the logo is 480i all right.they both have the same game wrong picture
1.27 is all ok
Ok thx for your feedback. I will check legacy "native" or "super" options. I tested switchres more.
EDIT: Can you test this fix? https://drive.google.com/file/d/1NPRyTart6HEtY32srgGPzG-c1PqIHkZu/view?usp=sharing (https://drive.google.com/file/d/1NPRyTart6HEtY32srgGPzG-c1PqIHkZu/view?usp=sharing) THX
native and super is fine in playstation
but switchres mode,sony logo cant shown on my monitor,and is ok by previous version
-
palystation have wrong picture with "native"or"super".
native mode, sony logo is 480p?my monitor cant show;super mode,the logo is 480i all right.they both have the same game wrong picture
1.27 is all ok
Ok thx for your feedback. I will check legacy "native" or "super" options. I tested switchres more.
EDIT: Can you test this fix? https://drive.google.com/file/d/1NPRyTart6HEtY32srgGPzG-c1PqIHkZu/view?usp=sharing (https://drive.google.com/file/d/1NPRyTart6HEtY32srgGPzG-c1PqIHkZu/view?usp=sharing) THX
native and super is fine in playstation
but switchres mode,sony logo cant shown on my monitor,and is ok by previous version
Can you attach stdout.txt and switchres.ini? Thx!
-
palystation have wrong picture with "native"or"super".
native mode, sony logo is 480p?my monitor cant show;super mode,the logo is 480i all right.they both have the same game wrong picture
1.27 is all ok
Ok thx for your feedback. I will check legacy "native" or "super" options. I tested switchres more.
EDIT: Can you test this fix? https://drive.google.com/file/d/1NPRyTart6HEtY32srgGPzG-c1PqIHkZu/view?usp=sharing (https://drive.google.com/file/d/1NPRyTart6HEtY32srgGPzG-c1PqIHkZu/view?usp=sharing) THX
native and super is fine in playstation
but switchres mode,sony logo cant shown on my monitor,and is ok by previous version
Can you attach stdout.txt and switchres.ini? Thx!
test game is Valkyrie Profile,its title is 480i,ok
in the game's Prologue,its 240p,ok
after that its a movie ,480i,wrong,as same as sony logo,i think switchres wrong to 480p,and my monitor cant show
this game tested all ok played in Groovymame 0.239 - Switchres 2.002g
-
palystation have wrong picture with "native"or"super".
native mode, sony logo is 480p?my monitor cant show;super mode,the logo is 480i all right.they both have the same game wrong picture
1.27 is all ok
Ok thx for your feedback. I will check legacy "native" or "super" options. I tested switchres more.
EDIT: Can you test this fix? https://drive.google.com/file/d/1NPRyTart6HEtY32srgGPzG-c1PqIHkZu/view?usp=sharing (https://drive.google.com/file/d/1NPRyTart6HEtY32srgGPzG-c1PqIHkZu/view?usp=sharing) THX
native and super is fine in playstation
but switchres mode,sony logo cant shown on my monitor,and is ok by previous version
Can you attach stdout.txt and switchres.ini? Thx!
test game is Valkyrie Profile,its title is 480i,ok
in the game's Prologue,its 240p,ok
after that its a movie ,480i,wrong,as same as sony logo,i think switchres wrong to 480p,and my monitor cant show
i change switchres.ini
modeline_generation 0
the movie in Prologue is ok.its 512x480i.and when resolution switch,glitches have less time.
sony logo also cant show
-
i change switchres.ini
modeline_generation 0
the movie in Prologue is ok.its 512x480i.and when resolution switch,glitches have less time.
sony logo also cant show
You can try beta release https://github.com/psakhis/emu4crt/releases/download/1.29-A18.1/emu4crt-1.29-A18.1-win64.7z (https://github.com/psakhis/emu4crt/releases/download/1.29-A18.1/emu4crt-1.29-A18.1-win64.7z)
* Horizontal cropping for super resolutions are fixed.
* Optimize changes with super resolutions and scales.
In your stdout.txt, switchres are trying to switch to 1280x0 resolutions because modeline_generation is set to 0. I recommend go with super resolutions "user_mode 2560x0" on switchres.ini or set modeline_generation to 1.
-
its all ok paly megadrive with "native"or"super",but in "switchres",the screen its wrong
"Fix window area when systems with 224p not displays overscan" maybe no effect with "switchres" mode
Thx for your feedback. Megadrive is the only core i didn't tested. I will test soon!
Looks like you are the one keeping this updated these days. Would you consider open up a github page?
Github created ;)
https://github.com/psakhis/emu4crt (https://github.com/psakhis/emu4crt)
Instant bookmark! Thanks! :cheers:
-
ok, "user_mode 2560x0" to use switchres
-
1.29.A18-3 is out.
https://github.com/psakhis/emu4crt/releases/tag/1.29-A18.3 (https://github.com/psakhis/emu4crt/releases/tag/1.29-A18.3)
Changes
* Improve performance switching resolutions (Xorg/KMS backends/W64)
* Switches on a separate thread with blitting video affinity cpu (affinity.emu 1 and affinity.video 2 recommended)
* Fixed change resolution when load states
-
1.29-A18.4 is a pre-release, only added a psx.pal60 option, no more changes.
https://github.com/psakhis/emu4crt/releases (https://github.com/psakhis/emu4crt/releases)
Added psx.pal60 option hack for enable 60fps on PSX PAL Games.
psx.pal60 0 (disabled-default)
psx.pal60 1 (enabled)
-
1.29-A18.5 release is out.
https://github.com/psakhis/emu4crt/releases (https://github.com/psakhis/emu4crt/releases)
changelog
Added psx.pal60 hack for enable 60fps on PSX PAL Games.
- psx.pal60 0 (disabled-default)
- psx.pal60 1 (enabled)
Added psx.cdspeed hack for cdspeed multiplier
- psx.cdspeed 1 (by default at native 2x)
Added game boy advance resolution (240x240@59.71)
Some video clean ups (KMS,X,W64)
On video.resolution_switch switchres now you can override switchres.ini per-system and per-game, for example
- psx.switchres.ini in your base config path
- simpsons.psx.swithres.ini in your pgconfig path
-
gba is not centered.edit gba.switchres.ini,change user mode 240x192 is the same.
-
gba is not centered.edit gba.switchres.ini,change user mode 240x192 is the same.
I tested on Linux KMS/X and it's centered but not in Windows. Thank you for your feedback, i will try to fix it.
EDIT: Download again, you are right. In windows was broken. https://github.com/psakhis/emu4crt/releases/download/1.29-A18.5/emu4crt-1.29-A18-5-win64.7z (https://github.com/psakhis/emu4crt/releases/download/1.29-A18.5/emu4crt-1.29-A18-5-win64.7z)
-
now I get a pc 31k monitor.
thats trouble with 1.29-A18.5.1.its not 240p when use native mode,or use switchres mode with "user_mode auto".
and ok with super mode,or use switchres mode with "user_mode 2560x0"
I test all mode ok with emu4crt 1.29-A18 .sorry,only MD is OK,oh,PS,SS is also OK.other is same as A18.5.1
Maybe below 320X* is wrong?
-
now I get a pc 31k monitor.
thats trouble with 1.29-A18.5.1.its not 240p when use native mode,or use switchres mode with "user_mode auto".
and ok with super mode,or use switchres mode with "user_mode 2560x0"
I test all mode ok with emu4crt 1.29-A18 .sorry,only MD is OK,oh,PS,SS is also OK.other is same as A18.5.1
Maybe below 320X* is wrong?
Hi, i don't have a pc crt for testing. Do you have a stdout.txt with 1.29-A18? I can't see any error on log, 256x240@120hz isn't working in your screen?
EDIT: Probably, i will need implement BFI for this purpose.. otherwise 480p with software scanlines are better for blur
-
MD is OK,SFC is wrong
-
@reeone, so fails always when X is less than 320? For your image, seems no switches and stays to 1024x768.
In last emu4crt version, if you scale X = 2, for example user_auto 512x0, it works? If this resolution works, attach me this log.
Thx
-
@reeone, so fails always when X is less than 320? For your image, seems no switches and stays to 1024x768.
In last emu4crt version, if you scale X = 2, for example user_auto 512x0, it works? If this resolution works, attach me this log.
Thx
no work with 512x0,any system
-
@reeone, so fails always when X is less than 320? For your image, seems no switches and stays to 1024x768.
In last emu4crt version, if you scale X = 2, for example user_auto 512x0, it works? If this resolution works, attach me this log.
Thx
no work with 512x0,any system
I will purchase a pc crt for test it. It's very rare than 2560x0 works and not this native...log seems fine. Can you see any switch resolution?
-
something different between md and sfc,
set_desktop_mode: \\.\DISPLAY1 (256x240@120) flags(0)
sr_switch_to_mode: successfully switched to 256x240@119.845482
not include in stdout sfc
-
something different between md and sfc,
set_desktop_mode: \\.\DISPLAY1 (256x240@120) flags(0)
sr_switch_to_mode: successfully switched to 256x240@119.845482
not include in stdout sfc
The difference is sfc only changing on start; md changes more times...i have a theory but it's more related on your modelines installed. I supose you only have modeline with 120hz on 256x240 resolution, right?
1) Can you attach switchres.ini?
2) Can you use the last emu4crt version and attach both (md and sfc) with user_mode = "auto" and user_auto = "2560x0"?
I understand than md always is working and sfc never. And with resolution.switch native the result is the same (this needs modelines with @120 install)
Thx.
-
switchres.ini work fine with groovymame if "switchres_ini 1 "
every resolution has a 85hz,I cant delete
use the last emu4crt version,no system work on 240p with user_mode = "auto"
and all system work fine on 240p with user_auto = "2560x0"
but use emu4crt 1.29-A18 MD,PS,SS is also OK with user_mode = "auto",fc,sfc,pce is not
-
Do you have @85 on 2560x240 modeline?
Last version of emu4crt is bypassing some switches when last requested is the same, but for some reason i think this @85 are interfering on this..i will implement BFI and i need a pc crt for this.
I will build a experimental version to see if it works for you.
EDIT: Try this https://drive.google.com/file/d/13H8Rei_yOyPQWd2Gjkv5LZuYA0h1X7BD/view?usp=sharing (https://drive.google.com/file/d/13H8Rei_yOyPQWd2Gjkv5LZuYA0h1X7BD/view?usp=sharing) with video.bfi = 1 (force first change) and video.bfi = 2 (force with doubled freq)
-
There's no 2560x240@85hz
I test the lastest crt4emu,work fine with switchres "user_mode auto or 2560x0",and also fine with "super",the only problem is "native" is not 240p,but its not important
And the new libswitchres.dll is not necessary,the old version have the same result
By the way,the lastest crt4emu work all modes fine with a 480i CRT
THX
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Perfect, this already fits me.
Anyway, the "best" settings for matching freqs are set switchres with user_mode auto or 2560x0 if game is constantly changing resolutions.
I will try to get a pc crt for implements black frame insertion, pc crt people comment, without BFI it is better go to 480 with scanlines.
-
Did someone successfully run GBC, GB? Emulator crashes upon switching to fullscreen mode. GBA, NES works fine.
-
Hehe
GB/GBC/Wonderswan are not supported by emu4crt. Do you are interested? It's easy to add them.
-
Yes, I'm interested. I prefer to play handheld games on big screen when it's possible :)
-
After testing official megnafen with GB and GBC roms I can say that emulation it's not the best at all :/
It seems there are better emulators for these systems.
-
Yes, i don't recommend for these systems.
Mednafen for pc-engine, pc-enginecd, supergrafx, pcfx, psx and saturn are the best out there.
-
And this appear to be true :(
I did some tests with NES core. So far I didn't find any problems. Nestopia from my personal expierience was better emulator but FCE Ultra also seems to be good.
-
The cores in Mednafen that are not their own are not the best, for example smsplus gx have an extra frame of lag.
-
I never usued smsplus. Since I have real SMS first version and Megadrive with Everdrive cart I prefer real hardware.
NES is exception - I have with Everdrive cart but I prefer RGB output from emulator.
-
Hello,
I tried your latest build to test psx pal 60fps hack, but it doesn't seem to work...
I added psx.pal60 1 to my mednafen.cfg file, and then launch FF7 pal. As i didn't see any changes, i looked again at cfg file, and psx.pal60 1 option was move at the bottom of the file with the following comment :
;Unrecognized settings follow:
psx.pal60 1
Did i miss something ?
-
Emu4crt 1.31 is out
https://github.com/psakhis/emu4crt/releases/tag/1.31-A19 (https://github.com/psakhis/emu4crt/releases/tag/1.31-A19)
With this version, parcial ST-V is supported! https://mednafen.github.io/documentation/ss.html#Section_stv (https://mednafen.github.io/documentation/ss.html#Section_stv)
@Dalba, attach your log, it's working for me.
-
Thanks for update psakhis. ST-V is really welcome as mame emulation is far too slow and RetroArch is a bit annoying plus also a bit slow (Cotton Boomerang).
On the side note - NES emulation is sadly not as good as in Mesen - some mappers are not supported not too mention other problems :/
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hello all
I have tried these days for the first time on my cabinets the mednafen and the emu4crt for the STV roms, I only tried those.
i have 2 systems 1 with only one crt monitor at 25 khz
and one with 2 monitors 1 lcd and 1 crt monitor at 15khz.
unfortunately on the moniotr at 25khz I can't get emu4crt to work properly when I enable the switchres the image is squashed vertically (I state that I make the groovymame work very well)
while on the system with 2 monitors the switchres on the 15 khz monitor works fine but in switchres.ini the command display \\. \ DISPLAY2 which should direct the image on the second monitor at 15 khz does not work (it works very well instead with the groovymame )
and to be able to view the image I have to launch emu4crt with only one active monitor (I use windows7 64 bit)
can anyone help me?
thanks
-
Hi,
for a multi monitor, you need to set video.fs.display on mednafen.cfg.
Can you post log from 25khz setup? Are you set switchres.ini for it?
-
Ok. Tomorrow I will try and I will make a 25 kHz log. How I can do it?
-
emu4crt generates a stdout.txt file
-
Hi.
thanks i've resolved for 2 monitor system with video.fs.display 1
and here the log.
thanks
Starting Mednafen 1.31.0-UNSTABLE
Build information:
Compiled with gcc 4.9.4
Running with MinGW-W64 Runtime 5.0 (alpha - rev. 0) 0000-00-00
Compiled against zlib 1.2.8, running with zlib 1.2.8(flags=0x00000065)
Compiled against libiconv 15.1, running with libiconv 15.1
Compiled against SDL 2.0.8(hg-11914:f1084c419f33), running with SDL 2.0.8(hg-11835:f622a4457a25)
Running with libFLAC 1.3.2
Base directory: C:\MEDNAFEN
Emulation modules: apple2 nes snes gb gba pce lynx md pcfx ngp psx ss ssfplay vb wswan sms gg sasplay snes_faust pce_fast demo cdplay
Opening lockfile...
Loading settings from "C:\MEDNAFEN\mednafen.cfg"...
Loaded 7640 valid settings and 0 unknown settings.
Initializing joysticks...
ID: 0x05552563000000000000504944564944 - Joystick
ID: 0x05552563000000000000504944564945 - Joystick
Loading "c:\mednafen\roms\cotton2.zip"...
Loading "/mpr20122.7" in ZIP archive...
Applying IPS file "c:\mednafen\roms\cotton2.zip.ips"...
Failed: Error opening file "c:\mednafen\roms\cotton2.zip.ips": No such file or directory
Using module: ss(Sega Saturn)
Loading override settings from "C:\MEDNAFEN\ss.cfg"...
Failed: Error opening file "C:\MEDNAFEN\ss.cfg": No such file or directory
Loading override settings from "C:\MEDNAFEN\pgconfig\cotton2.ss.cfg"...
Failed: Error opening file "C:\MEDNAFEN\pgconfig\cotton2.ss.cfg": No such file or directory
CPU Cache Emulation Mode: Full
Horrible hacks: SH-2 reads/writes from/to VDP1 slow down command execution.
Region: 0xc
Cart: ST-V
Displayed scanlines: [0,239]
Correct Aspect Ratio: Enabled
Show H Overscan: Enabled
H Blend: Disabled
Loading cheats from "C:\MEDNAFEN\cheats\ss.cht"...
Error opening file "C:\MEDNAFEN\cheats\ss.cht": No such file or directory
Initializing sound...
Using "WASAPI(Shared mode)" audio driver with SexyAL's default device selection.
Format: 16 bits(signed, 2 bytes, little-endian)
Rate: 48000
Channels: 2
Buffer size: 1536 sample frames(32.000000 ms)
Latency: 2048 sample frames(42.666667 ms)
Initializing video...
VIDEO - Video_Sync - Output video resolution swithing: ON
VIDEO - Video_Sync - apply SWITCHRES resolution settings - set to 320x240@59.764793
Loading switchres.ini...
sr_init_disp auto with video_settings.fs_display -1...
Loading override switchres.ini from "C:\MEDNAFEN\ss.switchres.ini"...
Failed: Error opening file "C:\MEDNAFEN\ss.switchres.ini"...
Loading override switchres.ini from "C:\MEDNAFEN\pgconfig\cotton2.ss.switchres.ini"...
Failed: Error opening file "C:\MEDNAFEN\pgconfig\cotton2.ss.switchres.ini"...
VIDEO - Video_Sync - SWITCHRES loaded - 1
VIDEO - Video_SetSwitchres - called for 320x240@59.764793 (0)
Switchres: Modeline "2560x384_60 24.921919KHz 59.764793Hz" 86.279683 2560 2728 3063 3462 384 387 392 417 -hsync -vsync
sr_refresh_display: mode was updated
set_desktop_mode: \\.\DISPLAY1 (2560x384@60) flags(0)
sr_switch_to_mode: successfully switched to 2560x384@59.764793
VIDEO - Video_SetSwitchres - result 2560x384@59.764793 - x=8 y=1
VIDEO - Video_SetSwitchres - sr_switch_to_mode return: 1
VIDEO - Video_BlitRefresh - screen dest: 2560x240 - 0,72
VIDEO - Video_BlitRefresh completed
VIDEO - Video_sync - screen dest: 2560x240 - 0,72 - scale(8,1)
Driver: OpenGL
Display Mode: 640 x 384 x 24 bpp @ 60Hz (Window: 2560 x 384)
Shader: none
Fullscreen: Yes
Special Scaler: None
Scanlines: Off
Destination Rectangle: X=0, Y=72, W=2560, H=240
OpenGL Implementation: ATI Technologies Inc. AMD Radeon R9 200 / HD 7900 Series 4.5.13417 Compatibility Profile Context 15.301.1901.0
Checking extensions:
GL_ARB_texture_non_power_of_two found.
GL_ARB_sync found.
Using non-power-of-2 sized textures.
Checking maximum texture size...
Apparently it is at least: 16384 x 16384
Using GL_RGBA - GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
VIDEO - Init : SMRect.w: 2560 xmu: 6
SWITCH - Activated - Bypassed from 320x240@59.764793
VDP2 Render - Television mode changed: 1
BorderMode: 0
PAL: 0
InterlaceMode: 0
VRes: 0
HRes: 1
SS - VDP2 Render - TV mode set to 352x240SWITCH - Activated - Current resolution 320x240 - Changing to 352x240@59.764793
VIDEO - Video_ChangeResolution - Requested video mode: 352x240@59.764793
VIDEO - Video_ChangeResolution - Video mode: FULLSCREEN
VIDEO - Video_SetSwitchres - called for 352x240@59.764793 (0)
Switchres: Modeline "2560x384_60 24.921919KHz 59.764793Hz" 86.279683 2560 2728 3063 3462 384 387 392 417 -hsync -vsync
sr_refresh_display: no refresh required
sr_switch_to_mode: switching not required
VIDEO - Video_SetSwitchres - result 2560x384@59.764793 - x=7 y=1
VIDEO - Video_SetSwitchres - sr_switch_to_mode return: 1
VIDEO - Video_ChangeResolution - Switchres resolution change bypassed. Only apply scaling scale (7,1)
MAIN - VIDEO - Refresh blitter after a resolution change
VIDEO - Video_BlitRefresh - screen dest: 2464x240 - 48,72
VIDEO - Video_BlitRefresh completed
VDP2 Render - Television mode changed: 0
BorderMode: 0
PAL: 0
InterlaceMode: 0
VRes: 0
HRes: 0
SS - VDP2 Render - TV mode set to 320x240SWITCH - Activated - Current resolution 352x240 - Changing to 320x240@59.764793
VIDEO - Video_ChangeResolution - Requested video mode: 320x240@59.764793
VIDEO - Video_ChangeResolution - Video mode: FULLSCREEN
VIDEO - Video_SetSwitchres - called for 320x240@59.764793 (0)
Switchres: Modeline "2560x384_60 24.921919KHz 59.764793Hz" 86.279683 2560 2728 3063 3462 384 387 392 417 -hsync -vsync
sr_refresh_display: no refresh required
sr_switch_to_mode: switching not required
VIDEO - Video_SetSwitchres - result 2560x384@59.764793 - x=8 y=1
VIDEO - Video_SetSwitchres - sr_switch_to_mode return: 1
VIDEO - Video_ChangeResolution - Switchres resolution change bypassed. Only apply scaling scale (8,1)
MAIN - VIDEO - Refresh blitter after a resolution change
VIDEO - Video_BlitRefresh - screen dest: 2560x240 - 0,72
VIDEO - Video_BlitRefresh completed
VDP2 Render - Television mode changed: 1
BorderMode: 0
PAL: 0
InterlaceMode: 0
VRes: 0
HRes: 1
SS - VDP2 Render - TV mode set to 352x240SWITCH - Activated - Current resolution 320x240 - Changing to 352x240@59.764793
VIDEO - Video_ChangeResolution - Requested video mode: 352x240@59.764793
VIDEO - Video_ChangeResolution - Video mode: FULLSCREEN
VIDEO - Video_SetSwitchres - called for 352x240@59.764793 (0)
Switchres: Modeline "2560x384_60 24.921919KHz 59.764793Hz" 86.279683 2560 2728 3063 3462 384 387 392 417 -hsync -vsync
sr_refresh_display: no refresh required
sr_switch_to_mode: switching not required
VIDEO - Video_SetSwitchres - result 2560x384@59.764793 - x=7 y=1
VIDEO - Video_SetSwitchres - sr_switch_to_mode return: 1
VIDEO - Video_ChangeResolution - Switchres resolution change bypassed. Only apply scaling scale (7,1)
MAIN - VIDEO - Refresh blitter after a resolution change
VIDEO - Video_BlitRefresh - screen dest: 2464x240 - 48,72
VIDEO - Video_BlitRefresh completed
VIDEO - Video_Kill - SWITCHRES unloaded
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Hi,
Switchres can't switch to 240p, if GM do it, probably is motivated by different switchres configuration.
VIDEO - Video_SetSwitchres - called for 320x240@59.764793 (0)
Switchres: Modeline "2560x384_60 24.921919KHz 59.764793Hz" 86.279683 2560 2728 3063 3462 384 387 392 417 -hsync -vsync
Are you setup switchres.ini for a 25khz monitor?
EDIT: is GM switching to 240p or scaling from 384p?
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Hi. I know. Is normal that on a 25khz switchers can't switch to a 240p modeline. For groovymame is the same. But in groovymame I make all the resolution in a 2560x384 always at the correct refresh. And the aspect ratio is correct. With emu4crt I can't.
GM like u say scale for a 384p.
Tomorrow I will post my switchres. Ini for emu4crt
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hi.
this is my switcres.ini
#
# Switchres config
#
# Monitor preset. Sets typical monitor operational ranges:
#
# generic_15, ntsc, pal Generic CRT standards
# arcade_15, arcade_15ex Arcade fixed frequency
# arcade_25, arcade_31 Arcade fixed frequency
# arcade_15_25, arcade_15_25_31 Arcade multisync
# vesa_480, vesa_600, vesa_768, vesa_1024 VESA GTF
# pc_31_120, pc_70_120 PC monitor 120 Hz
# h9110, polo, pstar Hantarex
# k7000, k7131, d9200, d9800, d9400 Wells Gardner
# m2929 Makvision
# m3129 Wei-Ya
# ms2930, ms929 Nanao
# r666b Rodotron
#
# Special presets:
# custom Defines a custom preset. Use in combination with crt_range0-9 options below.
# lcd Will keep desktop's resolution but attempt variable refresh, use in combination with lcd_range
#
monitor custom
# Define a custom preset, use monitor custom to activate
# crt_range0-9 HfreqMin-HfreqMax, VfreqMin-VfreqMax, HFrontPorch, HSyncPulse, HBackPorch, VfrontPorch, VSyncPulse, VBackPorch, HSyncPol, VSyncPol, ProgressiveLinesMin, ProgressiveLinesMax, InterlacedLinesMin, InterlacedLinesMax
# e.g.: crt_range0 15625-15750, 49.50-65.00, 2.000, 4.700, 8.000, 0.064, 0.192, 1.024, 0, 0, 192, 288, 448, 576
#crt_range0 24960-24960, 49.50-65.00, 1.943, 3.886, 4.626, 0.080, 0.200, 1.000, 0, 0, 384, 384, 640, 768
crt_range0 24960-24960, 49.50-65.00, 1.943, 3.886, 4.626, 0.080, 0.200, 1.000, 0, 0, 384, 384, 640, 768
crt_range1 auto
crt_range1 auto
crt_range2 auto
crt_range3 auto
crt_range4 auto
crt_range5 auto
crt_range6 auto
crt_range7 auto
crt_range8 auto
crt_range9 auto
# Set the operational refresh range for LCD monitor, e.g. lcd_range 50-61
lcd_range auto
# Force a custom modeline, in XFree86 format. This option overrides the active monitor preset configuration.
modeline auto
# Forces an user mode, in the format: width x height @ refresh. Here, 0 can used as a wildcard. At least one of the three values
# must be defined. E.g. user_mode 0x240 -> SR can freely choose any width based on the game's requested video mode, but will
# force height as 240.
user_mode auto
#
# Display config
#
# Select target display
# auto Pick the default display
# 0, 1, 2, ... Pick a display by index
# \\.\DISPLAY1, ... Windows display name
# VGA-0, ... X11 display name
display auto
# Choose a custom video backend when more than one is available.
# auto Let Switchres decide
# adl Windows - AMD ADL (AMD Radeon HD 5000+)
# ati Windows - ATI legacy (ATI Radeon pre-HD 5000)
# powerstrip Windows - PowerStrip (ATI, Nvidia, Matrox, etc., models up to 2012)
# xrandr Linux - X11/Xorg
# drmkms Linux - KMS/DRM (WIP)
api auto
# [Windows] Lock video modes reported as unsupported by your monitor's EDID
lock_unsupported_modes 1
# Lock system (non-custom) video modes, only use modes that have full detailed timings available
lock_system_modes 0
# Ignore video mode's refresh reported by the OS when checking ranges
refresh_dont_care 0
# Keep changes on exit (warning: this skips video mode cleanup)
keep_changes 0
#
# Modeline generation config
#
# Enable on-the-fly generation of video modes
modeline_generation 1
# Allow interlaced modes (existing or generated)
interlace 0
# Allow doublescan modes (warning: doublescan support is broken in most drivers)
doublescan 0
# Force a minimum dotclock value, in MHz, e.g. dotclock_min 25.0
dotclock_min 25.0
# Maximum refresh difference, in Hz, allowed in order to synchronize. Below this value, the mismatch does not involve penalization
sync_refresh_tolerance 2.0
# Super resolution width: above this width, fractional scaling on the horizontal axis is applied without penalization
super_width 2560
# Physical aspect ratio of the target monitor. Used to compensate aspect ratio when the target monitor is not 4:3
aspect 4:3
# [Experimental] Attempts to compensate consumer TVs vertical centering issues
v_shift_correct 0
# Calculate horizontal borders with 1-pixel precision, instead of the default 8-pixels blocks that were required by old drivers.
# Greatly improves horizontal centering of video modes.
pixel_precision 1
# Calculate all vertical values of interlaced modes as even numbers. Required by AMD APU hardware on Linux
interlace_force_even 0
#
# Custom video backend config
#
# [X11] adjusts the crtc position after a new video mode is set, maintaining the relative position of screens in a multi-monitor setup.
screen_compositing 0
# [X11] stacks the screens vertically on startup to allow each screen to freely resize up to the maximum width. Useful to avoid video
# glitches when using super-resolutions. screen_reordering overrides screen_compositing.
screen_reordering 0
# [Windows] dynamically adds new modes or updates existing ones, even on stock AMD drivers*. This feature is experimental and is
# disabled by default. It has the following limitations and problems:
# - Synchronization is not perfect yet and the new modes may not always be ready on time for mode switching, causing a wrong display
# output.
# - A plug-n-play audio notification will be present on startup and exit, if the explorer shell is used.
# - Refreshing the hardware is an expensive task that takes time, specially if the app has already entered fullscreen mode. This
# makes it unpractical for games that switch video modes more than once.
# * When used with stock AMD drivers instead of CRT Emudriver, usual limitations apply: no support for low resolutions (below 640x480)
# nor low dotclocks.
# Not a problem however if you're using a 31 kHz monitor.
allow_hardware_refresh 0
# Pass a custom video timing string in the native backend's format. E.g. pstring timing for Powerstrip
custom_timing auto
#
# Logging
#
# Enables verbose mode (0|1)
verbose 0
# Set verbosity level (from 0 to 3)
# 0: no messages from SR
# 1: only errors
# 2: general information
# 3: debug messages
verbosity 2
-
Thank you.
At the moment emu4crt does not support this non integer scaling but @Calamity is already preparing a version of API switchres that does.
-
thanks to You for your's great work!
i'm just a simple user!
-
Emu4crt 1.31 is out
https://github.com/psakhis/emu4crt/releases/tag/1.31-A19 (https://github.com/psakhis/emu4crt/releases/tag/1.31-A19)
With this version, parcial ST-V is supported! https://mednafen.github.io/documentation/ss.html#Section_stv (https://mednafen.github.io/documentation/ss.html#Section_stv)
@Dalba, attach your log, it's working for me.
Sorry for very long delay in my answer !
I tried again using version 1.31 and it did the trick ! May be last time i tried with a wrong version of mednafen... It's all good for me too ! Thanks !
-
I fiddled around with this today but for example in Die Hard Arcade I get the wrong resolution (looks like it's windowed, thick borders around the play area) as soon as I'm in the game. I have both native and super resolutions installed. I tried both modes. Is it a problem with the emulator?
-
Hi, @Endprodukt, can you attach stdout.txt file?
-
I test partly wrong with swtichres.ini user mode auto,the picture is both this mode
All ok with swtichres.ini user mode 3520x0
-
Is the Saturn port or STV arcade?
EDIT: @reeone, you are right because game changes between 352 and 704 on X often, you aproach is the way to go scaling x10 and x5 always integer.
In this case, you can set only for this game on pgconfig directory:
-Die Hard Arcade.ss.switchres.ini with 3520x0 on user_mode
-Die Hard Arcade.ss.cfg with video.resolution_switch switchres
I uploaded a emu4crt that fix constant changes, but i recommend @reeone solution using 3520 super resolution with switchres because with this game changes with very short period times.
https://drive.google.com/file/d/1Sx5kCFbSx20zwyid5i2ZvEmpKqeB62tb/view?usp=share_link (https://drive.google.com/file/d/1Sx5kCFbSx20zwyid5i2ZvEmpKqeB62tb/view?usp=share_link)
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Since I'm only using mednafen for STV does it make sense to put it as global setting? Sorry I'm not very experienced with mednafen.
Do I have to create a 3520 resolution? I did the settings and I end up with a black screen. Output file tells me that no matching mode could be found. Makes sense I guess. Question is which resolutions I should create.
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What value do you have in mednafen.cfg for video.resolution_switch?
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Originally super but after your comment turned it to switchres. Then changed the user value in the switchres.ini .
Find attached the stdout.
edit:
I created 3520 resolutions, x240, x480, 288 and 576. The game does show now but ingame is horizontaly stretched. Screentitle is fine, ingame is stretched. For radiant silvergun the other way around, screentitle stretched and ingame fine.
I attached a second file!
edit2: stretching in Die Hard seems very dependent on the screen. In some of the screens (second one for example) is fine, first one is stretched.
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Interesting, stdout.txt seems you don't have crt emudriver or your switchres.ini isn't fine.
VIDEO - Video_SetSwitchres - called for 320x240@59.764793 (0)
Switchres: could not find a video mode that meets your specs
sr_switch_to_mode: switching not required
With switchres and crt emudriver you don't need install modelines.
Do you tried the gdrive version of yesterday?
Here i don't have black bars, but i don't know how is your modeline installed.
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First stdout was without 3520 modes.
On GM I use super resolutions, no problems. Only a couple of natives installed for Model 2 and Desktop. CRT Emudriver is running fine. I will try your new version.
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Installed new version and have better results. Especially in games that use interlaced 704x480 I get fat borders left and right (VF Kids for example). It chooses Modeline "2560x480_60i 15.688258KHz 59.764793Hz".
I would still have to use switchres with 3520 resolutions though, Super mode is still completely off. No idea why. Modelines look all good and crisp in arcade osd.
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Something is wrong in your switchres.ini
stdout.txt -> not detect any valid native resolution from switchres, maybe min pixel clock issue from switchres.ini
stdout2.txt -> it's ok, setting 3520x0
stdout3.txt -> it's wrong on some way and switchres isn't detect 3520x0
SwitchRes: missing parameter in user modeline
3520x0
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Yeah even after fixing it was still not working nicely. I went with native resolutions for now and it's working reliably. Thank you for the help and the work.
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@Endprodukt, test this build. It's optimized for native, bypassing false vdp render positives changes.
https://drive.google.com/file/d/1YQosu9DJl0TTpWI2wk-sZ59ehfWDOrXP/view?usp=share_link (https://drive.google.com/file/d/1YQosu9DJl0TTpWI2wk-sZ59ehfWDOrXP/view?usp=share_link)
You will be notice more stable changes on Die Hard Arcade, this game has a lot of false positives.
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@Endprodukt, test this build. It's optimized for native, bypassing false vdp render positives changes.
https://drive.google.com/file/d/1YQosu9DJl0TTpWI2wk-sZ59ehfWDOrXP/view?usp=share_link (https://drive.google.com/file/d/1YQosu9DJl0TTpWI2wk-sZ59ehfWDOrXP/view?usp=share_link)
You will be notice more stable changes on Die Hard Arcade, this game has a lot of false positives.
Thank you, I will test it tomorrow! I had more luck with native resolutions now. :)
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Hello,
I "may" have find a bug specific to emu4crt. Using snes_faust module, if you launch a game like seiken densetsu 3 that use 512 horizontal resolution when in menu or when a message box pop up, screen become zoom in 2x... I tried with native or super resolution and result is the same.
Below 2 screenshots showing the problem :
- Game menu :
(https://i.ibb.co/0QXZBrm/Capture-d-cran-2022-11-10-225216.png)
- text box (only text box is zoomed in) :
(https://i.ibb.co/9tSRbsz/Capture-d-cran-2022-11-10-225240.png)
This behavior doesn't appear on regular mednafen, so i guess it's relative with native and super resolution...
You can easily reproduce this problem going in start menu of Secret of Mana too.
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Hi @Dalba,
Can you attach stdout.txt?
Are you test with switchres option? Or only with native and super?
EDIT: Ups, here too! Fixed. https://drive.google.com/file/d/1OdpKdz3EETaI7O5CVVMzuJUT3EhGT_3T/view?usp=sharing (https://drive.google.com/file/d/1OdpKdz3EETaI7O5CVVMzuJUT3EhGT_3T/view?usp=sharing)
I will update git too, thank you!
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Hi @Dalba,
Can you attach stdout.txt?
Are you test with switchres option? Or only with native and super?
EDIT: Ups, here too! Fixed. https://drive.google.com/file/d/1OdpKdz3EETaI7O5CVVMzuJUT3EhGT_3T/view?usp=sharing (https://drive.google.com/file/d/1OdpKdz3EETaI7O5CVVMzuJUT3EhGT_3T/view?usp=sharing)
I will update git too, thank you!
Thanks for being so reactive !
But in seiken densetsu 3, while menu is fixed on my side too, message boxes still appear zoomed in 2x like my screenshot below.
Tested in native and super resolution mode.
New screenshot of the problem :
(https://i.ibb.co/6YJ47wG/Capture-d-cran-2022-11-11-102327.png)
Do you have the same behavior too or is it just on my setup ?
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Isn't your setup, here happens too with snes and snes_faust
I'll check this
This game is constantly changing to 512/256 when text appears (so when will be fixed the way to go is super resolution)
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I think now it's fixed
https://drive.google.com/file/d/1gqNcEVcXhQRKvmQguDbjVagZdzdezqOZ/view?usp=sharing (https://drive.google.com/file/d/1gqNcEVcXhQRKvmQguDbjVagZdzdezqOZ/view?usp=sharing)
This game raster differents widths on some scanlines; i needed to change some code about resolution on X.
If you no detect any problem, i will upload updates on git.
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I think now it's fixed
https://drive.google.com/file/d/1gqNcEVcXhQRKvmQguDbjVagZdzdezqOZ/view?usp=sharing (https://drive.google.com/file/d/1gqNcEVcXhQRKvmQguDbjVagZdzdezqOZ/view?usp=sharing)
This game raster differents widths on some scanlines; i needed to change some code about resolution on X.
If you no detect any problem, i will upload updates on git.
Thank you very much ! It's now fixed on my setup too ! Play much better in super resolution, as there's a lot of switching in native.
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nice came late to the party , how does the mednafen emu4crt handle the STV arcade games compared with Mame.
like Die Hard Arcade in mame runs all bugged.
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had some trouble setting it up but i just replaced the exec over an older version , i can use the mame romset i suppose?
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Just put decompressed stvbios on firmware folder and your mame roms work with zip format (7z isn't supported)
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Anyone tried to set display2 in emu4crt? I'm trying to force Shienryu on second display (vertical) but no luck so far.
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Anyone tried to set display2 in emu4crt? I'm trying to force Shienryu on second display (vertical) but no luck so far.
Check this value on mednafen.cfg. Test with 1 or 2.
;Display to use with fullscreen mode.
video.fs.display -1
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I think I tried already in emu4crt and official mednafen.
emu4crt [game] -video.fs.display 2 didn't work. Also creating shienryu.cfg and setting there video.fs.display 2 didn't work as well.
Switchres has in own option this method appears do not work.
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The file for overload config is shienryu.ss.cfg
You can check stdout.txt looking for which display is set, look for: video_settings.fs_display
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Ok, I only miss ss in config name. Now it's working but worth to mention that switchres changes resolutions on both displays not only on second.
Thanks for help psakhis :)
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Are you using switchres, super or native?
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Super for most time. I think I have only 640x480 as the only native resolution.
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Ok, you can try using switchres with super resolutions
-shienryu.ss.switchres.ini with 2560x0 or 3520x0 on user_mode (the super mode do you want)
-shienryu.ss.cfg with video.resolution_switch switchres
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I'll try this today.
But from my own examination - st-v during boot changes resolutions couple times. Used resolutions are 448x352, 224x352 and finally during game 240x320.
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Yes, it depends on st-v bios too. If configured tate or not.
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I had to use native option for ST-V because for unknown reason 3520x480 even if it's generated by VMMaker correctly does not show in Arcade OSD and mednafen cannot use as well.
For 352x240 and 704x480 are generated and appears to be working correctly at least for Cotton Bomerang.
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I had to use native option for ST-V because for unknown reason 3520x480 even if it's generated by VMMaker correctly does not show in Arcade OSD and mednafen cannot use as well.
For 352x240 and 704x480 are generated and appears to be working correctly at least for Cotton Bomerang.
I had nothing but problems with using super resolutions on stv. Going native did the trick for me. It's just a couple of resolutions.
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Yeah, a bit strange.
BTW. Is there possibility map F8(insert coin) to button?
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Of course, look for "command.insert_coin" in .cfg file
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Hi,
I tried installing the emu4crt package 1.29-A18.5.1 on latest GA distro (updated) with Mednafen 1.29, but I get the following error message:
/usr/bin/ld: drivers/libmdfnsdl.a(video.o): in function `Video_SetSwitchres(int, int, double, int)':
/home/arcade/shared/emu4crt/mednafen/src/drivers/video.cpp:855: undefined reference to `sr_switch_to_mode'
/usr/bin/ld: drivers/libmdfnsdl.a(video.o): in function `Video_Sync(Mednafen::MDFNGI*)':
/home/arcade/shared/emu4crt/mednafen/src/drivers/video.cpp:1170: undefined reference to `sr_init'
/usr/bin/ld: /home/arcade/shared/emu4crt/mednafen/src/drivers/video.cpp:1171: undefined reference to `sr_init_disp'
/usr/bin/ld: /home/arcade/shared/emu4crt/mednafen/src/drivers/video.cpp:1177: undefined reference to `sr_load_ini'
/usr/bin/ld: /home/arcade/shared/emu4crt/mednafen/src/drivers/video.cpp:1186: undefined reference to `sr_load_ini'
/usr/bin/ld: drivers/libmdfnsdl.a(video.o): in function `Video_Kill()':
/home/arcade/shared/emu4crt/mednafen/src/drivers/video.cpp:554: undefined reference to `sr_deinit'
collect2: error: ld returned 1 exit status
make[2]: *** [Makefile:3478: mednafen] Error 1
make[2]: Leaving directory '/home/arcade/shared/emu4crt/mednafen/src'
make[1]: *** [Makefile:5332: all-recursive] Error 1
make[1]: Leaving directory '/home/arcade/shared/emu4crt/mednafen/src'
make: *** [Makefile:479: all-recursive] Error 1
Is there a way I can fix this?
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Hi,
Why not 1.31? You have PKGBUILD for it on https://github.com/psakhis/emu4crt/releases (https://github.com/psakhis/emu4crt/releases)
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Had some issues with the system, so anything unstable looked like a no-go :scared
I managed to reinstall 1.29 .. good old mednafen!
I will try 1.31 for ST-V when I grab some time. Tnx!
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New emu4crt A20 released based on mednafen 1.31, major changes for gun games, tested only on GroovyArcade and Guncon2.
All information on git https://github.com/psakhis/emu4crt (https://github.com/psakhis/emu4crt)
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Just tested with psx. For me the flashing is working only for one of my two guns (p2 in my case).
As far I read Mednafen doesn't support rawinput to support multiple lightguns in "mouse mode" so I'm using guns as joysticks, am I wrong?
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I'm using it as a joystick, with mouse mode i haven't achieved working properly on Mame.
Are you using Windows or Linux?
Shader it's implemented for any guncon port psx.input.portX.guncon.trigger but i can't test here, i only have 1 guncon2.
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Maybe another person with two guns can test, for me only one flashes.
I'm using windows. For me mame is working nice with both guns in "mouse mode"
By the way, do you know if Beardypig for guncon driver works in windows?
I'd like to test it but never compiled anything
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I will try to check with mouse as guncon on port2.
For Windows i tried this Beardypig based driver http://forum.arcadecontrols.com/index.php/topic,166121.0.html (http://forum.arcadecontrols.com/index.php/topic,166121.0.html) but i have random disconnects.
On Mame, the calibration tool seems isn't working, something weird with config happens.
EDIT: Your idea for a shader works pretty well for me on Mednafen, thanks for it.
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Thanks to you by all the work.
by the way, do you think ArcCabView or reshader can support this? I ask because this way maybe could be applied to m2emu, supermodel, flycast, arcadepc...
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Probably something general is possible with a monitor service for capture inputs and enable shader.
I have doubts about latency; in Mednafen shader or Mame lua plugin, input is captured on the frame and as much applied shader on the next blit, so at most only have 1 frame of lag.
The most important thing is only read x,y position when shader is applied, with emulator we can control that, i doubt it with external programs.
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@phasermaniac, you can try https://github.com/psakhis/emu4crt/releases/tag/1.31-A20b (https://github.com/psakhis/emu4crt/releases/tag/1.31-A20b)
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Thanks now it works for both guns.
Anyway I have to test it better, it doesn't work as good as Mame with lightguns in "mouse mode"
The most important thing is only read x,y position when shader is applied, with emulator we can control that, i doubt it with external programs.
Well I used an external solution for years, and it works. The problem is the external flasher I use is too agressive (no opacity options), and seems to produce some "tearing" effect (maybe sync doesn't match).
I use autohotinterception to launch the external flasher, delay and shorten the trigger press. But I coudn't find a way to create a better flashing that works in fullscreen games
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In my case is working great on Linux. How are you set axis input?
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joystick 0x00030b9a016a01000004000800000000 abs_0-+g
But I have to look at the way I convert mice to joysticks, I do with autohotinterception too
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If your gun can be work as a mouse, do you tried it?
mouse 0x0 cursor_x-+
mouse 0x0 cursor_y-+
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Yes, seems to work better. The downside is as far I know Mednafen doesn't support multiple mice. As I read it's because sdl2 doesn't support rawinput, or am I wrong?
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You can set id on mouse ¿right?
For example for your gun:
mouse 0x00030b9a016a01000004000800000000 cursor_x-+
The second gun, has a different id.
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I thought only directinput mouse could be used.
And how I get this mice id? In device manager I get something like HID#VID_0B9A&PID_016A&Col01#6&2b30ddbf&2&0000.
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You can set id on mouse ¿right?
For example for your gun:
mouse 0x00030b9a016a01000004000800000000 cursor_x-+
The second gun, has a different id.
Can't get it work. Where do you get that id?
Thanks
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Test with guncon2 daemon. https://github.com/psakhis/guncon2
Download A20c with fixed vsync issue on gunlight shader
https://github.com/psakhis/emu4crt/releases/tag/1.31-A20c
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I really want to play all the suport handheld with emucrt,thats too hart to config switchres with Retroarch
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Which core? I play on GBA on it
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both set switchres.ini "user_mode 320x240",
see the pictures,Retroarch has something wrong,for example the letter "D,K,N".I try all core,the same problem
If set "user_mode 240x240",it give wrose picture
And I paly GBC,NGPC,also have the similar problem
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True, and both emulators are wrong.
Emu4crt: if you set 320x240 on switchres.ini, the aspect ratio 3/2 is correct and image is pixel perfect (it's your case); but if not, it sets 240x240 and aspect ratio is wrong.
RA: aspect ratio is always wrong, you need to force custom viewport with 320x240 on switchres.ini:
-aspect_ratio_index = "23"
-custom_viewport_height = "160"
-custom_viewport_width = "240"
-video_scale_integer = "true"
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OK,all great
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Hello!
Last Mednafen is now 1.32.1
No update for emu4crt?
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Hi, you have 1.32.0 supporting chd with zstd.
In a few days i will update 1.32.1, but changes don't apply for emu4crt.
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Updated to 1.32.1, only builded for Win64 atm.
- Support for zstd CHD files.
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wrong when esc game with "video.resolution_switch switchres"
and no wrong with "super or native"
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I can't reproduce here. Do you have a stdout.txt for native/super resolutions?
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I can't reproduce here. Do you have a stdout.txt for native/super resolutions?
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Can you attach mednafen.cfg? I tried on 2 different machines with success.
Which are the last version without this bug for you?
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Can you attach mednafen.cfg? I tried on 2 different machines with success.
Which are the last version without this bug for you?
mednafen-1.31-emu4crt-A20e-win64 is no problem
the newer version i only change video.resolution_switch,all other is default.
i test 2 pc with crt_emudriver 12.6&16.2.1 on win7,both the same.
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Can you try replacing libswitchres.dll from mednafen-1.31-emu4crt-A20e-win64?
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Can you try replacing libswitchres.dll from mednafen-1.31-emu4crt-A20e-win64?
also the same resault
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Try this one please
https://drive.google.com/file/d/1vzsh7JXoAMkmT8_U2TtZ6v_GwNPjr_At/view?usp=drive_link
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thx,resolved!
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Oh thanks!
It seems that win7 is a little more picky than win10 when it comes to releasing memory.