The NEW Build Your Own Arcade Controls

Software Support => GroovyMAME => Topic started by: Calamity on November 25, 2012, 07:41:38 pm

Title: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Calamity on November 25, 2012, 07:41:38 pm
GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b

After three months of coding and testing, GroovyMAME is back with SwitchRes Patch version 0.014, which we hope will be a big step forward in terms of functionality, based on the feedback of hundreds of users. Most of the code has been rewritten for this version, in an effort to build a cross-platform stable model which can eventually receive a proper documentation.

GroovyMAME is a custom M.A.M.E. build mainly aimed at CRT monitors, as we are convinced CRT technology is a must when it comes to enjoying emulation in its full glory. However you can use GroovyMAME to alliviate some of the annoyances associated to emulation on LCD displays, specially for those models which are capable of refreshing at custom rates.

GroovyMAME's main features as compared to official MAME:

- Improved video and audio synchronization that achieves truly smooth scrolling, tearing-free video and hiccup-free sound.

- Automatic generation of custom video timings for CRT monitors.

While the improved synchronization feature is system independent, you are going to need a special hardware and software setup in order to get the full potential out of GroovyMAME.

As for the hardware part, do yourself a favour and grab an old ATI Radeon card, any model from Radeon 7000 to the HD 4xxx family should work, both AGP and PCIe models. As far as we know, there is nothing that can remotely compare to these cards in terms of flexibility.

On the software side of things, you need to be aware that operating systems are not designed to deal with hundreds of video modes as we are going to need here, so some degree of hacking is required. You can use one of these two options:

- GroovyArcade Linux. This is currently the best OS to run GroovyMAME.
                   GroovyArcade download site (http://code.google.com/p/groovyarcade/)

- Windows XP-32/64-bit + a hacked version of ATI Catalyst named CRT_EmuDriver.
                   CRT_Emudriver's download site (in Spanish. ftp courtesy of Abubu) (http://postback.geedorah.com/foros/viewtopic.php?id=1424)
                   Download mirror (courtesy of Krick) (http://mame.3feetunder.com/windows-ati-crt-emudriver/)

Either one of these operating systems combined with one supported ATI card is the preferred environment to run GroovyMAME in. However, since SwitchRes v0.014, GroovyMAME can also generate custom timings under Windows for virtually any card supported by PowerStrip, by making use of its API. In theory, this should work for Windows 7 too. Anyway, keep in mind that this method is way more limited and unreliable than the standard one.

There are many changes and things that will need a detailed explanation, so I will keep updating this during the following weeks.

GroovyMAME can get all your resolutions to almost fit perfectly on the HORIZONTAL, once you find your custom specs. No software can control the VERTICAL size of a resolution on a CRT monitor, you need to adjust it physically (potentiometers, service menu, etc.).


Download GroovyMAME/GroovyUME

         GroovyMAME download site (http://code.google.com/p/groovyarcade/downloads/list)

What's new in SwitchRes v0.014b

- First version with native Windows 7 support, getting things ready for the advent of CRT Emudriver for Windows 7.
- Workaround for progressive/interlaced mode switching in Windows 7 and DirectDraw.
- Changed DirectDraw to use flipping surfaces with -waitvsync too, to allow bilinear filtering in Windows 7. Also fixes the problem of -waitvsync resulting in double speed in Windows 7. However, it may cause tearing on LCD displays when using DirectDraw, so make sure to use Direct3D with LCD monitors.
- Fixed crash on exit for 32-bit builds on Windows 7.

What's new in SwitchRes v0.014a

- Fixed bug that made some games appear mirrored or upside-down.
- Fixed incorrect monitor presets: ms2930, k7000
- Added two new settings for the -orientation option: rotate_r, rotate_l. Use either one of those in case you have a vertically mounted monitor so to specify its correct rotation direction.
- Improved filtering of system resolutions to avoid triplicated enumeration in some systems.
- Now the GroovyMAME version is prompted after the main version so we no longer create conflicts with frontends which grab the version of MAME from the credits text.

What's new in SwitchRes v0.014

- Fully rewritten modeline engine. Redesigned algorithm for resolution picking, now each resolution reported by the system is evaluated individually according to your monitor specs.

- Full PowerStrip integration, so at least in theory many more cards are now supported (i.e NVidia).

- Support for VESA generalized timing formula (GTF), this is to provide quick support for multisync PC CRT monitors (not for the ancient fixed-frequency ones!). Use the monitor presets labeled as "vesa".

- New monitor presets added. Check the most suitable for you:

Code: [Select]
custom Define your own custom by means of -crt_range lines
pal PAL TV - 50 Hz/625
ntsc NTSC TV - 60 Hz/525
generic_15 Generic 15.7 kHz
arcade_15 Arcade 15.7 kHz - standard resolution
arcade_15ex Arcade 15.7-16.5 kHz - extended resolution
arcade_25 Arcade 25.0 kHz - medium resolution
arcade_31 Arcade 31.5 kHz - high resolution
arcade_15_25 Arcade 15.7/25.0 kHz - dual-sync
arcade_15_25_31 Arcade 15.7/25.0/31.5 kHz - tri-sync
m2929 Makvision 2929D
d9200 Wells Gardner D9200
d9400 Wells Gardner D9400
d9800 Wells Gardner D9800
k7000 Wells Gardner K7000
k7131 Wells Gardner 25K7131
m3129 Wei-Ya M3129
h9110 Hantarex MTC 9110
polo Hantarex Polo
pstar Hantarex Polostar 25
ms2930 Nanao MS-2930, MS-2931
ms929 Nanao MS9-29
vesa_480 VESA GTF
vesa_600 VESA GTF
vesa_768 VESA GTF
vesa_1024 VESA GTF

Note: labels are no longer case sensitive

- New format for defining custom monitor specs, now the -crt_range0-9 options are used. This is the most important change in this version from the user's point of view, as the existing custom definitions will need to be modified. Not big deal however, but make sure you understand how this works as it will guarantee your success with GroovyMAME. The usual timing values remain the same, but the line limiters are replaced by four values: ProgressiveLinesMin, ProgressiveLinesMax, InterlacedLinesMin, InterlacedLinesMax. These are used to easily define the upper and lower limits of the total logical resolutions GroovyMAME should allow, both for the progressive and the interlaced range. You may leave either one of the two ranges set as zero in case you do not want progressive or interlaced modes to be generated. So the current format is as follows:

Code: [Select]
-crt_range 0-9 HfreqMin-HfreqMax, VfreqMin-VfreqMax, HFrontPorch, HSyncPulse, HBackPorch, VfrontPorch, VSyncPulse, VBackPorch, HSyncPol, VSyncPol, ProgressiveLinesMin, ProgressiveLinesMax, InterlacedLinesMin, InterlacedLinesMax
- Automatic LCD timings generation. This is useful in combination with PowerStrip. Your current timings will be read from PowerStrip and used to recalculate modelines from them. You just need to define the range for the vertical refresh your monitor supports:

Code: [Select]
-lcd_range VfreqMin-VfreqMax
- Improved rotation detection, now you can rotate the screen from the internal UI and the video mode will be recalculated properly.

- New priority system for option setting. GroovyMAME will set most of its required options automatically (-syncrefresh, -triplebuffer, -resolution, etc.), overriding the values in mame.ini. However, any other ini you create (rom, driver, orientation, etc.), as well as command line settings, will have higher priority than GroovyMAME's option setting, so you can always force something different if you feel GroovyMAME is not doing things right.

- Resolution forcing. As opposite to previous versions, now you can force the resolution that GroovyMAME picks. GroovyMAME will do its best to acommodate the game's resolution into the one you suggest.

- SwithRes video mode is shown in the Game Information screen. You're gonna love this.

- Automatic syncrefresh/triplebuffer selection. If you leave both options disabled in mame.ini, GroovyMAME will decide which one to use automatically. If the target refresh is achieved, GroovyMAME will select -syncrefresh. On the other hand, if we cannot achieve the desired refresh, due to monitor limitations, triplebuffer is used instead, so that speed is kept at 100% rennouncing to smooth scrolling. You can control how off the obtained refresh must be in order to trigger triplebuffering, by means of the new option -sync_refresh_tolerance. The default value is 2 Hz.

- Frequency scaling. Now GroovyMAME can use a multiple of the target vertical refresh if allowed by the monitor. This can be used in combination with PC CRT monitors which allow frequencies of 120 Hz, in order to achieve low resolution modes with true hardware scanlines. You need to create a custom crt_range for this. By now, -triplebuffer is used automatically for this mode. However, in order to achieve perfect scrolling you will need to use -syncrefresh in combination with -frame_delay 5, provided your system can deal with it.

- Interlace/doublescan modes can now be effectively disabled by means of their respective options. Be aware that SwitchRes does not support doublescan modes in Windows.

- Positive/negative sync polarity support under Windows.

- New option -lock_system_modes for mode filtering. In order to limit the possibility of selecting a potentially dangerous mode, the new option -lock_system_modes will prevent any mode not created by us from being picked. This will enforce GroovyMAME to use custom modes previously generated by CRT_EmuDriver. For non-ATI cards this option will block all modes actually since none of them is recognized as custom. This is the case of NVidia cards in combination with PowerStrip, or the ArcadeVGA 3000, where its custom modes are actually reported by the system as standard modes. So for these cases you should disable this option.

- New option -lock_unsupported_modes. You should only disable this option if you are possitive your system, based on your monitor's EDID, is filtering some modes that you actually created. Otherwise leave it enabled. This option only has effect in combination with -video ddraw.

- New option -refresh_dont_care. The new algorithm will filter resolutions that are out of your monitor specs. Old versions of the ArcadeVGA, as well as the Soft-15kHz program, label all resolutions as 60 Hz. This means that if this value were to be taken seriously, resolutions above 240 lines would be out of range for most arcade monitors. This option is provided in order to cope with this peculiarity, and it basically tells the algorithm to ignore refresh for range checking.

- New option -frame_delay. Delays the start of the emulation of each frame by an amount of time defined in tenths of the frame period length (0-9), in order to give a chance to the emulator to have the most possible updated input for that frame, as an attempt to minimize input lag. A value of 0 corresponds to standard behaviour. This option is experimental, and is known to produce tearing in LCD screens.

Code: [Select]
#
# CORE SWITCHRES OPTIONS
#
-modeline                Generate modelines for arcade monitors
-monitor                 Monitor type, e.g.: generic_15, arcade_15, lcd, custom, etc.
-orientation             Monitor orientation (horizontal|vertical|rotate)
-connector               [Linux] video card output (VGA-0|VGA-1|DVI-0|DVI-1)
-interlace               Enable interlaced scanning when necessary
-doublescan              Enable double scanning when necessary (unsupported under Windows)
-cleanstretch            Force integer scaling, 0 means automatic selection
-changeres               Enable dynamic in-game video mode switching
-powerstrip              Use Powerstrip API for dynamic setting of custom video timings
-lock_system_modes       Lock system (non-custom) video modes, only use modes created by us
-lock_unsupported_modes  Lock video modes reported as unsupported by your monitor's EDID
-refresh_dont_care       Ignore video mode's refresh reported by OS when checking ranges
-dotclock_min            Lowest pixel clock supported by video card, in MHz, default is 0
-sync_refresh_tolerance  Maximum refresh difference, in Hz, allowed in order to synchronize
-frame_delay             Delays the start of each frame to minimize input lag (0-9)
-lcd_range               Add custom LCD range, VfreqMin-VfreqMax, in Hz, e.g.: 55.50-61.00
-crt_range0              Add custom CRT range, see documentation for details.
-crt_range1              Add custom CRT range
-crt_range2              Add custom CRT range
-crt_range3              Add custom CRT range
-crt_range4              Add custom CRT range
-crt_range5              Add custom CRT range
-crt_range6              Add custom CRT range
-crt_range7              Add custom CRT range
-crt_range8              Add custom CRT range
-crt_range9              Add custom CRT range

Compiling notes (v0.149)

Apply patches in this order:

1) hi_149.txt (http://mamestuff.lowtrucks.net/MKChamp/ (http://mamestuff.lowtrucks.net/MKChamp/))
2) 0149_groovymame_014b.diff (GroovyArcade's site (http://code.google.com/p/groovyarcade/downloads/list))
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Paradroid on November 26, 2012, 12:13:30 am
Amazing! :o

I'm itching to try this! :))
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on November 26, 2012, 08:15:35 am
Amazing! :o

I'm itching to try this! :))

For those of you willing to try the new version, some important notes:

- Make sure to create a fresh mame.ini (most options have changed so this is required!!)
- Make sure to regenerate your video modes with VMMaker in the first place, this is specially important if you've been using magic resolutions with previous versions of GM, as some junk modelines be have been stored as a result of GM unproperly exiting that will fool the new version.
- Make sure to update your own custom -monitor_specs lines to the new -crt_range format, notice that even the name of the option is different in order to avoid confusions.



Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on November 26, 2012, 09:58:04 am
!! A W E S O M E !!

Thanks Calamity.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: bitbytebit on November 26, 2012, 10:37:35 am
This looks amazing, I'm now itching to get some free time and try this out on my cabinet :) 

Really happy to see this progressing so much, good job guys!!!   

I'll hopefully find free time to play with this some myself, free time for me is rare but for the amount this has progressed I am rather excited about finding some time to try it out!
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Dr.Venom on November 26, 2012, 11:42:26 am
Superb release, thank you very much!! It's working wonderfully well on my setup, smooth scrolling and the input response is great!  :applaud:   :cheers:

While doing some first tests with the new frame_delay feature, I also found something interesting that fixes the issue with the <240 line modes running way too fast on my setup (win7+soft15khz), as we spoke about some time ago (see: http://forum.arcadecontrols.com/index.php/topic,120331.msg1313434.html#msg1313434 (http://forum.arcadecontrols.com/index.php/topic,120331.msg1313434.html#msg1313434)). That speed issue for those specific screenmodes is completely fixed now when I set the frame_delay parameter to 1 (or higher)!

I have attached more detailed logs in case you are interested. The test was done with the "genesis.ini" settings, -only- changing the "frame_delay" from 0 to 1 in the two testcases. At a setting of frame_delay=0 the speed is much too high (179%), just as we discussed about in the other thread, but with the setting of frame_delay=1 the issue is completely fixed and everything is running smoothly at the correct speed.

Not sure what's causing it to run too fast for those specific screenmodes with the frame_delay at 0, but I'm a happy man now, because I guess I would and will run most emulation with a frame_delay setting of 1 or higher already by default..

Thanks again for the improvements, now I'm off playing some games :)
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on November 26, 2012, 01:46:51 pm
@Krick,

I think the issues related to vector games are solved, I used the list you provided for testing, anyway let me know if you still experience any problem. I considered to add your options for vector games, but I found that the default look of vectors varies depending on the api used (ddraw/d3d/sdl) so I thought I'd better leave the user decide.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on November 26, 2012, 01:51:05 pm
This looks amazing, I'm now itching to get some free time and try this out on my cabinet :) 

Really happy to see this progressing so much, good job guys!!!   

I'll hopefully find free time to play with this some myself, free time for me is rare but for the amount this has progressed I am rather excited about finding some time to try it out!

Hi Chris, I'm glad to see you back here!!!! I'm so grateful to you for all I have learned thanks to your code. I hope everything is fine for you!!
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on November 26, 2012, 01:55:44 pm
While doing some first tests with the new frame_delay feature, I also found something interesting that fixes the issue with the <240 line modes running way too fast on my setup (win7+soft15khz), as we spoke about some time ago (see: http://forum.arcadecontrols.com/index.php/topic,120331.msg1313434.html#msg1313434 (http://forum.arcadecontrols.com/index.php/topic,120331.msg1313434.html#msg1313434)). That speed issue for those specific screenmodes is completely fixed now when I set the frame_delay parameter to 1 (or higher)!

Hi Dr.Venom, I'll continue with the discusion we had pending in your thread. Just wanted to add that obviously the highest the value of -frame_delay you use while still getting stable results for a particular game, the better for performance.

Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: jvlk on November 26, 2012, 03:57:31 pm
Nice, going to check it out.
So in mame ini I just select the ms2930 settings as my monitor and in vmmaker I still  add the timings of the 2931 right?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: blontic on November 26, 2012, 05:10:22 pm
Can't wait to try this. Do I add groovy.exe to a MAME download or a MESS download?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on November 26, 2012, 05:41:14 pm
Can't wait to try this. Do I add groovy.exe to a MAME download or a MESS download?

If you're using GroovyUME then get the MESS download, but for GroovyMAME I usually start with an empty folder.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on November 26, 2012, 05:45:32 pm
Nice, going to check it out.
So in mame ini I just select the ms2930 settings as my monitor and in vmmaker I still  add the timings of the 2931 right?

This is a general warning: VMMaker is not yet up to date with the new monitor specs format (-crt_range), so for vmmaker.ini use the previous timings that were working for you in order to create the modes and then select the right new settings in mame.ini. Hopefully I can update VMMaker soon, it's my #1 priority now.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: blontic on November 26, 2012, 05:49:57 pm
Can't wait to try this. Do I add groovy.exe to a MAME download or a MESS download?

If you're using GroovyUME then get the MESS download, but for GroovyMAME I usually start with an empty folder.

Thanks, I am using GroovyUME.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: blontic on November 26, 2012, 07:39:29 pm
Hi Calamity, I noticed that when using GroovyUME under the TAB menu it still doesn't give the option to 'Input (This System)' which means I can't have different buttons set for MAME and SNES without doing it for each game. Do you know if there is a work around for this?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Beaps on November 26, 2012, 07:47:58 pm
Tate games now work - HAPPY DAYS!!  :applaud:

Thanks! :cheers:
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on November 27, 2012, 10:37:00 am
@Calamity: I think you should have to review the Monitor presets topic (http://forum.arcadecontrols.com/index.php/topic,116023.0.html), according to the new "crt_range" option.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: jvlk on November 27, 2012, 04:12:18 pm
I can't get killer instinct or KI2 to work, it even doesn't create a log file!
Screen just blinks and get back to windows, they do work in mameplus 0.147

Edit:Nevermind, got it working needed a fresh Mame install...a copy to my old 0.143 setup caused the problem.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: retrorepair on November 28, 2012, 01:19:30 pm
Fantastic work! Looks like there's lots of new stuff to play around with  :applaud:

One question though, is there a way to stop it sounding like a wonkey record when the CPU can't keep up? For instance Tekken Tag does lag a little bit on my system but still perfectly playable, though it now sounds awful whereas before it just skipped a bit now and then.

Is this soundsync doing it's thing? I didn't see an option to disable it.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on November 28, 2012, 01:40:57 pm
One question though, is there a way to stop it sounding like a wonkey record when the CPU can't keep up? For instance Tekken Tag does lag a little bit on my system but still perfectly playable, though it now sounds awful whereas before it just skipped a bit now and then.

Is this soundsync doing it's thing? I didn't see an option to disable it.

When -syncrefresh is enabled, sound is also tied to that so there's no need for a -soundsync option.  Try forcing -triplebuffer for those problematic games, that will release the sound too.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: retrorepair on November 28, 2012, 01:55:34 pm
Ah yeah that makes sense. Works great  :cheers:

I can't get killer instinct or KI2 to work, it even doesn't create a log file!
Screen just blinks and get back to windows, they do work in mameplus 0.147

Edit:Nevermind, got it working needed a fresh Mame install...a copy to my old 0.143 setup caused the problem.

I had the same problem, the diff file (in the diff folder) was out of date. Deleted it and all was well.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: krick on November 29, 2012, 10:47:33 pm
@Krick,

I think the issues related to vector games are solved, I used the list you provided for testing, anyway let me know if you still experience any problem. I considered to add your options for vector games, but I found that the default look of vectors varies depending on the api used (ddraw/d3d/sdl) so I thought I'd better leave the user decide.

Thanks.  I can't wait to try it out when I get some free time.   I'm sure I speak for everyone here when I say that we appreciate all your hard work.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: cack01 on November 30, 2012, 01:05:58 am
Hi Calamity

Great job as usual.

Can you please check my settings for an ArcadeVGA 3000 type setup.  I think I got it right now.  Before I would never have to touch the ini so I am just making sure.

thanks


# CORE SWITCHRES OPTIONS
#
modeline                  0
monitor                   arcade_15
orientation               horizontal
connector                 auto
interlace                 1
doublescan                1
cleanstretch              0
changeres                 1
powerstrip                0
lock_system_modes         0
lock_unsupported_modes    1
refresh_dont_care         0
dotclock_min              0
sync_refresh_tolerance    2.0
frame_delay               0
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: kourampies on November 30, 2012, 05:36:23 am
I tried to run GroovyMAME 147, and Im having slowdowns on all games, regardless of the actual amount of resources they need.

I created a new mame.ini as instructed, and used the generic 15k preset for testing.

I used the 64bit version available on the google code site.

The CPU is an Athlon XP 64 3200+ or something like that, running 64bit Windows. I know Its not the ideal CPU for MAME, but the same games that now have slowdowns ran perfectly with 146 (both the generic 64 and 32bit versions available on the site, and the one compiled by me with Athlon 64 optimisation flags.)

So is it a resource usage issue, or should I look up into something else?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on November 30, 2012, 06:05:27 am
I tried to run GroovyMAME 147, and Im having slowdowns on all games, regardless of the actual amount of resources they need.

All games? Or just a few of them? Vertical games? Slowdowns can be either CPU related, or refresh rate related (check your monitor settings, generic_15 is very conservative, try arcade_15). Try disabling -syncrefresh from command-line to find the answer, or... go into Game Information and check if the game is running at its native refresh or if it's been reduced to meet your monitor specs,

etc.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on November 30, 2012, 06:08:06 am
Can you please check my settings for an ArcadeVGA 3000 type setup.  I think I got it right now.  Before I would never have to touch the ini so I am just making sure.

Yes, those would be the right settings for the 3000. If you have the chance, please attach a log here so I can see how the modes are being reported by the system and guess if there's some potential problem (I don't have one here to test that's why I'm asking).
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on November 30, 2012, 10:46:49 am
According to the new "crt_range" parameter, this old monitor_spec
Code: [Select]
15625-15800,49.50-60.50,2.000,4.700,8.000,0.064,0.160,1.056,0,0,288,576should become
Code: [Select]
15625-15800,49.50-60.50,2.000,4.700,8.000,0.064,0.160,1.056,0,0,192,288,448,576
Is that right?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on November 30, 2012, 11:17:24 am
According to the new "crt_range" parameter, this old monitor_spec
Code: [Select]
15625-15800,49.50-60.50,2.000,4.700,8.000,0.064,0.160,1.056,0,0,288,576should become
Code: [Select]
15625-15800,49.50-60.50,2.000,4.700,8.000,0.064,0.160,1.056,0,0,192,288,448,576
Is that right?

Exact.

With that line, you have:

If you don't want interlaced modes to be calculated, you can either set -nointerlace option or:

15625-15800,49.50-60.50,2.000,4.700,8.000,0.064,0.160,1.056,0,0,192,288,0,0

You can also lock progressive modes (yes), by doing this:

15625-15800,49.50-60.50,2.000,4.700,8.000,0.064,0.160,1.056,0,0,0,0,448,576

Why would someone want to do that? Well, there are some 100 Hz TVs with built-in de-interlacing that do a good job with interlaced sources, but look like crap with progressive video. I remind one user here having this issue, and at the time there was no straight-forward solution, now this should do the trick while still preserving the native refresh rate.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: cack01 on November 30, 2012, 10:57:51 pm

Yes, those would be the right settings for the 3000. If you have the chance, please attach a log here so I can see how the modes are being reported by the system and guess if there's some potential problem (I don't have one here to test that's why I'm asking).

As requested.  See attached.  I am giving you two examples, one that works and one that does not.

Mspacman looks like it is not syncing with the monitor.  It just scrolls a lot.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Dr.Venom on December 01, 2012, 03:42:54 am
Hi Calamity,

One thing I forgot to mention is that this latest version of GroovyMAME makes the QMC2 front-end (http://qmc2.arcadehits.net/wordpress/ (http://qmc2.arcadehits.net/wordpress/)) to hang during initialization. It's because the front-end looks for the MAME/UME version number in the exe and can't find it in the expected place, because the GroovyMAME Switchres version information is there:

+   mame_printf_info("GroovyMAME - SwitchRes version %s\n", SWITCHRES_VERSION);
    mame_printf_info("%s v%s - %s\n%s\n\n", emulator_info::get_applongname(),build_version,emulator_info::get_fulllongname(),emulator_info::get_copyright_info());
    mame_printf_info("%s\n", emulator_info::get_disclaimer());

I simply changed those around before compiling and then GroovyUME works fine with the front-end. I guess you could consider doing that by default to (possibly) prevent putting off new users..
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 01, 2012, 06:10:37 am
As requested.  See attached.  I am giving you two examples, one that works and one that does not.

Mspacman looks like it is not syncing with the monitor.  It just scrolls a lot.

Hi cack01, thanks for your logs.

I've noticed several things:

- For some reason you're using the '-monitor vertical' option for mspacman. I guess this is intended, because you are physically rotating your monitor. Otherwise you should leave it as 'horizontal'.

- I didn't notice before that you have the -modeline option disabled. This is not right, the -modeline option should always be enabled even if your modes are not editable (as is the case with Arcade VGA 3000). This is so because the pick-best-mode routine and the modeline generation routine are the same one, so all the logic is bypassed when disabling this option. This logic is responsible of setting the right options afterwards, including the rotation and scaling options.

- So GM believes you're running a Tate setup, but as the -modeline option is disabled, its pick-best-mode routine is being bypassed and MAME's default algorithm is being used instead, which is not aware that you're intending to run tated so its picking the 352x288 resolution. Then the -changeres option notices the screen size is not 288x224 and interprets it as a resolution change, and this creates a fatal loop. So this is a definitely a flaw of the current design, but I think the only sensible way out is add some code that automatically disables the -changeres functionality in case the -modeline option is not used.

- Finally, contrary to my belief, the ArcadeVGA 3000 is reporting some modes with their right refresh (400x256@53) but the rest of them are labeled as 59 Hz, even in cases when this is certainly not true (352x288@59 would be 18 kHz), so definitely the -refresh_dont_care option must be used here too.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 01, 2012, 06:18:40 am
One thing I forgot to mention is that this latest version of GroovyMAME makes the QMC2 front-end (http://qmc2.arcadehits.net/wordpress/ (http://qmc2.arcadehits.net/wordpress/)) to hang during initialization. It's because the front-end looks for the MAME/UME version number in the exe and can't find it in the expected place, because the GroovyMAME Switchres version information is there:

Thanks for reporting this Dr.Venom. This will need to get fixed on the next update. Anyway, that's too bad about QMC2, that's not an ortodox way of retrieving the version of MAME if you ask me, they should be using the XML information instead.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Dr.Venom on December 01, 2012, 06:39:47 am
Thanks for reporting this Dr.Venom. This will need to get fixed on the next update.

My pleasure, and thanks for fixing it with the next update.

Quote
Anyway, that's too bad about QMC2, that's not an ortodox way of retrieving the version of MAME if you ask me, they should be using the XML information instead.

Ah, ok, I didn't know it can also work that way, but that would indeed be a better way for them to extract the information.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: cack01 on December 01, 2012, 12:57:19 pm

Hi cack01, thanks for your logs.

I've noticed several things:

- For some reason you're using the '-monitor vertical' option for mspacman. I guess this is intended, because you are physically rotating your monitor. Otherwise you should leave it as 'horizontal'.

.............................................

Thanks for the help.  Changed modeline and -refresh don't care to "on" and everything looks great. 

No idea on mspacman being set to vertical.  I do not even have an ini for any games setup.  maybe a default option for the driver/game? Works fine after the above changes though.  Actually all my verticle games were having issues until I made your changes.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: maxpontello on December 02, 2012, 08:36:27 am
@Calamity Thank you your great work! I have 2 questions:

1) new monitor preset like arcade_15ex are not recognised in vmmaker.ini, is it normal? Or you plan to release another vmmaker version?

2) it seems that new groovymame does not support -md option to create log file when you run a game. Is there another way?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: rCadeGaming on December 02, 2012, 11:11:23 am
I had been thinking for a while that I was going to have to consider switching to GroovyMAME, and now this:

So I've been doing some tests these days, and the new option named -frame_delay is going to be ready for the next release. I've done it so that a frame time is divided in 10 parts, so a frame_delay value of 0 (default) means the emulation starts at the beginning of the frame time, as always.

I had been using Soft15kHz + Powerstrip in XP64 with a Geforce 7300GS PCI-e card to work with native resolutions with DirectDraw in vanilla MAME.  Actually, I have three of them, because I plan on making at least two cabs and I found a great deal on eBay.  Will these work with GroovyMAME or do I need to get some Radeon cards?  I noticed this when looking into GroovyMAME:

As for the hardware part, do yourself a favour and grab an old ATI Radeon card, any model from Radeon 7000 to the HD 4xxx family should work, both AGP and PCIe models. As far as we know, there is nothing that can remotely compare to these cards in terms of flexibility.

I'm not too familiar with GroovyMAME yet.  Would the Geforce card even work, or do I need something running the Catalyst drivers?  If it would work, would it be less flexible for timing adjustments than the Radeon?  It's worked fairly well so far.  How would I check if a Radeon card could be better?

I'm not unwilling to go ahead and pay for some more video cards if I'll get better results, but I just want to make sure if I will or not.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 02, 2012, 05:45:59 pm
I'm not too familiar with GroovyMAME yet.  Would the Geforce card even work, or do I need something running the Catalyst drivers?  If it would work, would it be less flexible for timing adjustments than the Radeon?  It's worked fairly well so far.  How would I check if a Radeon card could be better?

I'm not unwilling to go ahead and pay for some more video cards if I'll get better results, but I just want to make sure if I will or not.

The new version of GM will work with NVidia cards by interfacing with Powerstrip. This means you can use your current setup, so if you have created your resolutions with Soft-15kHz or even Powerstrip, then GM will pick them. But the interesting part here is that if you enable the -powerstrip option GM can also recalculate the timings for a given resolution and have it available on the fly. If you're familiar with Powerstrip you'll know it has a limitation that it can only store a custom timing for each resolution. Well, this method overrides this limitation, so for example, you only need to create an instance of the 256x224 resolution, and GM will adjust its vertical refresh on the fly for all the variations required. However, you're still limited by the NVidia drivers that only allow defining 31 custom resolutions simultaneously.

For my tests I used one Geforce Go 7400, which might be similar to your card. I noticed having some issues with low dotclocks, so I ended up using this mode list (lower resolutions are doubled on the horizontal):

Code: [Select]
Modeline "400x256@52,4Hz 15,6KHz (60Hz)" 8.080 400 416 456 519 256 268 271 297  -hsync -vsync   
Modeline "448x240@60,0Hz 15,9KHz (60Hz)" 9.160 448 464 512 576 240 243 246 265  -hsync -vsync   
Modeline "720x480@59,9Hz 31,5KHz (60Hz)" 29.250 720 752 824 928 480 486 489 526  -hsync -vsync   
Modeline "640x480@59,6Hz 31,3KHz (60Hz)" 26.180 640 672 736 836 480 486 489 525  -hsync -vsync   
Modeline "512x512@58,3Hz 31,8KHz (60Hz)" 21.210 512 538 594 668 512 513 516 545  -hsync -vsync   
Modeline "512x448@59,9Hz 31,6KHz (60Hz)" 21.210 512 542 598 672 448 469 472 527  -hsync -vsync   
Modeline "512x384@60,0Hz 24,6KHz (60Hz)" 14.750 512 520 568 600 384 388 391 410  -hsync -vsync   
Modeline "496x384@60,0Hz 25,0KHz (60Hz)" 15.475 496 508 570 620 384 388 391 416  -hsync -vsync   
Modeline "640x288@51,0Hz 15,7KHz (60Hz)" 13.100 640 672 736 832 288 289 292 309  -hsync -vsync   
Modeline "640x240@60,0Hz 15,9KHz (60Hz)" 13.220 640 672 736 832 240 243 246 265  -hsync -vsync   
Modeline "632x264@56,8Hz 15,8KHz (60Hz)" 13.000 632 664 728 824 264 265 268 278  -hsync -vsync   
Modeline "512x288@50,9Hz 15,9KHz (60Hz)" 10.680 512 544 600 672 288 289 292 312  -hsync -vsync   
Modeline "512x240@60,0Hz 15,9KHz (60Hz)" 10.680 512 544 600 672 240 243 246 265  -hsync -vsync   
Modeline "368x240@59,2Hz 15,6KHz (60Hz)" 7.470 368 384 424 478 240 243 246 264  -hsync -vsync   
Modeline "384x288@51,2Hz 15,8KHz (60Hz)" 7.850 384 400 440 496 288 289 292 309  -hsync -vsync   
Modeline "392x240@59,9Hz 15,9KHz (60Hz)" 8.000 392 408 448 504 240 243 246 265  -hsync -vsync   
Modeline "480x240@60,0Hz 15,7KHz (60Hz)" 9.306 480 488 532 592 240 241 244 262  -hsync -vsync   
Modeline "512x240@60,0Hz 15,7KHz (59Hz)" 9.935 512 520 567 632 240 241 244 262  -hsync -vsync   
Modeline "512x256@53,0Hz 16,5KHz (53Hz)" 10.583 512 520 561 640 256 274 277 312  -hsync -vsync   
Modeline "512x264@53,0Hz 16,5KHz (53Hz)" 10.583 512 520 561 640 264 278 281 312  -hsync -vsync   
Modeline "576x240@60,0Hz 15,7KHz (60Hz)" 11.193 576 584 637 712 240 241 244 262  -hsync -vsync   
Modeline "592x240@60,0Hz 15,7KHz (60Hz)" 11.444 592 600 654 728 240 241 244 262  -hsync -vsync   
Modeline "608x240@60,0Hz 15,7KHz (60Hz)" 11.821 608 616 672 752 240 241 244 262  -hsync -vsync   
Modeline "640x200@60,0Hz 15,7KHz (60Hz)" 12.324 640 648 706 784 200 221 224 262  -hsync -vsync   
Modeline "640x240@60,0Hz 15,7KHz (59Hz)" 12.324 640 648 706 784 240 241 244 262  -hsync -vsync   
Modeline "640x256@53,0Hz 16,5KHz (53Hz)" 13.229 640 648 700 800 256 274 277 312  -hsync -vsync   
Modeline "672x240@60,0Hz 15,7KHz (60Hz)" 12.953 672 680 741 824 240 241 244 262  -hsync -vsync   
Modeline "704x256@53,0Hz 16,5KHz (53Hz)" 14.552 704 712 769 880 256 274 277 312  -hsync -vsync   
Modeline "704x264@53,0Hz 16,5KHz (53Hz)" 14.552 704 712 769 880 264 278 281 312  -hsync -vsync   
Modeline "704x288@53,0Hz 16,5KHz (53Hz)" 14.552 704 712 769 880 288 290 293 312  -hsync -vsync   


Notice the above list is for a tri-sync arcade monitor!

I achieved pretty decent results with this method. Before you decide whether to switch to ATI, I'd appreciate if you tested this. Just make sure to backup your current video modes, because GM will overwrite whatever you have carefully tweaked with Powerstrip and it doesn't restore it afterwards, so you may end up loosing your current settings. Powerstrip will only "remind" the last timings used for each mode, whatever they are.

This method is not perfect, unfortunately. We have to trust on Powerstrip for succesfully creating the desired dotclock, but sometimes the obtained dotclock is too off and we end up with a lowered refresh rate, or it's not even stable. These are things that you can sort out when you create a mode manually, but an algorithm can't know beforehand whether the target dotclock will work or not, unless you create a black list or something. Fortunately, you can often identify the problematic dotclock ranges and avoid them, that's what I did by doubling some resolutions on the table above. So it definitely requires some effort on your part to get everything working. This is experimental stuff after all.

On the other hand with Radeon cards we don't need third party software, the Catalyst driver allows us to redefine custom timings on the fly and its dotclock setting is much much more reliable. Apart from the fact that once hacked they allow for more than a hundred custom modes simultaneously.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 02, 2012, 05:52:35 pm
Hi maxpontello,

1) new monitor preset like arcade_15ex are not recognised in vmmaker.ini, is it normal? Or you plan to release another vmmaker version?

Yes, I'm afraid vmmaker is not up-to-date yet, I'm still working on it to get the crt_range format in sync with GroovyMAME.

Quote
2) it seems that new groovymame does not support -md option to create log file when you run a game. Is there another way?

That's something I forgot to mention, I removed that option, now you only need to use the -v option to get complete logs.

BTW the log system has changed completely, hopefully now it provides a deeper insight in the logic of resolution picking.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: rCadeGaming on December 02, 2012, 06:28:25 pm
The new version of GM will work with NVidia cards by interfacing with Powerstrip. This means you can use your current setup, so if you have created your resolutions with Soft-15kHz or even Powerstrip, then GM will pick them. But the interesting part here is that if you enable the -powerstrip option GM can also recalculate the timings for a given resolution and have it available on the fly. If you're familiar with Powerstrip you'll know it has a limitation that it can only store a custom timing for each resolution. Well, this method overrides this limitation, so for example, you only need to create an instance of the 256x224 resolution, and GM will adjust its vertical refresh on the fly for all the variations required. However, you're still limited by the NVidia drivers that only allow defining 31 custom resolutions simultaneously.

That's great, but does it have to use an automatically calculated timing value?  I prefer to adjust all the timing values myself in Powerstrip, so I can have both a correct refresh rate and the precise geometry that I want.  I do this starting with test patterns, and then adjust it for practical things in the game itself, like overscan cutting off health bars, highscore, etc. 

For example, could I tell GroovyMAME the exact timing values to use with 320x240 when it loads up a neogeo.c game?

For my tests I used one Geforce Go 7400, which might be similar to your card. I noticed having some issues with low dotclocks, so I ended up using this mode list (lower resolutions are doubled on the horizontal):

Notice the above list is for a tri-sync arcade monitor!

Haha, yeah I'm using a 15kHz TV, so 288 lines is pushing it, can't really go beyond that.  Not needing 25 and 31kHz resolutions, I don't think I'll go over 31 resolutions.

Horizontal doubling should be no problem, I think my Super Emotia techically puts out 640x240; it doesn't really matter, same scan rates.  I've gotten pretty good results with low resolutions so far though.  I had Mario Bros. running, which is 256x224.  I think I actually had it centered in 256x240 or 304x240 (can't remember which atm), but I was able to push the black borders into the overscan.

Pics of my setup, including Mario Bros.:

http://forum.arcadecontrols.com/index.php?topic=120798.0 (http://forum.arcadecontrols.com/index.php?topic=120798.0)

I achieved pretty decent results with this method. Before you decide whether to switch to ATI, I'd appreciate if you tested this. Just make sure to backup your current video modes, because GM will overwrite whatever you have carefully tweaked with Powerstrip and it doesn't restore it afterwards, so you may end up loosing your current settings. Powerstrip will only "remind" the last timings used for each mode, whatever they are.

You can save your timing values as a shortcut in Powerstrip.  After making changes, you can just double click the shortcut to revert.  Pretty convenient.

This method is not perfect, unfortunately. We have to trust on Powerstrip for succesfully creating the desired dotclock, but sometimes the obtained dotclock is too off and we end up with a lowered refresh rate, or it's not even stable. These are things that you can sort out when you create a mode manually, but an algorithm can't know beforehand whether the target dotclock will work or not, unless you create a black list or something. Fortunately, you can often identify the problematic dotclock ranges and avoid them, that's what I did by doubling some resolutions on the table above. So it definitely requires some effort on your part to get everything working. This is experimental stuff after all.

Don't worry, I'm already doing everything manually, I'm a control freak!
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 02, 2012, 06:53:59 pm
That's great, but does it have to use an automatically calculated timing value?  I prefer to adjust all the timing values myself in Powerstrip, so I can have both a correct refresh rate and the precise geometry that I want.  I do this starting with test patterns, and then adjust it for practical things in the game itself, like overscan cutting off health bars, highscore, etc. 

For example, could I tell GroovyMAME the exact timing values to use with 320x240 when it loads up a neogeo.c game?

That's not possible yet I'm afraid, the whole idea was to do everything automatically. But adding raw modeline support is something I wanted to have indeed, and it's not in this version just because I run out of time.

The main idea with GM is to give it the information (crt_range options) so it will create modelines that are perfectly centered, without the need of further tweaking. So your efforts are focused on finding these accurate timing specs that result in correct geometry, instead of manually adjusting hundreds of modes. Once you get this working, you never want to go back to the paleomethod.

However, the problem is, that's the theory. In the real world you find situations where creating general timing specs doesn't work so well, for instance with TVs that internally readjust their geometry (Sony, etc.). So for these cases, it would be nice to also accept a precalculated modeline. This way you have the best of both worlds.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: pyrojoe on December 02, 2012, 07:10:15 pm
Hey Calamity,

You've done such a wonderful job on Groovymame! Congratulations on creating something that makes so many people happy.
 :notworthy:


I've recently switched my winxp setup to an Arch installation and am having a bit of an issue.

I'm using the 'ms2930' monitor preset and when I try to run dkong I'm getting the following as output:

SwitchRes: [dkong] (1) vertical (224x256@60.61)->(400x256@57.12)
SwitchRes: ProgressiveLinesMax 768 out of range
SwitchRes: Error in monitor range (ignoring): 31000-32000, 50-65, 0.330, 3.580, 1.750, 0.316, 0.063, 1.137, 0, 0, 576, 768, 0, 0

I got a better screen while I was running windows.  I'm probably missing something simple, but can't find it. Any suggestions?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: rCadeGaming on December 02, 2012, 07:11:15 pm
Yeah, I'm just too picky about my geometry.  For example, GroovyMAME doesn't know where health bars are.  GroovyMAME doesn't know that my TV can't fit all 256 lines of R-Type on the screen, and that you can just shift it up a little to see the HUD at the bottom, because there's nothing critical at the top.

[Edit: Originally wrote 288 lines of R-Type, was a typo]

I wouldn't say you need hundreds of modelines.  In most cases you can set them up on a hardware driver basis, and individual game adjustments aren't needed. 

Even if you use the automatic mode most of the time, I think it's pretty critical to be able to go manual in special cases as you say.

An idea when raw modeline support will be added?  If the capability of using generated timing values is already there, wouldn't it be fairly simple to bypass the formulas and use values from the ini file?  You could implement that first before taking the time to add it to the UI.

Advanced users wouldn't need any error handling either.  If the modeline is bad, let it crash.  If we're creating these modelines, we can verify they're working ahead of time.

I'm just saying it could be made functional for advanced users who really need it, before you have to do all the work of prettying it up for general users.

Let me know if there's anything I can do to help this along.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: pyrojoe on December 02, 2012, 08:16:13 pm
Hey Calamity,

You've done such a wonderful job on Groovymame! Congratulations on creating something that makes so many people happy.
 :notworthy:


I've recently switched my winxp setup to an Arch installation and am having a bit of an issue.

I'm using the 'ms2930' monitor preset and when I try to run dkong I'm getting the following as output:

SwitchRes: [dkong] (1) vertical (224x256@60.61)->(400x256@57.12)
SwitchRes: ProgressiveLinesMax 768 out of range
SwitchRes: Error in monitor range (ignoring): 31000-32000, 50-65, 0.330, 3.580, 1.750, 0.316, 0.063, 1.137, 0, 0, 576, 768, 0, 0

I got a better screen while I was running windows.  I'm probably missing something simple, but can't find it. Any suggestions?

Nevermind, I think I got it figured out.  Thanks anyway!
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: cack01 on December 03, 2012, 01:11:14 am
Hi Calamity

I am still testing and I have found quite a few games with slowdowns.  Refresh related slow downs.  I saw you mentioned the syncrefresh option earlier.  I enabled it in my ini and it did not have any effect.  It seems the only way to run a lot of games is if modelines is disabled.  Any ideas or things I should test.  See the attached log for an idea of what is going on (Michael Jackson's moonwalker)

Thanks for the help
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: krick on December 03, 2012, 11:02:44 am

I am still testing and I have found quite a few games with slowdowns.  Refresh related slow downs. 


It might be configuration related.  You should always post your basic setup specs when asking for help...

- CPU (type and speed)
- Video card setup (Radeon + CRT_EmuDriver, Nvida + Soft15KHz, ArcadeVGA2, ArcadeVGA3000, etc...)
- Monitor type (low res arcade (15KHz), tri-sync arcade, TV, PC CRT, PC LCD, etc...)
- Operating system (Win XP 32bit, Win XP 64bit, Win 7 32bit, Win7 64bit, Linux, etc...)
- GroovyMAME version (be specific. also indicate if it is 32 or 64 bit and if you compiled it yourself)
- anything "weird" about your configuration that you think might be relevant
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: cack01 on December 03, 2012, 12:30:29 pm

It might be configuration related.  You should always post your basic setup specs when asking for help........


Sorry about that. 

XP 64
Intel i5 @ 2.8ghz
ArcadeVGA 3000
GM 0.147u3 64bit
Have tried with -syncrefresh set to 0 & 1 in the GM ini.

Pretty much has to be configuration/new GM version as these games will all play fine when modelines is turned off in GM 0.147u3.  Pre GM 0.147 I would just have to put the *.exe in the directory set monitor to generic and off I go.  There are a lot more settings now, so I just trying to troubleshoot and see what works best with the AVGA 3000.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 03, 2012, 06:29:35 pm
I wouldn't say you need hundreds of modelines.  In most cases you can set them up on a hardware driver basis, and individual game adjustments aren't needed.

More than five hundred, indeed :). A different story as that many of them belong to non-so-relevant games.

Quote
Even if you use the automatic mode most of the time, I think it's pretty critical to be able to go manual in special cases as you say.

An idea when raw modeline support will be added?  If the capability of using generated timing values is already there, wouldn't it be fairly simple to bypass the formulas and use values from the ini file?  You could implement that first before taking the time to add it to the UI.

Advanced users wouldn't need any error handling either.  If the modeline is bad, let it crash.  If we're creating these modelines, we can verify they're working ahead of time.

Well, it should be ready for the next release, that's for sure. At the moment my priority #1 is updating VMMaker to the new crt_range format, then I'll focus on next release.

By now, you can safely use GM with your own modes, as any other version of MAME, just make sure to have the -powerstrip option disabled. You need to have the -modeline option enabled anyway otherwise the -frame_delay option won't work.

Also, you'll need to disable the -lock_system_modes option, as your modes will be detected as 'system' modes, as opposed to 'custom' modes that are the ones we create for the Catalyst cards.

Finally, maybe you need to enable -refresh_dont_care, depending on how you labelled the refresh rate values of your modes.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: rCadeGaming on December 03, 2012, 06:43:42 pm
More than five hundred, indeed :). A different story as that many of them belong to non-so-relevant games.

Do you mean 500 variations including timing variations, or 500 resolutions that are all different in terms of basic active height and width?

Quote
An idea when raw modeline support will be added?
Well, it should be ready for the next release, that's for sure.

You are a god.   :notworthy:

I was thinking I would have to program my front-end to adjust the timing values in the driver or something, right before launching the game.

By now, you can safely use GM with your own modes, as any other version of MAME, just make sure to have the -powerstrip option disabled. You need to have the -modeline option enabled anyway otherwise the -frame_delay option won't work.

Also, you'll need to disable the -lock_system_modes option, as your modes will be detected as 'system' modes, as opposed to 'custom' modes that are the ones we create for the Catalyst cards.

Finally, maybe you need to enable -refresh_dont_care, depending on how you labelled the refresh rate values of your modes.

You mean manually switching to my modeline, then starting the game?  I can wait for next version.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 03, 2012, 06:55:06 pm
Sorry about that. 

XP 64
Intel i5 @ 2.8ghz
ArcadeVGA 3000
GM 0.147u3 64bit
Have tried with -syncrefresh set to 0 & 1 in the GM ini.

Pretty much has to be configuration/new GM version as these games will all play fine when modelines is turned off in GM 0.147u3.  Pre GM 0.147 I would just have to put the *.exe in the directory set monitor to generic and off I go.  There are a lot more settings now, so I just trying to troubleshoot and see what works best with the AVGA 3000.

Hi crack01,

That's odd because your log looks perfectly fine. The only interesting bit is that it's performing a resolution switch while in the game, but that's the expected behaviour. So, what are you seeing exactly? A slowdown? By refresh related slowdown I mean that the game shows a solid slowdown, not variable, of say 92% or whatever. If you get a variable rate then that's something different. Well for a refresh related slowdowns, you can either modify the refresh (you can use ArcadePerfect for your AVGA 3000) or enable -triplebuffer for that particular game (let's say that -triplebuffer is the opposite to -syncrefresh in this context). If, as you said, switching -modeline off fixes the issue, please attach a log here of the same game with -modeline off so I can compare.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 03, 2012, 07:01:18 pm
Do you mean 500 variations including timing variations, or 500 resolutions that are all different in terms of basic active height and width?

Timing variations of course.

I was thinking I would have to program my front-end to adjust the timing values in the driver or something, right before launching the game.

Quote
You mean manually switching to my modeline, then starting the game?  I can wait for next version.

Well, definitely you're going to have to figure out some automated method to pass the modelines to GroovyMAME through .ini or command line, is that what you mean?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: rCadeGaming on December 03, 2012, 07:24:54 pm
Timing variations of course.

Ok, you're just saying it's a lot of timing variations to set up.  I though you were referring to running over the nVidia 31 custom res limit. 

Most resolutions should fit inside a common one, like running 384x224 centered in 392x240 and adjusting the border into the overscan.  As long as I have unlimited timing variations, I'm good.

Well, definitely you're going to do figure out some automated method to pass the modelines to GroovyMAME through .ini or command line, is that what you mean?

I meant my front-end would have a manually defined record of the the timing values for each game.  The game would be set up in MAME to switch to the right resolution, but the front end would edit the graphics driver to adjust the timing values for the selected game just before launching MAME. 

It would have been an enormous pain in the ass.  I don't even know if I'd be able to make adjustment to the driver that would take effect before restarting.  I hadn't begun working on it yet.

What do you mean I'll need an automated method to pass the modelines to GroovyMAME?  Once raw modeline support is added, can't I just manually type them into the individual hardware driver or game's .ini?

I could have the front-end pass them when launching through command line too, but it would be good to be able to store them in the .ini's.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: cack01 on December 04, 2012, 12:45:03 am

Hi crack01,

That's odd because your log looks perfectly fine. The only interesting bit is that it's performing a resolution switch while in the game, but that's the expected behaviour. So, what are you seeing exactly? A slowdown? By refresh related slowdown I mean that the game shows a solid slowdown, not variable, of say 92% or whatever. If you get a variable rate then that's something different. Well for a refresh related slowdowns, you can either modify the refresh (you can use ArcadePerfect for your AVGA 3000) or enable -triplebuffer for that particular game (let's say that -triplebuffer is the opposite to -syncrefresh in this context). If, as you said, switching -modeline off fixes the issue, please attach a log here of the same game with -modeline off so I can compare.

Thanks for the continued help.  Slow down is constant and usually about 76%.  I am attaching three logs:

Modelines on: Slow Down
Modeline off: Good
Modeline On & Triple Buffer On: Good

Triple buffer seems to fix it although I have no idea what it does and if/why we use it.  ???

Thoughts?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 04, 2012, 04:16:09 am
Thanks for the continued help.  Slow down is constant and usually about 76%.  I am attaching three logs:

Modelines on: Slow Down
Modeline off: Good
Modeline On & Triple Buffer On: Good

Triple buffer seems to fix it although I have no idea what it does and if/why we use it.  ???

Thoughts?

Are you by any chance using the new -frame_delay option? Make sure it's disabled if you're seeing speed issues.

I really need to see your compared logs of the same game with -modeline on/off, both with -syncrefresh (leave apart the -triplebuffer by now). That should point to one direction or other.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: kourampies on December 04, 2012, 04:40:25 am
I tried to run GroovyMAME 147, and Im having slowdowns on all games, regardless of the actual amount of resources they need.

All games? Or just a few of them? Vertical games? Slowdowns can be either CPU related, or refresh rate related (check your monitor settings, generic_15 is very conservative, try arcade_15). Try disabling -syncrefresh from command-line to find the answer, or... go into Game Information and check if the game is running at its native refresh or if it's been reduced to meet your monitor specs,

etc.

arcade_15 did the trick... 100% speed and perfect sync. now on to understand the new modelines syntax and get my old settings back :)
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 04, 2012, 05:00:05 am
arcade_15 did the trick... 100% speed and perfect sync. now on to understand the new modelines syntax and get my old settings back :)

That's a relief ;)

The new crt_range syntax is quite simple indeed, it's only that such a long row of numbers looks scary, basically you're telling GM (for example): I want progressive modelines from 192 to 288 lines, and interlaced modelines from 448 to 576 lines. Whatever that falls outside that is out of range for me.

Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: retrorepair on December 04, 2012, 05:06:22 pm
Just noticed I've lost 24/31khz resolutions using the MS2930 preset, I guess this is down to VMMaker not being up to speed with GM yet? Or did the old VMMaker not have that preset?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 04, 2012, 05:28:44 pm
Ok, you're just saying it's a lot of timing variations to set up.  I though you were referring to running over the nVidia 31 custom res limit. 

Most resolutions should fit inside a common one, like running 384x224 centered in 392x240 and adjusting the border into the overscan.  As long as I have unlimited timing variations, I'm good.

Even just counting the different resolutions (ignoring refresh variations),  it's quite beyond the NVidia 31 custom res limit, especially if you consider implemeting the MESS side, I'm pretty sure of this, so you'll have to make compromises here and there, however it's not too bad as long as you can have virtually any refresh rate that you want. Furthermore, by doing a clever use of the border sizes, as you're suggesting, you can simulate having many more resolutions, that's a huge lot of work but if properly done it should be perfect.

Quote
I meant my front-end would have a manually defined record of the the timing values for each game.  The game would be set up in MAME to switch to the right resolution, but the front end would edit the graphics driver to adjust the timing values for the selected game just before launching MAME. 

It would have been an enormous pain in the ass.  I don't even know if I'd be able to make adjustment to the driver that would take effect before restarting.  I hadn't begun working on it yet.

That's similar to how the SwitchRes app works (before it was integrated in MAME), but unfortunately that wouldn't work for NVidia, because their drivers only seem to read custom video definitions on boot , according to my tests, so you can't edit them dynamically unless you use a third party app like Powerstrip. ATI drivers on the other hand can reload the new timings at any point without rebooting, this is a gift from the gods, that's the main difference with NVidia and why GM is targeted to ATI cards.

Quote
What do you mean I'll need an automated method to pass the modelines to GroovyMAME?  Once raw modeline support is added, can't I just manually type them into the individual hardware driver or game's .ini?

I could have the front-end pass them when launching through command line too, but it would be good to be able to store them in the .ini's.

Of course the new option should pick the modelines directly from driver o game's ini, I just meant that it is a lot of work creating all those inis by hand, but anyway what's important now is to add this functionality, and let users find the best way for them to use it.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Rochabian on December 04, 2012, 06:37:28 pm
Hi Calamity

Is it possible to have a Nec XM29 Plus preset with next release?
I've used values that you've posted on another thread with VMMaker and it works quite well

Can it be added???

Thanks
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: rCadeGaming on December 04, 2012, 06:57:49 pm
Even just counting the different resolutions (ignoring refresh variations),  it's quite beyond the NVidia 31 custom res limit, especially if you consider implemeting the MESS side

Nope, no MESS for me.  I'm sticking with real hardware wherever possible.  This is easy for console games, and I'm thinking of picking up a couple PCB's now.

by doing a clever use of the border sizes, as you're suggesting, you can simulate having many more resolutions, that's a huge lot of work but if properly done it should be perfect.

It's been working great so far!  Yes, it's a lot of work but I enjoy tinkering.  :)

All this being said, I won't hesitate to get an ATI card if I run out of options, or find something I need that the nVidia won't do.

That's similar to how the SwitchRes app works (before it was integrated in MAME), but unfortunately that wouldn't work for NVidia, because their drivers only seem to read custom video definitions on boot , according to my tests, so you can't edit them dynamically unless you use a third party app like Powerstrip.

Ok, so GM's -powerstrip option will allow it to work with a nVidia card as you said.

If GM can control settings through Powerstrip, couldn't I program my front-end to do the same though?  I won't need to with GroovyMAME, but I may need to set timing values before launching a PC game.

Of course the new option should pick the modelines directly from driver o game's ini

I figured, but... Sweet!  :notworthy:

anyway what's important now is to add this functionality, and let users find the best way for them to use it.

I'm sure you could eventually do all kinds of convenient things in the UI, like pressing a button to import from Powerstrip, or adjusting individual values on a form similar to Powerstrip's advanced timing options window.  I'd be happy with just .ini editing.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: cack01 on December 04, 2012, 08:28:52 pm
Thanks for the continued help.  Slow down is constant and usually about 76%.  I am attaching three logs:

Modelines on: Slow Down
Modeline off: Good
Modeline On & Triple Buffer On: Good

Triple buffer seems to fix it although I have no idea what it does and if/why we use it.  ???

Thoughts?

Are you by any chance using the new -frame_delay option? Make sure it's disabled if you're seeing speed issues.

I really need to see your compared logs of the same game with -modeline on/off, both with -syncrefresh (leave apart the -triplebuffer by now). That should point to one direction or other.

sorry, I thought I attached them. See below.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 05, 2012, 05:42:23 am
Hi cack01,

I *think* I've found the source of mwalk's slowdown. It seems there's a dramatic speed decrease for this game among versions 0.146 and 0.147, I mean the official versions, not GM. For testing this you need to press F10 in order to run the game unthrottled. For 0.146, I get a speed of around 250%, but for 0.147 it hardly gets 120%. Testing this on a P4 3.0 GHz.

120% unthrottled is an average, so its quite sure that at some points, the emulation speed doesn't reach 100%. When you v-sync a game that originally can't keep a solid 100% speed, the resulting speed can suddendly fall much below.

Looking through the whatsnew.txt, you can see there has been a lot of work on the Sega drivers, so maybe that's where the issue comes from.

As a fact, I have a testing build of GM here based on version 146u4 with the new Switchres patch 0.14, that's the version I used to develop the new patch before moving to the new compiling environment. Well, this build runs mwalk much faster than v0.147u3. So the new patch is not to blame, it seems.

I can notice the slowdowns here during mwalk's music passages. Now, if you told me you're getting 250% speed unthrottled then we should look at something else.

Only reason you can run those games at 100% when disabling the -modeline option is that by doing that, you're bypassing the whole options setting routines, so the -syncrefresh option is not applied (you'll sure notice the tearing). Better use the -triplebuffer option for those games, that one at least will remove tearing.
Title: AW: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Endprodukt on December 05, 2012, 07:09:13 am
Tempest is still not working for me. Suggestions?  I also don't understand fully how to use the new lines or at least how to find out what progressive and interlaced ranges make sense for my monitor. Can someone help out?

Gesendet von meinem HTC Desire HD A9191 mit Tapatalk 2

Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 05, 2012, 07:42:18 am
Tempest is still not working for me. Suggestions?  I also don't understand fully how to use the new lines or at least how to find out what progressive and interlaced ranges make sense for my monitor. Can someone help out?

Tempest is working fine here, check your roms. I need to use roms named tempest1, tempest2 or tempest3. The rom named as just tempest is missing some files, probably I need to update.

What monitor are you using?
Title: AW: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Endprodukt on December 05, 2012, 07:48:47 am
It's basicly the successor of the hantarex polo... Its from the same manufacturer that bought hantarex (called 'monitor') based in Florence. I have my custom modeline, I just need to know how to use the new lines.

Gesendet von meinem HTC Desire HD A9191 mit Tapatalk 2

Title: Re: AW: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 05, 2012, 08:02:03 am
It's basicly the successor of the hantarex polo... Its from the same manufacturer that bought hantarex (called 'monitor') based in Florence. I have my custom modeline, I just need to know how to use the new lines.

Is that dual-sync?

For the crt_range, check this, just above:

http://forum.arcadecontrols.com/index.php/topic,128879.msg1319002.html#msg1319002 (http://forum.arcadecontrols.com/index.php/topic,128879.msg1319002.html#msg1319002)
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Endprodukt on December 05, 2012, 08:06:20 am
No, it's extended 15khz. I know what the new lines are doing, I just don't know how to find out what's good/bad for my monitor.

I tested all tempest versions and they all do the same: First a blue screen, then yellow flicker, then black... that's basicly it. No report of broken or missing roms.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 05, 2012, 08:13:44 am
No, it's extended 15khz. I know what the new lines are doing, I just don't know how to find out what's good/bad for my monitor.

192, 288, 448, 576

Quote
I tested all tempest versions and they all do the same: First a blue screen, then yellow flicker, then black... that's basicly it. No report of broken or missing roms.

Did you create the fresh mame.ini? Magic resolutions? DirectDraw/D3D? Log? ;)
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Endprodukt on December 05, 2012, 08:37:13 am
Fresh mame.ini: Yes. Magic resolutions: Yes. I'm using d3d with a HD4350. Would love to post a logfile but can't seem to save it... I know I have to use the -v command, but how do I save the log? Sorry for the noobish question.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 05, 2012, 08:44:26 am
Fresh mame.ini: Yes. Magic resolutions: Yes. I'm using d3d with a HD4350. Would love to post a logfile but can't seem to save it... I know I have to use the -v command, but how do I save the log? Sorry for the noobish question.

groovymame.exe romname -v >romname.txt

Also, make sure you don't have any hlsl stuff enabled (not only in mame.ini I mean).
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Endprodukt on December 05, 2012, 08:47:36 am
thanks, here's the log. I'm not even shure what hlsl is. Is it disabled by default in the new mame.ini... were else should it be deactivated!?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 05, 2012, 09:07:01 am
thanks, here's the log. I'm not even shure what hlsl is. Is it disabled by default in the new mame.ini... were else should it be deactivated!?

Thanks!

Try running tempest from command line adding the option -prescale 1
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Endprodukt on December 05, 2012, 12:36:03 pm
I actually only had to delete an old ini I had for tempest... it screwed something up. Works now... thanks ;)
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 05, 2012, 01:35:31 pm
I actually only had to delete an old ini I had for tempest... it screwed something up. Works now... thanks ;)

 :cheers:

Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: maxpontello on December 05, 2012, 07:54:07 pm
@Calamity

I've tested the new Groovymame with Bubble Bobble and noticed a strange behavour. It seems that the correct modeline required by the game is the following:

Modeline "256x224_60 15.63KHz 59.19Hz" 5.25 256 272 296 336 224 235 238 264   -hsync -vsync

I've exactly this in my modelines but when the game starts the image results shifted towards left (it goes out of screen, while at the right border there's a black columns). So i decided to modify it manually:

Modeline "256x224_60 15.63KHz 59.19Hz" 5.25 256 266 290 336 224 235 238 264   -hsync -vsync

I shifted (i think) image 6 pixel towards right.

When i launch the game the result is the same ad before. Analyzing the log, which i attach, it seems that the emu decides to ignore my modified modeline and generate the usual one on the fly. Is there a way to make it use the modifed one or a better way to shift the image so it doesn't go outside the screen?

Here is the complete log.

Thanks, Max
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 06, 2012, 01:48:21 pm
Hi maxpontello,

Yes, GM overrides the installed modelines because it recalculates them on the fly. By now, the way to adjust geometry is by editing the crt_range options, for shifting the picture to the right you need to reduce the horizontal front porch. This will affect all modes.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: maxpontello on December 06, 2012, 02:11:34 pm
Hi maxpontello,

Yes, GM overrides the installed modelines because it recalculates them on the fly. By now, the way to adjust geometry is by editing the crt_range options, for shifting the picture to the right you need to reduce the horizontal front porch. This will affect all modes.

Ok. So if my monitor range actually is 15625.00-16500.00,49.50-65.00,2.000,4.700,8.000,0.064,0.192,1.024,0,0,192,288,448,576 then i should change the 2.000 value, right? And by what value? Do i have to change the H-Back Porch too? Thanks Dude :)
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 06, 2012, 02:21:46 pm
Try 1.8 for instance. The back porch affects the left border. Another approach is: launch Arcade_OSD, set the resolution you use for bublbobl as you have adjusted it, then enter the horizontal geometry menu and copy the values there (front and back porches), then use those into the crt_range line.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: emuola on December 07, 2012, 02:42:43 am
Sorry to ask this noob question again, but I want to be sure, I wont break my shiny new M3129. Also As there's now a preset for my m3129, I'm really not sure how much info I should put into mame.ini anymore  ??? The correct way to use just vga (every game gets scaled to vga resolution) is the following?

In switchres.conf

Code: [Select]
threads=1
ff=1
monitor=m3129
aspect=4:3

But what about mame.ini? Do I use the line from monitor specs -thread?

Code: [Select]
...
monitor_specs0 31000.00-32000.00, 55-65, 0.33, 3.58, 1.75, 0.316, 0.063, 1.137, 0, 0, 576, 768
monitor_specs1 auto
monitor_specs2 auto
monitor_specs3 auto
monitor_specs4 auto
monitor_specs5 auto
monitor_specs6 auto
monitor_specs7 auto
...

Is this correct?

And what if I ever want to use the unscaled 15Khz modes also?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 07, 2012, 06:58:22 am
Hi emuola,

I assume your using the GM v0.147u3, Linux and the Wei-Ya M3129. Please refresh my memory: why would you want to only use the 31kHz range if yours is a tri-sync monitor? You probably had a reason, it's just that I can't remember now.

Anyway, leave alone the switchres.conf

You only need to create a fresh mame.ini (the options you posted are out of date), then edit the option 'monitor' with:

Code: [Select]
monitor m3129
Now, this sets GM to use the three ranges (15-24-31), with GM's default settings for M3129. If you just want to use the 31 kHz range, and your custom settings, do the following (still in mame.ini):

Code: [Select]
monitor custom
crt_specs0 31000.00-32000.00, 55-65, 0.33, 3.58, 1.75, 0.316, 0.063, 1.137, 0, 0, 480, 512, 0, 0

If you wanted to enable the three ranges, but setting the 31 kHz range with your custom settings, do this:

Code: [Select]
monitor custom
crt_specs0 15250-16500, 40-80, 2.187, 4.688, 6.719, 0.190, 0.191, 1.018, 1, 1, 224, 288, 448, 576
crt_specs1 23900-24420, 40-80, 2.910, 3.000, 4.440, 0.451, 0.164, 1.048, 1, 1, 320, 384, 0, 0
crt_specs2 31000-32000, 55-65, 0.33, 3.58, 1.75, 0.316, 0.063, 1.137, 0, 0, 480, 512, 0, 0
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: maxpontello on December 07, 2012, 10:55:56 am
Try 1.8 for instance. The back porch affects the left border. Another approach is: launch Arcade_OSD, set the resolution you use for bublbobl as you have adjusted it, then enter the horizontal geometry menu and copy the values there (front and back porches), then use those into the crt_range line.


I've followed your advices, settin 1.20 and now che image is centered :) But now i realize that either left  or right border go slightly out from monitor limit. I've set the monitor H amplitude on the base of Neo Geo resolution, so 320x224. Using a lesser resolution like Bubble Booble one, which is 256x224, shouldn't  the image be inside the screen, with left and right black border?

Thanks :)

Max
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: emuola on December 07, 2012, 12:00:41 pm
Hi emuola,

I assume your using the GM v0.147u3, Linux and the Wei-Ya M3129. Please refresh my memory: why would you want to only use the 31kHz range if yours is a tri-sync monitor? You probably had a reason, it's just that I can't remember now.

Anyway, leave alone the switchres.conf

You only need to create a fresh mame.ini (the options you posted are out of date), then edit the option 'monitor' with:

Code: [Select]
monitor m3129
Now, this sets GM to use the three ranges (15-24-31), with GM's default settings for M3129. If you just want to use the 31 kHz range, and your custom settings, do the following (still in mame.ini):

Code: [Select]
monitor custom
crt_specs0 31000.00-32000.00, 55-65, 0.33, 3.58, 1.75, 0.316, 0.063, 1.137, 0, 0, 480, 512, 0, 0

If you wanted to enable the three ranges, but setting the 31 kHz range with your custom settings, do this:

Code: [Select]
monitor custom
crt_specs0 15250-16500, 40-80, 2.187, 4.688, 6.719, 0.190, 0.191, 1.018, 1, 1, 224, 288, 448, 576
crt_specs1 23900-24420, 40-80, 2.910, 3.000, 4.440, 0.451, 0.164, 1.048, 1, 1, 320, 384, 0, 0
crt_specs2 31000-32000, 55-65, 0.33, 3.58, 1.75, 0.316, 0.063, 1.137, 0, 0, 480, 512, 0, 0

Thanks Calamity once again for explaining me stuff I don't understand :) I was planning to do 31Khz only, so that I don't have to fiddle with modelines (to be able to adjust the picture size/position etc). This is what I was told when I first asked about the kind of a monitor to buy. But if GA now has the automated modelines for m3129, I'll be really happy to try out all the "modes".

Cool  :applaud:
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: rCadeGaming on December 07, 2012, 06:22:38 pm
Emuola, I don't think you understand what the different modes mean, and the significance of running native resolutions.  It sounds like someone gave you some advice that... I won't say it's bad advice, but they were just trying to tell the easiest thing to do, with no regard to what would actually give you a good picture and make the most of your monitor.

Basically, one of the main points of GroovyMAME is to help run these games in their native resolution, meaning the resolution they originally ran in the arcade.  90% of games in MAME originally ran in resolutions around 320x240, meaning they ran in 15kHz resolutions.

15kHz = anything around 320x240 progressive (240p) OR 640x480 interlaced (480i)
25kHz = anything around 512x384 progressive
31kHz = anything around 640x480 progressive (480p)

If you run these 15kHz games in native res they'll be sharp, and they will have authentic scanlines; they'll really look good.  If you run them in 31kHz they have to be upscaled (stretched out to fit a larger resolution), they'll probably be either too blurry or too sharp, and the scanlines will be gone; they won't look nearly as good.

Now games that are actually meant for 31kHz will look great in 31kHZ.  Same thing with 25kHz.  Everything generally looks best in its native resolution.

The whole point of a Tri-Sync is to be able to display all these different resolutions.  I'm sure you paid a good amount of money for that thing, so you should put some work into getting a good picture out of it.  If you're just using it for 31kHz and scaling everything lower up, it's not much better than a computer monitor.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: emuola on December 08, 2012, 02:21:32 am
Emuola, I don't think you understand what the different modes mean, and the significance of running native resolutions.  It sounds like someone gave you some advice that... I won't say it's bad advice, but they were just trying to tell the easiest thing to do, with no regard to what would actually give you a good picture and make the most of your monitor.

Basically, one of the main points of GroovyMAME is to help run these games in their native resolution, meaning the resolution they originally ran in the arcade.  90% of games in MAME originally ran in resolutions around 320x240, meaning they ran in 15kHz resolutions.

15kHz = anything around 320x240 progressive (240p) OR 640x480 interlaced (480i)
25kHz = anything around 512x384 progressive
31kHz = anything around 640x480 progressive (480p)

If you run these 15kHz games in native res they'll be sharp, and they will have authentic scanlines; they'll really look good.  If you run them in 31kHz they have to be upscaled (stretched out to fit a larger resolution), they'll probably be either too blurry or too sharp, and the scanlines will be gone; they won't look nearly as good.

Now games that are actually meant for 31kHz will look great in 31kHZ.  Same thing with 25kHz.  Everything generally looks best in its native resolution.

The whole point of a Tri-Sync is to be able to display all these different resolutions.  I'm sure you paid a good amount of money for that thing, so you should put some work into getting a good pictre out of it.  If you're just using it for 31kHz and scaling everything lower up, it's not much better than a computer monitor.

Thanks for the explanation rCadeGaming :) Actually, I understand the modes, but I was told that I'd get trouble with the monitor settings (h-position/v-position, v-size/h-size, the physical control panel), when mame switched to one mode to another. I was also told that getting all the modes to be displayed perfectly I'd need to manually fiddle with the modelines *a lot*. Thus I was told to scale everything to vga -> one monitor setting "fits all" :) But now, as GA seems to be very smart with the reolutions, I'm very happy to use all three modes and the native resolutions :) Woohoo  :cheers:

I'm just about to get things ready for hooking everything together. Cab is pretty much ready, I just need someone to help me to hook up the m3129 into the cab. That beast is *heavy* :D

Thank you guys fo all your help so far  :notworthy:
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 10, 2012, 02:02:35 pm
If GM can control settings through Powerstrip, couldn't I program my front-end to do the same though?  I won't need to with GroovyMAME, but I may need to set timing values before launching a PC game.

Of course, that's perfectly possible. If you check the GM's source, there's a file named pstrip.c, that can be used as a library to interface with Powerstrip with little or no change.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Monkee on December 10, 2012, 04:41:49 pm
Hi Calamity,

Thanks a lot for the good work that you've done.  :)

I still have one suggestion/question: concerning the ones that use GroovyMame on a flat screen or videoprojector, is it possible to reproduce something like that only with software :  http://shoryuken.com/forum/index.php?threads/t-slg-toodles-scanline-generator-authentic-retro-look-from-your-modern-flatscreen.145407/ (http://shoryuken.com/forum/index.php?threads/t-slg-toodles-scanline-generator-authentic-retro-look-from-your-modern-flatscreen.145407/) because it's apparently a huge improvement in term of confort !

Thanks a lot.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: rCadeGaming on December 10, 2012, 05:45:38 pm
check the GM's source, there's a file named pstrip.c

Thanks, I'll start there.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: cloaknite on December 11, 2012, 05:23:44 am
Hi there, my crt is an hantarex polo/2 28 star, can I use the polo preset or it's better to use the arcade_15_25?
Thanks a lot!
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: tyson171 on December 15, 2012, 01:07:07 pm
Anyone use a wells gardner 25k7191?  Is the wells 7131, 7000 preset the best setting for this monitor, or just use the standard arcade 15hz preset?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Monkee on December 18, 2012, 08:40:27 pm
Hi guys,
I plan to buy some wiimote to play gun games on groovymame and I'd like to ask you some informations to be sure to make the right choice:

Do we need a bluetooth dongle in the pc and a sensor bar on the tv to use this fonction ?
Do the  Wii MotionPlus/ Wii Remote Plus works on this system ?

Did anyone tried to see if the BigBen Walther P99 replica gun that incorporates the wiimote system inside(https://www.amazon.co.uk/bigben-BigBen-Walther-P99-Wii/dp/B0041NWAT6 (https://www.amazon.co.uk/bigben-BigBen-Walther-P99-Wii/dp/B0041NWAT6)) or even the Guncon3 are working ?

Thanks a lot.
Monkee
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 19, 2012, 05:10:06 pm
I plan to buy some wiimote to play gun games on groovymame and I'd like to ask you some informations to be sure to make the right choice:

Are you planning to use Windows or Linux? The wiimote support is for the Linux build, I think you need extra software to achieve that in Windows (never tested myself).

Quote
I still have one suggestion/question: concerning the ones that use GroovyMame on a flat screen or videoprojector, is it possible to reproduce something like that only with software :  http://shoryuken.com/forum/index.php?threads/t-slg-toodles-scanline-generator-authentic-retro-look-from-your-modern-flatscreen.145407/ (http://shoryuken.com/forum/index.php?threads/t-slg-toodles-scanline-generator-authentic-retro-look-from-your-modern-flatscreen.145407/) because it's apparently a huge improvement in term of confort !

Under Windows, you can use hlsl to achieve 'realistic' CRT emulation on LCDs. Google 'hlsl' and MAME, there's plenty of info.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Monkee on December 19, 2012, 07:35:04 pm
Thanks Calamity !

I'm using Linux for the moment so I will ask directly on the linux part if it's linked to it, sorry.  :-\
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: tyson171 on December 20, 2012, 08:50:16 pm
Calamity,

I just want to say a quick thanks for all the hard work you and anyone has put into GroovyMame!  It truly is a great piece of software and provides unmatched results when it comes to picture quality!  Thanks again and happy holidays M8!

(ps, it is also extremely easy to setup!  I used to spend hours trying to fine tune my old setups!) 
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on December 22, 2012, 06:00:13 pm
Remind me what ini settings i need to set if im using a LCD display?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 23, 2012, 10:26:46 am
Calamity,

I just want to say a quick thanks for all the hard work you and anyone has put into GroovyMame!  It truly is a great piece of software and provides unmatched results when it comes to picture quality!  Thanks again and happy holidays M8!

(ps, it is also extremely easy to setup!  I used to spend hours trying to fine tune my old setups!)

Hi tyson171,

Many thanks for your comments, specially for the remarked parted.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 23, 2012, 10:33:08 am
Remind me what ini settings i need to set if im using a LCD display?

It's easier than before. You just need to set the 'monitor' option to 'lcd'

Then, if you're using Powerstrip, enable the 'powerstrip' option.

Finally, define the range your monitor can actually refresh, e.g.:

-lcd_range 57.50-61.00
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on December 23, 2012, 11:20:36 am
Remind me what ini settings i need to set if im using a LCD display?

It's easier than before. You just need to set the 'monitor' option to 'lcd'

Then, if you're using Powerstrip, enable the 'powerstrip' option.

Finally, define the range your monitor can actually refresh, e.g.:

-lcd_range 57.50-61.00

where do i need to place the, refresh value for my monitor in the mame.ini file?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 23, 2012, 11:21:50 am
where do i need to place the, refresh value for my monitor in the mame.ini file?

Of course.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on December 23, 2012, 11:24:37 am
Do i need powerstrip installed, or can you get away without using it. Any ideas if theres a program that tells you what actual refresh rate your monitor supports? I have a DELL 2405FPW, im guessing its just 50-60hz
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 23, 2012, 11:51:41 am
Do i need powerstrip installed, or can you get away without using it. Any ideas if theres a program that tells you what actual refresh rate your monitor supports? I have a DELL 2405FPW, im guessing its just 50-60hz

You can get away without PowerStrip, but that will force all games to run at 60 Hz. Your monitor may probably support whatever refresh but the key question is if it's updating the panel at the input refresh or if it's converting it internally to 60 Hz. You can use Juddertest in combination with Powerstrip to find your monitor's refresh range.

My experience with the Dell U3011 is that it preserves the original refresh for 58-61 Hz, anything lower is converted to 60 Hz. However Powerstrip is still useful here at least for games that are not exactly 60 Hz but are inside the 58-61 Hz range (many, many games), instead of forcing them to run at 60 Hz. Moreover, a game like donpachi that runs at 57.55 is not so bad when forced to 58 Hz than when forced to 60.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on December 28, 2012, 04:15:30 am
A friend of mine got this error whenever he tries to start a rom:
Code: [Select]
Exception at EIP=01CE9124 (not found): ACCESS VIOLATION while attempting to write memory at.......
He is using groovymame-0.147u4 32bit self-compiled on windows (using the new official toolchain).
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on December 30, 2012, 05:45:50 pm
A friend of mine got this error whenever he tries to start a rom:
Code: [Select]
Exception at EIP=01CE9124 (not found): ACCESS VIOLATION while attempting to write memory at.......
He is using groovymame-0.147u4 32bit self-compiled on windows (using the new official toolchain).

Hi Ansa, just to double check, did he test with our provided builds? Same crash?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on December 31, 2012, 05:22:27 am
He can't test official build because there is no "groovymame-0.147u4" (at least I can't find it here (http://code.google.com/p/groovyarcade/downloads/list)).
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on January 01, 2013, 04:19:16 pm
He can't test official build because there is no "groovymame-0.147u4" (at least I can't find it here (http://code.google.com/p/groovyarcade/downloads/list)).

Hi Ansa89, the other day I built a binary based on v0.147u4 with the groovy patch applied and it worked flawlesly here (not available in the download site). That type of crash seems to point to some problem when applying the patches, I cannot be sure, anyway.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: dgame on January 01, 2013, 11:00:57 pm
A friend of mine got this error whenever he tries to start a rom:
Code: [Select]
Exception at EIP=01CE9124 (not found): ACCESS VIOLATION while attempting to write memory at.......
He is using groovymame-0.147u4 32bit self-compiled on windows (using the new official toolchain).

I made a groovymame-0.147u4 and encountered a similar error.
The solution is to move/delete the NVRAM and/or CFG files of the offending ROM and let MAME rebuild them.
Try it and let us know.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: krick on January 02, 2013, 10:17:30 am
I just wanted to comment that Pac-Man runs flawlessly with the new GroovyMAME.  It looks great, the sound is perfect, the speed seems correct.  I wasn't able to get it running this good with the older version of GroovyMAME.  Namely, the sound was always off because the game was running slower to sync with the video.   What changed?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on January 02, 2013, 11:02:26 am
I just wanted to comment that Pac-Man runs flawlessly with the new GroovyMAME.  It looks great, the sound is perfect, the speed seems correct.  I wasn't able to get it running this good with the older version of GroovyMAME.  Namely, the sound was always off because the game was running slower to sync with the video.   What changed?

It's just that now triplebuffering is automatically triggered when the refresh difference if higher than specified by the -syncrefresh_tolerance option. As this is set to 2.0 Hz by default, it means that for 288-line resolutions, which usually won't run higher than 52-54 Hz on arcade monitors, -syncrefresh is turned off and -triplebuffer is used instead. This is great for non scrolling games like pacman. You can play with the -syncrefresh_tolerance option in order to decide how off the refresh must be for enabling this behaviour.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: matrigs on January 03, 2013, 02:24:29 pm
Sorry if this is a dumb question - but is the Groovyarcade LiveCD iso to be burned simply to cd and booted? It doesn't really want to when i pick Cd-Rom boot in iso.

EDIT: Sorry, being a numpty. Works now.

To still usefully use this post:

I want to use Groovymame with my Sega Naomi Sanwa 29e31s VGA monitor. It is 31khz only. Should i use the standard "CRT 31khz" settings or these custom settings which i found on retrovicio.org:

SANWA 29E31S

(mame.ini)
monitor_specs0 31000-32000, 55-70, 1.60, 3.04, 3.22, 0.44, 0.09, 1.04, 0, 0, 576, 768

What settings would i have to use to make Groovymame linedouble 224p games without applying any stretching, filling the missing lines blank? In a normal Mame build i would set the output resolution to 640x480 and use the options "Switch resolutions to fit" and "Enforce aspect ratio" and it would do exactly this.

With games using very unorthodox resolutions like Ketsui - 448x224 i would additionally have to change the output resolution to 1024x480 to make this work.

Is this achievable in Groovymame, just also with the right timings? In case of Ketsui - is it possible in Groovymame (it isn't in other Mame builds) to only linedouble and not pixel double the resolution to 448x448 to?

Thanks in advance
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on January 12, 2013, 05:18:44 am
Patch updated for MAME 0.148.
Please test it before upload on the official site.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: krick on January 13, 2013, 01:03:14 am
Patch updated for MAME 0.148.
Please test it before upload on the official site.

It seems to work OK so far.  Do you know if any of the recent HLSL changes in baseline mame might have impacted the GroovyMAME code?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on January 13, 2013, 05:20:11 am
I'm sorry, I don't know.
The only thing I can say is that digging into mame source, trying to update the groovymame patch, I didn't see any relevant change (speaking of code near the patch hunks); however Calamity probably have a better answer for your question.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on January 14, 2013, 06:38:20 am
I made a groovymame-0.147u4 and encountered a similar error.
The solution is to move/delete the NVRAM and/or CFG files of the offending ROM and let MAME rebuild them.
Try it and let us know.
The error persists.

@dgame: did you use the new toolchain (http://mamedev.org/?p=378) to compile it?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: dgame on January 14, 2013, 10:22:02 am
Yes I am using the new toolchain and updated to GM 148 using your patch above and all is well.

What game is giving the problem?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on January 14, 2013, 10:38:02 am
He tried with shinobi, mk, gng, snow bros and sf2.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on January 14, 2013, 11:08:22 am
He tried with shinobi, mk, gng, snow bros and sf2.

Hi Ansa89, I would need a full log, disabling the -multithreading option, to have a better idea of where the problem is arising.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on January 15, 2013, 10:00:56 am
Here is the log.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on January 15, 2013, 11:23:43 am
Thanks Ansa. For some reason he has the -modeline option disabled. That shouldn't cause GM to crash (it did in older versions), but I wonder if there's still some bug related to it. First tell him to enable the -modeline option. Apart from that the custom modelines are not being read, this is probably because of the order the displays are listed. How many video cards are there in that system?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Monkee on January 15, 2013, 01:55:37 pm
Hi Calamity,

I plan to use GroovyMame on an arcadebox with a old CRT TV but also sometime with a LCD. How may I get original-31khz games to work on their original frequencies on LCD ?

Thanks a lot.
Monkee
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on January 15, 2013, 05:43:32 pm
Hi Calamity,

I plan to use GroovyMame on an arcadebox with a old CRT TV but also sometime with a LCD. How may I get original-31khz games to work on their original frequencies on LCD ?

Thanks a lot.
Monkee

You'll need to change the monitor type in mame.ini, either by using a defined preset or custom crt_ranges. Usually you won't send a 31 kHz signal to a LCD, but it's native resolution (that may be way far from 31 kHz). There is a preset named 'lcd' for this. But if you're using Linux it's often better to use the vesa_*** presets.


Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Monkee on January 16, 2013, 04:44:52 pm
Thanks a lot !  :)
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on January 17, 2013, 03:04:34 am
For some reason he has the -modeline option disabled. That shouldn't cause GM to crash (it did in older versions), but I wonder if there's still some bug related to it. First tell him to enable the -modeline option. Apart from that the custom modelines are not being read, this is probably because of the order the displays are listed. How many video cards are there in that system?
He said, he never used the "-modeline" option either with previous versions, but he will try to enable it.
The system has two video cards:
- ati 9250 pci (not pci-e) set as "primary" into bios (this is only used to prevent the boot phase to show up)
- secondary video card used for everything else
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on January 17, 2013, 05:23:38 am
For some reason he has the -modeline option disabled. That shouldn't cause GM to crash (it did in older versions), but I wonder if there's still some bug related to it. First tell him to enable the -modeline option.
The problem persists even with "-modeline" option enabled.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on January 18, 2013, 05:03:27 am
He said, he never used the "-modeline" option either with previous versions, but he will try to enable it.

I understand why some users decide to disable the -modeline option but now all the resolution picking logic passes through this option so disabling it makes GM fall back to MAME's default resolution picking algorithm which does not perform any safe frequency check, etc.

I need to modify this somehow in future versions so that the -modeline option is always on and possibly add some extra option to ensure that the installed modelines are read-only if the user wants to.

Anyway, in this case the crash is due to some other reason.

Quote
The system has two video cards:
- ati 9250 pci (not pci-e) set as "primary" into bios (this is only used to prevent the boot phase to show up)
- secondary video card used for everything else

This is a problem for the current patch, it won't be able to access the registry of a secondary device (I mean when there are two or more physical cards in the system, not a single phyisical card with several internal "devices"), but it will work in next release.

Again, I don't think this is the problem.

Only thing I can say is please wait for the 'official' v0.148 build, and check if the problem is gone, sorry.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on January 18, 2013, 05:20:09 am
The strange thing is that with groovymame 0.174u3 all was working without errors, but upgrading to 0.147u4 he got these issues.
Anyway we will wait for the official 0.148 build (have you seen my patch above (http://forum.arcadecontrols.com/index.php/topic,128879.msg1326500.html#msg1326500)?).


A bit OT: can you upgrade the standalone binary/source of switchres, syncing it to the new patch?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on January 18, 2013, 05:43:05 am
Yes I saw your updated patch but unfortunately haven't had a chance to make the Windows builds, the system where I used to make the builds died recently and I wanted to add a bunch of fixes to patch 014 before making the new builds, including the new stuff I've been testing with Dr.Venom.

I've attached a patched (rather than updated) version of SwitchRes that's up-to-date with the current GM patch (same monitor types, etc.). This is the one that will go in the next GroovyArcade live-cd. This version will look for 'groovyume' binary in order to get the resolutions, so make sure to have it available.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on January 19, 2013, 03:58:41 pm
Thanks a lot.
Please consider the attached patch for your new switchres (it removes a very bad segfault and takes care of 64 bits installs).
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on January 21, 2013, 07:37:28 am
Please consider the attached patch for your new switchres (it removes a very bad segfault and takes care of 64 bits installs).

Thanks Ansa, I'll include that patch. I didn't notice the crash on my system, but if it's segfaulting in yours then there's a bug for sure.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on January 26, 2013, 11:22:49 am
With this new version of Groovymame is it possible to get smooth vertical scrolling on an LCD screen with powerstrip? For instance Mortal Kombats title screen with the characters avatars scrolling on either side of the screen isnt smooth. I have a fresh mame ini file and the only things i have changed it monitor type to LCD, enabled PowerStrip and edited the HLSL settings.

Do the old monitor spec lines still work or are they different, i have a Samsung LCD TV so not sure what i need place in the lcd-range line now?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on January 26, 2013, 11:40:46 am
Do the old monitor spec lines still work or are they different, i have a Samsung LCD TV so not sure what i need place in the lcd-range line now?
See the first post (http://forum.arcadecontrols.com/index.php/topic,128879.msg1316985.html#msg1316985):
- New format for defining custom monitor specs, now the -crt_range0-9 options are used. This is the most important change in this version from the user's point of view, as the existing custom definitions will need to be modified. Not big deal however, but make sure you understand how this works as it will guarantee your success with GroovyMAME. The usual timing values remain the same, but the line limiters are replaced by four values: ProgressiveLinesMin, ProgressiveLinesMax, InterlacedLinesMin, InterlacedLinesMax. These are used to easily define the upper and lower limits of the total logical resolutions GroovyMAME should allow, both for the progressive and the interlaced range. You may leave either one of the two ranges set as zero in case you do not want progressive or interlaced modes to be generated. So the current format is as follows:
Code: [Select]
-crt_range 0-9 HfreqMin-HfreqMax, VfreqMin-VfreqMax, HFrontPorch, HSyncPulse, HBackPorch, VfrontPorch, VSyncPulse, VBackPorch, HSyncPol, VSyncPol, ProgressiveLinesMin, ProgressiveLinesMax, InterlacedLinesMin, InterlacedLinesMax
- Automatic LCD timings generation. This is useful in combination with PowerStrip. Your current timings will be read from PowerStrip and used to recalculate modelines from them. You just need to define the range for the vertical refresh your monitor supports:
Code: [Select]
-lcd_range VfreqMin-VfreqMax
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: yakk11 on January 26, 2013, 06:46:20 pm
i have a Nanao MS2930 monitor and am currently only running it in 15khz.  Am I to assume that i need to stick with "custom" and only enter the 15k range as before?  I'm not really familiar with the progressive and interlace limits.  what am i to enter for that?  Without entering those, only some games work, and when they do, the scanlines are gone.   Groovymame 146 was working perfectly, so i have a feeling its all of these great new features you have implemented just need to be tweaked.  Keep up the good work!  Any help?

UPDATE: I got it working by redoing my mame.ini a third time.  not sure what i changed, but it wokrs!   :applaud:
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: yakk11 on January 27, 2013, 10:40:05 am
Calamity, can you please help me with my Nanao MS2390 setting?  I want it to only run in 15khz for now.  I do i know what values to use for the new custom monitor setting?  When i just plug in the old setting, the scanlines disappear.  Any help? 
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on January 27, 2013, 01:51:42 pm
Calamity, can you please help me with my Nanao MS2390 setting?  I want it to only run in 15khz for now.  I do i know what values to use for the new custom monitor setting?  When i just plug in the old setting, the scanlines disappear.  Any help?

Just define the monitor as 'custom' and add this line:
crt_range0 15450-16050, 50-65, 3.190, 4.750, 6.450, 0.191, 0.191, 1.164, 0, 0, 192, 288, 448, 576
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on January 27, 2013, 02:00:49 pm
With this new version of Groovymame is it possible to get smooth vertical scrolling on an LCD screen with powerstrip?

It is possible indeed, with a LCD screen which does support custom refresh rates (e.g. 54 Hz for mk) which unfortunately is not the case of your Samsung.

Otherwise you're stuck to 60 Hz if you want smooth scrolling. Running mk at 60 Hz means speeding things up to 110%, as we've discussed several times :)

Quote
Do the old monitor spec lines still work or are they different, i have a Samsung LCD TV so not sure what i need place in the lcd-range line now?

The lcd line defines the range where your monitor can truly support incoming refresh rates. Even if a fixed 60 Hz panel, it will still allow for a somewhat narrow range, rather than a fixed value. It could be something like 59.50-60.50. The only way to find it is by direct testing. So the lcd line, in this case, would be:

lcd_range 59.50-60.50

If leave it as 'auto' a default range of 60-60 is assumed.

Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: yakk11 on January 27, 2013, 03:43:56 pm
Calamity, can you please help me with my Nanao MS2390 setting?  I want it to only run in 15khz for now.  I do i know what values to use for the new custom monitor setting?  When i just plug in the old setting, the scanlines disappear.  Any help?

Just define the monitor as 'custom' and add this line:
crt_range0 15450-16050, 50-65, 3.190, 4.750, 6.450, 0.191, 0.191, 1.164, 0, 0, 192, 288, 448, 576

Thanks for the help!  Lots of games work, lots don't.  I tried creating log files for some of the games, but it is saying that -md is an unknown option.  I'm having problems with LOTS of vertical games (pacman, galaga, etc) and some midway games like MK, MK2, MK3, Wargods.  Tekken 1-3 are also not filling the screen.  Any help on any of this?  I saw that I'm supposed to run vmmaker again?  Is there a way to start fresh for that?  I have attached my vmmaker.ini and mame.ini if that helps.  Thanks!
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on January 27, 2013, 05:34:18 pm
The -md option is no longer used, use just -v to get the logs. Consider opening a separate thread se we can follow there.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: yakk11 on January 27, 2013, 06:08:50 pm
The -md option is no longer used, use just -v to get the logs. Consider opening a separate thread se we can follow there.

ok.  i'll do that, thanks!
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on February 21, 2013, 06:41:31 am
Just a quick update.

As you may know I promised an update in sync with v0.148u1, to benefit from the tagmap cleanup performance improvement.

The fact is that I wanted to introduce some new features and the changes required are quite deep, so I need to target them on one single step, and due to their importance, probably release them as SwitchRes patch version 15. So this is going to take a bit longer than I expected. Don't frighten, it won't be too long, but I beg you some patience.

Some of the new features are: multiple window/display support (e.g. play-choice games), user-defined raw modelines, progressive/intelaced mode switching in W7, resolution masks, etc.

I just want to remind that although the currently 'official' version is still GroovyMAME 0.147u3 SwitchRes v0.014, you can build your own up-to-date version with the updated patches posted by Ansa89. Compiling MAME is a quite simple task once you know what to do.


Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Dr.Venom on February 21, 2013, 08:31:27 am
Hi Calamity,

Thanks for the status update. Good to see that you can manage to squeeze in some time for GM, considering your new real real life obligations :)

Looking forward to the v15 release, thanks again!


Edit:
Some of the new features are: multiple window/display support (e.g. play-choice games), user-defined raw modelines, progressive/intelaced mode switching in W7, resolution masks, etc.

Does this also mean dual monitor/display support for games like Sega Outrunners?  :P
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: rCadeGaming on February 21, 2013, 01:03:55 pm
Sounds like it's going to be worth the wait.  I'd rather have greatness later than something rushed now.   I'm still looking forward to user-defined modelines, much gratitude here.  :notworthy:

Some quick questions:

1.  How is the frame delay option coming along?  Please forgive me if it's already out in a current version or patch, I'm waiting for the modeline control to make the switch.

2.  I noticed in the first page here that you said Linux is the best operating system to run GM right now.  Could elaborate on the differences/benefits?  Would it have a significant advantage in terms of input lag over a well-configured XP64 setup?

Thank you.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on February 21, 2013, 01:53:30 pm
Does this also mean dual monitor/display support for games like Sega Outrunners?  :P

Yep  ;)

But hopefully also GM not breaking MAME's multi screen support, as it does now. So you could use the second head for a LCD marquee and stuff like that.

1.  How is the frame delay option coming along?  Please forgive me if it's already out in a current version or patch, I'm waiting for the modeline control to make the switch.

That was already implemented in the current release.

2.  I noticed in the first page here that you said Linux is the best operating system to run GM right now.  Could elaborate on the differences/benefits?  Would it have a significant advantage in terms of input lag over a well-configured XP64 setup?

The main advantages of Linux (regarding GM):

- You can create whatever video mode you need *on the fly*. As compared with Windows' cumbersome process of creating dummy resolution instances in order to use them as a base to reprogram their timings etc.

- Linux supports 15-KHz output on modern ATI cards (I've tested up to HD 6000 family). In Windows we're stuck with ATI HD 4000. (Linux NVidia support is more precarious on this regard).

On the other hand, I don't feel Linux less laggy than Windows.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: rCadeGaming on February 21, 2013, 04:13:56 pm
Thanks Calamity.  Sorry for being behind the times on frame delay.  I'll stick with XP64 for now.

One more thing.  After we talked a while back, I was thinking about picking up some ATI cards to compare with my nVidia+Powerstrip setup.  My main desire is maximum flexibility for custom resolutions and timing values in a PCI-e card for use XP64, with quietness and price being secondary priorities. 

With your recommendation of a Radeon HD4XXX in mind, I was looking through the list of Soft15kHz supported cards as a starting point, and I saw that an ASUS HD4350 looked pretty good.  It has the remark of being the "first Radeon to support real 240p."  I don't know exactly what that means, or if this is only an issue with Soft15kHz and not GM, but more importantly it doesn't have any remarks about a minimum dot clock like some of the other fanless Radeon's.  What do you think of an ASUS HD4350?

http://community.arcadeinfo.de/showthread.php?7925-Getestete-Grafikkarten/page5 (http://community.arcadeinfo.de/showthread.php?7925-Getestete-Grafikkarten/page5)

I found some cheap fanless ones on eBay, but they all have an HDMI output in addition to VGA and DVI, unlike the one listed for Soft15kHz.  Do you think that would cause any problems in terms of the card working differently or needing to use different incompatible drivers or something?  Basically, any compatibility problems or differences from the non-HDMI version?

http://www.ebay.com/itm/ASUS-ATI-RADEON-4350-EAH4350-SILENT-DI-512MD2-LP-PLEASE-READ-BELOW-/130851766675?pt=PCC_Video_TV_Cards&hash=item1e775f8193 (http://www.ebay.com/itm/ASUS-ATI-RADEON-4350-EAH4350-SILENT-DI-512MD2-LP-PLEASE-READ-BELOW-/130851766675?pt=PCC_Video_TV_Cards&hash=item1e775f8193)
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: rCadeGaming on February 21, 2013, 06:43:28 pm
After looking over some CRT Emudriver stuff, it looks like an HD4350 is a good option, but I'm still unsure about the HDMI port.

EDIT 3/5/13:  I picked one up to test it out and it seems to work very well.  I installed CRT_Emudriver 9.3 and ran VMMaker 1.3.  It created 27 modes which all seem to work, they just need a lot of geometry adjustments.  I got 384x240 and 320x240 dialed in in just the hour or two I've had to play with it, just need to do a some learning with VMMaker.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: cack01 on February 22, 2013, 01:59:04 pm
Hi Calamity,

Just wanted to say that the progressive/intelaced mode switching in W7 feature you mentioned above is very exciting to me.  I think this has caused a lot of people to stick with XP when we would all love to update to Win 7 for various reasons.

Keep up the Great Work!
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: jrose78 on February 22, 2013, 08:28:51 pm
hey Calamity,
  I have an LCD 1600x1200 and when I load pacman it is not full screen (see picture). The old version of Groovymame I have is fine. I am running windows 7 Pro. ?

(http://i1298.photobucket.com/albums/ag55/jrose5080/IMG_0076_zps46564e78.jpg)

# CORE SWITCHRES OPTIONS
#
modeline                  1
monitor                   lcd
orientation               horizontal
connector                 auto
interlace                 0
doublescan                1
cleanstretch              0
changeres                 1
powerstrip                1
lock_system_modes         1
lock_unsupported_modes    1
refresh_dont_care         0
dotclock_min              0
sync_refresh_tolerance    2.0
frame_delay               0
lcd_range                 48-75
crt_range0                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
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: yakk11 on February 22, 2013, 09:21:12 pm

Some of the new features are: multiple window/display support (e.g. play-choice games), user-defined raw modelines, progressive/intelaced mode switching in W7, resolution masks, etc.


Does this mean we will be able to update to Windows 7?  That would be great!  Thanks for the update!
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: timply on February 23, 2013, 11:42:58 am

Does this mean we will be able to update to Windows 7?  That would be great!  Thanks for the update!

Is there any news of a Windows 7 crt_emudriver?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Dr.Venom on February 23, 2013, 04:11:10 pm
Does this also mean dual monitor/display support for games like Sega Outrunners?  :P

Yep  ;)

Great.

Quote
But hopefully also GM not breaking MAME's multi screen support, as it does now. So you could use the second head for a LCD marquee and stuff like that.

That would be very nice. I just experimented a bit with that in mainline UME (not being familiar with it before you mentioned it), and it's definitely a nice feature to have/use...
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: mm_can on March 08, 2013, 10:33:30 am
Quick question, I can't get hiscores to save.  I have the HI folder created, I have downloaded the latest hiscore.dat file from MKChamp, I made sure the option in the INI is set as

disable_hiscore_patch = 0

Has anyone found a workaround?

Thanks

MM
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: krick on March 08, 2013, 11:42:49 am
Which game?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on March 08, 2013, 12:04:02 pm
Quick question, I can't get hiscores to save.

You need to place the hiscore.dat file inside the 'hi' folder. That's all.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: mm_can on March 08, 2013, 08:42:21 pm
That Worked!!
In default mame, the hiscore.dat goes in the root next to the mame.exe file, so I just assumed this would be the same.

Thanks!

MM
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: cools on March 18, 2013, 11:29:12 am
I understand why some users decide to disable the -modeline option but now all the resolution picking logic passes through this option so disabling it makes GM fall back to MAME's default resolution picking algorithm which does not perform any safe frequency check, etc.

I need to modify this somehow in future versions so that the -modeline option is always on and possibly add some extra option to ensure that the installed modelines are read-only if the user wants to.

I know I'm running Groovy in an odd manner (linedoubling + scanline emulation + filtering in a single resolution on a CRT), but I'd really like to be able to keep doing this - the results are amazing and it looks exactly like running in 15KHz without any processing. Please maintain some way of disabling all the resolution switching code!
Title: GroovyMAME/GroovyUME 0.148u2 SwitchRes v0.014a
Post by: Calamity on March 24, 2013, 07:28:49 pm
Just a 'hotfix' update and resyncing to current baseline MAME.

Now the problems with mirrored games etc. should be solved for good. Just make sure to delete the files in your cfg folders and possibly the ini files if you had added -flip options in order to compensate the previous problem. Now everything should be left to default and GM will work out the right orientation in all situations. Check the new "rotate_r" and "rotate_l" types of orientation in case you have one vertically mounted monitor and due to its rotation direction vertical games appear upside-down, now you can force all games to be automatically rotated properly.

Due to increasing real-life complexity the new version #15 of the Switchres patch which will contain all the important new features that some users here have requested is not ready yet, unfortunately. These features should be ready for next release.
 
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on March 25, 2013, 08:06:23 pm
Seem to be having a strange issue with 0.147u3. When i select 'LCD' as the monitor in mame.ini mame gives me this message in the attached file when loading a rom



Title: Re: GroovyMAME/GroovyUME 0.148u2 SwitchRes v0.014a
Post by: Dr.Venom on March 26, 2013, 03:53:55 am
Just a 'hotfix' update and resyncing to current baseline MAME.

Thanks for the intermediate update :)
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on March 27, 2013, 01:30:41 pm
Seem to be having a strange issue with 0.147u3. When i select 'LCD' as the monitor in mame.ini mame gives me this message in the attached file when loading a rom

Hi lettuce, if you have the chance post the complete log, using -v param.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on April 03, 2013, 03:02:59 pm
An ideas why im getting the following when trying to run GroovyMame:

D:\MAME>mame ffight

SwitchRes: [ffight] (1) horizontal (384x224@59.63)->(1920x1200@59.63)
Unable to create the Direct3D device (8876086C)
Unable to initialize Direct3D.
  000000000021E6F0: 00000000016BA777 (not found)
  000000000021EBC0: 00000000023131AE (not found)
  000000000021ED20: 00000000016C1374 (not found)
  000000000021EEE0: 00000000016BF152 (not found)
  000000000021F100: 00000000016BB88A (not found)
  000000000021F410: 0000000001DD204C (not found)
  000000000021F600: 0000000001DD326D (not found)
  000000000022F3C0: 0000000001CF9F17 (not found)
  000000000022F8A0: 00000000020097BE (not found)
  000000000022FE10: 00000000016BD7F3 (not found)
  000000000022FE60: 00000000022E72EC (not found)
  000000000022FF20: 00000000004013F0 (not found)
  000000000022FF50: 00000000004014F8 (not found)
  000000000022FF80: 0000000076E7F34D (BaseThreadInitThunk+0x000d)
  000000000022FFD0: 0000000077312CA1 (RtlUserThreadStart+0x0021)
Unable to complete window creation


-----------------------------------------------------
Exception at EIP=00000000016BF3D3 (not found): ACCESS VIOLATION
While attempting to read memory at 000000000000008C
-----------------------------------------------------
RAX=0000000000000000 RBX=000000000EC0E130 RCX=000000007732F6FA RDX=0000000000000
001
RSI=0000000076E82690 RDI=0000000076E75210 RBP=0000000000000000 RSP=000000000F7DF
F10
 R8=000000000F7DFE68  R9=0000000000000000 R10=0000000000000000 R11=0000000000000
246
R12=0000000000000000 R13=0000000000000000 R14=0000000000000000 R15=0000000000000
000
-----------------------------------------------------
Stack crawl:
  000000000F7DFF50: 00000000016BF3D3 (not found)
  000000000F7DFF80: 0000000076E7F34D (BaseThreadInitThunk+0x000d)
  000000000F7DFFD0: 0000000077312CA1 (RtlUserThreadStart+0x0021)

D:\MAME>
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on April 03, 2013, 04:34:09 pm
Hi lettuce,

I'm still waiting for your log from the other day.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on April 03, 2013, 04:44:20 pm
whats the command again?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on April 03, 2013, 04:47:29 pm
groovymame romname -v >romname.txt
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on April 03, 2013, 04:55:17 pm
tar

Also my HP LP2065 monitor turned up today. How do i tell mame to send the game to the 2nd display at a res of 1600x1200 and 4:3 ratio
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on April 03, 2013, 05:10:16 pm
The log says you're setting an illegal resolution: 1600x1200. If you want to force a resolution, you need to specify the 3 values width x height @ refresh. So it would be -resolution 1600x1200@60.

It's quite odd that GroovyMAME is reporting 0 resolutions found. Can you double check with Arcade OSD?

In GroovyMAME, to send the picture to a certain display, you do this:

groovymame romname -screen \\.\DISPLAY1              (this is for display 1)
groovymame romname -screen \\.\DISPLAY2              (this is for display 2)

To specify the aspect, just use the -aspect option as always: -aspect 4:3
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on April 03, 2013, 05:54:36 pm
Do you have a download link for Arcade OSD, cant seem to find it anymore
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: rCadeGaming on April 03, 2013, 05:56:38 pm
Use version 1.3 at the bottom of the list here:

http://mame.3feetunder.com/windows-ati-crt-emudriver/ (http://mame.3feetunder.com/windows-ati-crt-emudriver/)
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on April 03, 2013, 06:04:31 pm
Yeah it has loads of resolutions in the video mode list
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on April 04, 2013, 10:27:44 am
Any ideas?, game loads fine until I go into Mame.ini and change the display type to 'lcd' then if will give me the above error
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on April 04, 2013, 10:46:41 am
Hi lettuce,

The log you posted yesterday said your monitor was set as "custom", not "lcd". Can you post the one that reflects the problem with the lcd setting?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on April 04, 2013, 01:27:45 pm
Ahh sorry heres the correct one....
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on April 04, 2013, 01:51:56 pm
Ahh sorry heres the correct one....

Ok, the issue may be you've been messing with the "screen" option in mame.ini. Try restoring its value to "auto". If you prefer, start with a fresh mame.ini by using the -cc command.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on April 04, 2013, 02:00:08 pm
Ok, have tired that but still the same issue..........
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on April 04, 2013, 02:04:09 pm
Ok, now at least it's reporting the modes, so the problem is different. Is hlsl enabled? Try disabling it for testing.

Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on April 04, 2013, 02:13:28 pm
No nothings enabled, its a vanilla mame.ini, the only thing i changed was the monitor to 'lcd'
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on April 04, 2013, 02:15:00 pm
Have you tried forcing the screen option like this:

-screen \\.\DISPLAY2
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on April 04, 2013, 02:45:01 pm
Ah that appeared to work. Why am i needing to force the display?

Also what settings should i enable in mame.ini for the HP LP2065 monitor considering it can do low refresh rates? Will be trying to get an authentic arcade CRT look on it with the help of HLSL
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on April 04, 2013, 03:08:54 pm
Ok enabling HLSL causes the same problem even if i force the display?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on April 04, 2013, 03:21:56 pm
Hlsl is broken in last version of MAME, well it works as long as you launch a single game, but if you use the internal menu for launching games it will crash. Damn hlsl (sorry). If it just crashes whatever you do then possibly you need to update DirectX
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on April 04, 2013, 03:47:03 pm
Yeah i have the latest version of DirectX. Does it even if im launching 1 game........
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on April 04, 2013, 04:41:19 pm
Do you have the full hlsl folder available with the fx files in it? The log is complaining about notfinding that.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on April 04, 2013, 05:21:45 pm
yeah it was, had to delete the folder and install it again, seems to work now
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Haggar on April 15, 2013, 06:21:25 am
Hi.
With groovymame 148u2 (windows) I have problems with vertical games (with horizontal games all is perfect).

When I run a vertical game it seems that groovymame enters a loop where it tries continuously to change the resolution (the screen blinks).

I created a fresh new mame.ini: the problem appears when I put "-modeline" option to 0.
I have "-modeline" setted to 0 because with "-monitor" option (pre-defined or custom made) I can't obatain correctly horizontal stretched resolutions (I get some res. ok and some other narrow) so I'm ok with my custom made resolutions.

With 147u3 all was ok.

Any help appreciated and thanks for the great job.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on April 15, 2013, 06:32:34 am
Hi Haggar,

Please post a log of this, I need to see what's happening for a possible fix. I never use GroovyMAME without the -modeline option so I don't detect these issues myself.

As I have explained many times, disabling the -modeline option also disables the pick_best_mode logic built in GroovyMAME and all the throttling decisions are made based on that. The -modeline option should never be disabled, it's just there for testing purposes. You'd better find the right specs for your monitor.

It's funny that the most experts users are the more reluctant ones to using the built in modeline engine  ;D

BTW, the 0.147u3 and the current patch are just the same, you shouldn't see different behaviour actually.

Future versions will have this -modeline thing redesigned so people can use their own custom modelines without compromising the normal behaviour.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Haggar on April 15, 2013, 06:58:30 am
Please post a log of this, I need to see what's happening for a possible fix. I never use GroovyMAME without the -modeline option so I don't detect these issues myself.
Sure, I'll post it this evening.

As I have explained many times, disabling the -modeline option also disables the pick_best_mode logic built in GroovyMAME and all the throttling decisions are made based on that. The -modeline option should never be disabled, it's just there for testing purposes. You'd better find the right specs for your monitor.
I know that, but after many failing attempts to find a right monitor spec I decided to go through the dirty standard way.

Future versions will have this -modeline thing redesigned so people can use their own custom modelines without compromising the normal behaviour.
That sounds promising.  :)
You are always the n.1
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on April 15, 2013, 07:35:35 am
I know that, but after many failing attempts to find a right monitor spec I decided to go through the dirty standard way.

But when you say some games are too narrow, do you mean horizontal games or just vertical-rotated games?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Haggar on April 15, 2013, 08:10:57 am
I mean horizontal games.

For example:
384x224 games (like capcom SF) are ok
288x224 games (like splatterhouse) are narrow

I've tried many custom monitor specs but there were always resolutions too narrow or too large so I've decided to stay with my "fine tuned" custom resolutions.

PS: I have a standard 15KHz Intervideo "VP series" arcade monitor.
From the manual:
Code: [Select]
Horizontal scan freq.: 15.625KHz +/- 500Hz
Vertical scan freq.: 50Hz
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Haggar on April 15, 2013, 03:58:53 pm
Here the logs.

In fact with 147u3 I have the same problem. 146u4 worked fine.

The rom i've used is "wiz".
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on April 30, 2013, 04:11:19 am
Patch updated for MAME 0.148u4.
Please test it before upload on the official site.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on April 30, 2013, 04:41:08 pm
Here the logs.

In fact with 147u3 I have the same problem. 146u4 worked fine.

The rom i've used is "wiz".

Hi Haggar,

Sorry for the late answer. Yes, I see the problem. You can probably fix it by disabling the -changeres option in mame.ini

(This is not required when using the -modeline option)
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on April 30, 2013, 04:42:37 pm
Patch updated for MAME 0.148u4.
Please test it before upload on the official site.

Thanks a lot for the update. Are any major changes of the patch needed for this u4 update?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on May 01, 2013, 04:09:06 am
No, just some "hunk succeeded at ...", a "fuzz 1" and one hunk that was failing due to a new piece of code added to "sdlmain.c" (section "global variables").
So in the end no big changes.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Rockman on May 02, 2013, 04:40:57 pm
Thanks Ansa89! :)
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on May 05, 2013, 12:55:56 pm
Ok have just compiled a 0.148u2 version of groovymame, and am interested in trying out the other console emulators. Do i have to compile UME aswell or is that already in the GM diff file?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on May 05, 2013, 01:16:23 pm
Ok have just compiled a 0.148u2 version of groovymame, and am interested in trying out the other console emulators. Do i have to compile UME aswell or is that already in the GM diff file?

You just need to create the UME binary, no need for more diffs. Read on the other thread.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Haggar on May 06, 2013, 04:02:04 am

Sorry for the late answer. Yes, I see the problem. You can probably fix it by disabling the -changeres option in mame.ini

(This is not required when using the -modeline option)
Thanks, it works. Sadly that option is useful for many titles like strider 2, etc, so I have to disable it for all vertical games and I don't know how to do it automatically...

now triplebuffering is automatically triggered when the refresh difference if higher than specified by the -syncrefresh_tolerance option. As this is set to 2.0 Hz by default, it means that for 288-line resolutions, which usually won't run higher than 52-54 Hz on arcade monitors, -syncrefresh is turned off and -triplebuffer is used instead. This is great for non scrolling games like pacman. You can play with the -syncrefresh_tolerance option in order to decide how off the refresh must be for enabling this behaviour.
One question. Triple buffer introduces massive lag, so how can I be sure that groovymame doesn't use it? Someting like "-syncrefresh_tolerance 999"?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on May 06, 2013, 05:56:06 am
Is it possible to send Groovymame to 2+ monitor at once, so they show the same display. I know you can setup the monitors to do duplicate displays in windows, but is there a way to do this through groovymame to duplicate the display?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on May 06, 2013, 10:28:49 am
Mame was fine yesterday but today im getting.....

s224b.1a WRONG CHECKSUMS:
EXPECTED: CRC..blah blah blah
    FOUND: CRC.....blah blah blah
Warning: the game might not run correctly.

I have attached the log file
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: yakk11 on May 17, 2013, 11:55:01 am
Hi Calamity,

I am setting up my Taito Egret II for Groovymame and would like it to stay in 15khz mode.  How would I enter this line using new setup guidelines?  I have entered the info in vmmaker, but i am unsure how to enter it in mame.ini using new setup method.  Thanks for the help!

NANAO MS9-29 (retrorepair)
monitor_specs0    15450.00-16050.00, 55-65, 3.91, 4.70, 6.85, 0.190, 0.191, 1.018, 0, 0, 288, 448
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on May 17, 2013, 12:21:10 pm
Hi yakk11,

Use this line:

crt_range0 15450-16050, 50-65, 3.910, 4.700, 6.850, 0.190, 0.191, 1.018, 0, 0, 192, 288, 448, 576

Make sure to also set 'monitor custom' in mame.ini for it to have effect.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on May 20, 2013, 08:10:09 am
I can't update the patch for MAME 0.148u5 due to heavy changes into mainline code (for example: "src/osd/windows/drawd3d.c").

@Calamity: I attach a "half-broken" patch (I fixed some hunk and fuzz problems) so you can concentrate only on the major update.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on May 20, 2013, 08:37:49 am
Hi Ansa,

Thanks for this. Yeah I checked the git this morning and they're doing some bulk changes to the d3d source files. I haven't had the time to look through the code, but I suspect they are going to be modifying quite a lot of things during the next releases. This probably means we'll have to work hard if we don't want to go the way of AdvanceMAME.


Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on May 20, 2013, 08:53:20 am
Just one question: d3d is only for windows, right? If so, the patch should still working on linux...

BTW I agree with you when you say that for this (and probably next) release there will be a lot of work to keep the patch sync'ed with mainline source code.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Dr.Venom on May 20, 2013, 09:10:22 am
Are the D3D changes the result of the HLSL updates (by Ryan Holtz) causing the incompatibility?

Do you gather it mostly needs "reshuffling" the existing GM code into the new code, or would it involve rewriting things?
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on May 20, 2013, 09:17:01 am
I think that it needs the things to be rewritten.
For what I see a lot of functions have been renamed and/or heavily changed into d3d mainline code.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Dr.Venom on May 20, 2013, 10:02:13 am
Agh, that's too bad  :-\.

I guess this will be a case for Calamity then.. Hopefully he can find some time to update the code.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on May 20, 2013, 10:57:04 am
Quote
-"And he did give them CRT bloom, and it scorched their eyes so; and they wept
   openly, for there was nothing left to see with" [MooglyGuy]
  * Enabled vector bloom and associated .ini controls
  * Added raster bloom and associated .ini controls, each bloom "level" is the
    linear weight of successively half-sized render targets
  * Removed D3D8 mode
  * Mass renaming in D3D renderer to use namespaces, initial planning step to
    HAL-based renderer implementation on Windows (i.e., GL on Windows)
  * Converted d3d_info, d3d_poly_info, and d3d_texture_info into classes
  * Added batching of vectors for possible speed increase
  * Minor cleanup of shader state setting

I believe we are in the middle of a major change in the Windows osd layer. It will probably lead to better code design on that side, which is good. If we're able to adapt to the new environment, we'll survive. The patch will require changes for each coming "u" release, quite probably. It will be easier if we try to keep in sync with each "u" release for now, rather than waiting for the next major version.

I'm afraid, however, that the DirectDraw interface could be lost in the way, just like D3D8, which has been dropped. I just wish that the DirectDraw interface is kept as a legacy option at least.

Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Dr.Venom on May 20, 2013, 11:52:32 am
Good to know that there are also general benefits expected. Given these upcoming major changes I wholeheartedly agree that the best strategy is to keep up with the "u" releases, not letting it grow "too big to update", given real life obligations as well. The last thing we want is this project ending in limbo... I guess as such this might have higher priority than the planned improvements for GM/Emudriver?

I second the wish that DDraw is kept as a legacy option as well.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Dr.Venom on May 20, 2013, 06:47:48 pm
"Slightly" off-topic, but I hope you don't mind. If and when you find time for the code update, I think I got the perfect background music for it :)

Chiptune compilation: 1000 subscribers (part 1 of 3):  Chiptune compilation: 1000 subscribers (part 1 of 3) (http://www.youtube.com/watch?v=GH7eUlri4yM#ws)
Chiptune compilation: 1000 subscribers (part 2 of 3): Chiptune compilation: 1000 subscribers (part 2 of 3) (http://www.youtube.com/watch?v=FlNiEFEVta4#ws)
Chiptune compilation: 1000 subscribers (part 3 of 3): Chiptune compilation: 1000 subscribers (part 3 of 3) (http://www.youtube.com/watch?v=4nJKyfVK11A#ws)

12 hours of background chiptunes compilation, enough to keep your sanity through coding sessions. I suggest you start part II, its wicked :)

Enjoy!!
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on May 20, 2013, 07:50:19 pm
Ok, it turned out it wasn't that hard to update the patch finally, I have a working build here. I still need to test it and I'd like to add some fixes, it will be released as 014b within this week. Still none of the new "big" features I'm working on in a parallel experimental patch 015.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Dr.Venom on May 21, 2013, 04:11:49 am
That's great news, looking forward to the update!
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on May 21, 2013, 04:22:46 am
Ok, it turned out it wasn't that hard to update the patch finally, I have a working build here. I still need to test it and I'd like to add some fixes, it will be released as 014b within this week. Still none of the new "big" features I'm working on in a parallel experimental patch 015.
Very happy to read this.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on May 23, 2013, 04:18:28 am
Will the update be based of0 .148u5 Calamity?, apparently they have added vector based HLSL settings in the newest release. Finally Tempest may look authentic
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on May 23, 2013, 03:15:58 pm
Hi lettuce,

I've a beta GroovyMAME v0.148u5 running here, if it passes the "quality test" it'll be available for this weekend.

Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: lettuce on May 24, 2013, 08:11:01 am
What do i need to change in the mame.ini file to tell mame to run in 1280x720 instead om my windows resolutions?
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Calamity on May 25, 2013, 04:05:54 pm
What do i need to change in the mame.ini file to tell mame to run in 1280x720 instead om my windows resolutions?

resolution 1280x720@60
lock_system_modes 0
monitor vesa_768

.... provided you have that resolution available in your system.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Calamity on May 25, 2013, 04:25:37 pm
GroovyMAME/UME 0.148u5 014b is ready:

https://code.google.com/p/groovyarcade/downloads/list

This is the first version with native Windows 7 support. This doesn't mean that you can simply start using GroovyMAME in Windows 7 right now. The dynamic modelines feature is not supported by the currently available Catalyst drivers. The good news are a specific version of CRT Emudriver for Windows 7 is going to be released soon, with full support for dynamic modelines. Adapting GroovyMAME for Windows 7 has been an obstacle race, but we're glad to announce that most of  the difficulties have been solved at this point. In my opinion, Windows XP will be still the preferable option, but at least we will have a choice. Thanks to Dr.Venom for his support and tests on porting GroovyMAME to Windows 7.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: lettuce on May 25, 2013, 08:24:39 pm
Thanks Calamity
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: lettuce on May 25, 2013, 09:02:14 pm
Ok, i have created a new mame folder and created a fresh ini file, and only copied over my HLSL settings to the new ini file, with HLSL enabled i get the nag screens on loading a game but after than i get nothing but a black screen. If i disable HLSL within the ini file then the game loads fine. Any ideas what can be the cause of this?
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Paradroid on May 26, 2013, 03:54:31 am
This is the first version with native Windows 7 support.

Awesome! Well done and congratulations! I recently got around to building a dedicated Win XP x64 system for GroovyUME (it's performing REALLY well!) but I appreciate that having a Windows 7 option is a great step for the project!

Thanks again for this amazing work! It doesn't go unnoticed... :)
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: lettuce on May 26, 2013, 04:50:40 am
Indeed it doesnt  :applaud:

I think there might be a bug with using windows 7 and HLSL setting Calamity. I have created a fresh ini file and the only setting i have altered are, 'lcd', 51-61, and enabled HLSL. I have changed nothing else. When i load GM i get all the nag screens but after that just a black screen but i can hear the game running. I have attached a log file.

EDIT: I thought it might have been my compiled version so i tried just your 0148u5 pre complied version, and that doesn't appear to load at all, and gives me....

Unable to complie shader (unspecified reason)
Unable to initialise Direct3D
 (THEN A BUNCH OF NUMBERS)
Unable to complete window creation

Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Calamity on May 26, 2013, 05:27:25 am
Thanks guys,

Lettuce, the problem is you need to add the updated 148u5  hlsl folder, which is not available in the MAME site. Download the binaries from Haze's site: http://mamedev.emulab.it/haze/ (http://mamedev.emulab.it/haze/)

Then grab the hlsl folder and it will fix the problem.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: lettuce on May 26, 2013, 06:43:46 am
Ah cool thanks. Can you also use the HLSL folder from the MAMEUI download?
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: lettuce on May 26, 2013, 07:14:07 am
Have noticed the aspect ratio seems to be off, if using mess and nes roms, its not quiet widescreen but its not far off, but defo not 4:3. I have tried enabling keepaspect but doesnt seem to help, if im using MAME the aspect appears to be correct and im using the same settings in both ini files
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: machyavel on May 26, 2013, 12:57:34 pm
Thanks a lot for your hard work!
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: EvilDindon on May 27, 2013, 10:19:54 am
Yeah thanks a lot for this amazing stuff calamity !

I just build a small conf this week end with a AMD sempron, 2gb ram and a Ati HD4350.

Your emu drivers works like a charm, and all the modelines were created easily with VMMAKER.

I also installed for the first time groovymame32 148u5.

For some reason, I can't get my fav' games ssf2 and ssf2t to run (CPS2) ; it says roms are missing (I got a full .148 mame romset)

Is it a problem with groovy, or maybe the roms has been changed between .148 and .148u5 ?

Cheers,
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: yakk11 on May 27, 2013, 01:08:13 pm
Yeah thanks a lot for this amazing stuff calamity !

I just build a small conf this week end with a AMD sempron, 2gb ram and a Ati HD4350.

Your emu drivers works like a charm, and all the modelines were created easily with VMMAKER.

I also installed for the first time groovymame32 148u5.

For some reason, I can't get my fav' games ssf2 and ssf2t to run (CPS2) ; it says roms are missing (I got a full .148 mame romset)

Is it a problem with groovy, or maybe the roms has been changed between .148 and .148u5 ?

Cheers,

I am having the same problems with groovymame.  I have ran romcenter and see that all roms are present.  Everything else seems to run ok (Neo Geo, System 11, etc). 

Thanks for the update!

jason
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Calamity on May 27, 2013, 01:50:38 pm
Make sure you get the qsound.zip rom for games like ssf2, etc. This is a new one required since v0.148u5 to emulate Qsound.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: EvilDindon on May 27, 2013, 02:55:34 pm
Ok !
Thanks, I was sure it was something like a bios rom or something else missing !

Cheers
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Mahrio on May 27, 2013, 04:08:24 pm
Thanks Calamity for your amazing work.  :notworthy:
I did a shift-delete on my old Mame folder since i discovered GroovyMAME.

Looking forward for the updated Windows 7 drivers.
Anyway this is by far the best MAME "flavor" that i used.

:)
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: NightSprinter on May 28, 2013, 06:46:59 pm
Testing this on Windows 7 X64 with PowerStrip, a GeForce 9800GTX+, and a Dell ST2010 LCD monitor.  Seems to have issues that lead to a divide-by-zero error of some sort.  Somewhat tempted to think it's due to using the shareware version of PowerStrip.  I'll just include a log for reference.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: NightSprinter on May 29, 2013, 03:56:05 pm
Hmm, wondering if I did something wrong in patching everything from vanilla 0.148 sources.  I went from that, patched with the diffs from u1-u5, hiscore patch, and the groovymame patch (or did I get the last two reversed by mistake?).  Everything seemed to compile fine until it gave me an "invalid syntax" error for line 73 of mcs96make.py.  Have there been other issues?
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: epicfatigue on June 03, 2013, 12:17:29 am
Hey All Nub question here,

I am updating my Groovy as i have not done it for ages.


And i am just checking that i have this right.

#1 Download Mame Enviroment
#2 Download Mame source
#3 Download Mame Diff's

Apply Mame Diff;s
Apply hi_148u5.txt (how do i do this same as the diffs???)
Apply Groovy Diff

Compile Mame
Copy Groovy Mame EXE over the top of Mame exe or am i good to go because i complied it as a package???


thanks all is there a tut i can look up?



Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: krick on June 03, 2013, 12:59:54 am
Apply hi_148u5.txt (how do i do this same as the diffs???)
Apply Groovy Diff

Compile Mame
Copy Groovy Mame EXE over the top of Mame exe or am i good to go because i complied it as a package???

You do the hi score patch the same way as the others...

patch -p0 -E <0148u1.diff
patch -p0 -E <0148u2.diff
patch -p0 -E <0148u3.diff
patch -p0 -E <0148u4.diff
patch -p0 -E <0148u5.diff
patch -p0 -E <hi_148u5.txt
patch -p0 -E <0148u5_groovymame_014b.diff

Once you compile the GroovyMAME exe, you just use it in place of your normal MAME exe.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: epicfatigue on June 03, 2013, 02:04:52 am
Hey Thanks for the quick reply i did alot of reading and found it thanks for the heads up,

You also may want to mention the Hiscores dat file etc (thats assuming i did it correctly) first time compling my own mame awesome work guys going to test it out when i get home!
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Monkee on June 05, 2013, 03:57:17 pm
Stupid questions:

Is Groovymame going to be nice on a videoprojector or a plasma screen? Or does it will suffer from the same problems you get on a LCD?

Does the CRT_EmuDriver will make my windows work on 15Khz all the time after booting ? Because I want to use the computer as a HTPC too and on my CRT too so I guess I need this frequence all the time.

Thanks  :)
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: mamenewb100 on June 06, 2013, 08:38:58 pm
Stupid questions:

Is Groovymame going to be nice on a videoprojector or a plasma screen? Or does it will suffer from the same problems you get on a LCD?

Does the CRT_EmuDriver will make my windows work on 15Khz all the time after booting ? Because I want to use the computer as a HTPC too and on my CRT too so I guess I need this frequence all the time.

Thanks  :)

Most Plasma, LCDs and newer projectors are 31 Khz and will not run 15Khz. Unless you have an arcade LCD, they make ones made for 15K signal.

Projectors also have a fixed resolution. So if it's a new HD one, you will have to scale the image or use HLSL fake scanlines to look like the original games. Unless you have a really old projector that has 320x240 resolution, you could get a pretty authentic picture. You would also be limited to a fairly dark room to get a decent picture. Plasmas have fixed resolutions just like LCDs. However they look better than LCDs because they have much better black levels. Groovymame isn't of much use unless you have an arcade monitor or CRT. But if you do have something capable of 15Khz, you should boot 15Khz all the time AFTER booting. Win 7 uses a strange frequency before windows boots that is not 15K for a few seconds, then all should be fine. XP does not have this issue.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Silverwind on June 07, 2013, 03:37:23 pm
In my dedicated MAME cabinet I am using a betson imperial 27" and a radeon 4890.  I am looking for the best graphics quality out of the multi-frequency arcade monitor.

Am I better of:
1) using the groovy mame liveCD
2) using windows 7 and groovymame

Also is there any front end built into groovymame and/or can I install one after the fact?
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Calamity on June 09, 2013, 09:35:03 am
Does the CRT_EmuDriver will make my windows work on 15Khz all the time after booting ? Because I want to use the computer as a HTPC too and on my CRT too so I guess I need this frequence all the time.

CRT_Emudriver installs several (many) 15 kHz resolutions, but it doesn't lock the native high resolutions available in the driver. So it's a matter of what resolution you pick for the desktop, that the output will be 15 kHz, o 31, 48 or whatever kHz.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Calamity on June 09, 2013, 09:42:34 am
In my dedicated MAME cabinet I am using a betson imperial 27" and a radeon 4890.  I am looking for the best graphics quality out of the multi-frequency arcade monitor.

Am I better of:
1) using the groovy mame liveCD
2) using windows 7 and groovymame

Also is there any front end built into groovymame and/or can I install one after the fact?

1) Is possibly the best
2) Is NOT a possibility yet (it will be soon)

However you're missing option 3) for some reason:

3) using Windows XP x64/x86 and GroovyMAME

This is posible right now and offers the very same graphics quality than Linux.

You'll probably want to install a separate front-end to lauch GM from (it does contain the basic MAME's internal menu).
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Silverwind on June 10, 2013, 12:31:48 pm
In my dedicated MAME cabinet I am using a betson imperial 27" and a radeon 4890.  I am looking for the best graphics quality out of the multi-frequency arcade monitor.

Am I better of:
1) using the groovy mame liveCD
2) using windows 7 and groovymame

Also is there any front end built into groovymame and/or can I install one after the fact?

1) Is possibly the best
2) Is NOT a possibility yet (it will be soon)

However you're missing option 3) for some reason:

3) using Windows XP x64/x86 and GroovyMAME

This is posible right now and offers the very same graphics quality than Linux.

You'll probably want to install a separate front-end to lauch GM from (it does contain the basic MAME's internal menu).

Thank you for the information.  I can use XP x64, for some reason I did not think about it.

In this thread here, there is a lot of work done to get the betson imperial monitor working with groovymame. http://forum.arcadecontrols.com/index.php/topic,117489.0.html (http://forum.arcadecontrols.com/index.php/topic,117489.0.html)
Are all of these settings built into groovymame now?  I did not see this monitor listed in the separate thread about monitors.
Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Ansa89 on June 11, 2013, 07:47:34 am
Patch updated for MAME 0.149.
Please test it before upload on the official site.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Monkee on June 11, 2013, 11:11:01 am
If I use both a old CRT and a new videoprojector for groovymame, does CRT_emudriver will do the job by itself or do I have to set something up?

And concerning GroovyArcade, do you plan to release it without the live cd, I mean will I be able to install it on (Xbmc)Ubuntu one day ?

Thanks
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Calamity on June 12, 2013, 05:08:35 pm
In this thread here, there is a lot of work done to get the betson imperial monitor working with groovymame. http://forum.arcadecontrols.com/index.php/topic,117489.0.html (http://forum.arcadecontrols.com/index.php/topic,117489.0.html)
Are all of these settings built into groovymame now?  I did not see this monitor listed in the separate thread about monitors.

Hi Silverwind,

Yes, that Betson monitor was terribly hard to figure out, let's say it's quite special. It's not added into GM yet. Those presets are in the old format, now GM uses a slightly different format so they will need to be updated. In case you want to volunteer for helping figuring out updated presets post in that thread and we'll resume the job.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Calamity on June 12, 2013, 05:15:47 pm
If I use both a old CRT and a new videoprojector for groovymame, does CRT_emudriver will do the job by itself or do I have to set something up?

CRT Emudriver is "passive", it just enables some video modes to your specs. You have to care about setting the right resolution to the right output, depending on the device you plan to attach.

Quote
And concerning GroovyArcade, do you plan to release it without the live cd, I mean will I be able to install it on (Xbmc)Ubuntu one day ?

Mmmm, GroovyArcade and the live cd are much the same thing, it's a full operating system. You can't simply install it on Ubuntu. You'd need to patch some kernel elements and roll your own modified Ubuntu clone of GroovyArcade, if that's what you mean.

Title: Re: GroovyMAME/GroovyUME 0.147u3 SwitchRes v0.014
Post by: Calamity on June 12, 2013, 05:17:23 pm
Patch updated for MAME 0.149.
Please test it before upload on the official site.

Hi Ansa, thanks for the update.

I'll be making updated GM builds this weekend hopefully.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Monkee on June 12, 2013, 05:49:44 pm
CRT Emudriver is "passive", it just enables some video modes to your specs. You have to care about setting the right resolution to the right output, depending on the device you plan to attach.
Can you explain me how to do that? Sorry if it's a stupid question, i'm still struggling a bit with the functionalities.  :-\

Quote
Mmmm, GroovyArcade and the live cd are much the same thing, it's a full operating system. You can't simply install it on Ubuntu. You'd need to patch some kernel elements and roll your own modified Ubuntu clone of GroovyArcade, if that's what you mean.
Thanks Calamity, that's exactly what I mean. Then I'll stay with Windows  :)
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Calamity on June 12, 2013, 06:07:45 pm
Can you explain me how to do that? Sorry if it's a stupid question, i'm still struggling a bit with the functionalities.  :-\

That depends on how you are going to have things connected, either both devices simultaneously, or switching from one to another, etc. That sort of things.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Monkee on June 12, 2013, 07:04:41 pm
Never at the same time.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Calamity on June 16, 2013, 11:44:30 am
GroovyMAME/GroovyUME v0.149 014b

Windows and Linux binaries here: https://code.google.com/p/groovyarcade/downloads/list

Thanks to Ansa89 for the updated diff.

This version still uses SwitchRes 014b, so no differences here from v0.148u5.

NOTE: There's an issue I have seen related to -prescale and LCD screens, for some reason it produces a glitch here by the center of the screen, which looks like tearing but it is not. It disappears if you force -prescale 1. This didn't happen with v0.148u5, so something has been changed in the middle (testing this with an Intel card).
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: Dr.Venom on June 16, 2013, 03:10:16 pm
Hi Calamity and Ansa89,

Thanks for updating the binaries and the diff.
Title: Re: GroovyMAME/GroovyUME 0.148u5 SwitchRes v0.014b
Post by: machyavel on June 16, 2013, 08:22:05 pm
Merci Messieurs !
 :notworthy:
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: u-man on September 07, 2013, 11:15:52 am
hello folks,

i am using cabmame with soft15khz and i am relatively satisfied. recently i found GroovyMame and it interests me a lot, but sadly i have only a Nvidia card (but with Powerstrip ;) ).
in comparison, what are the differencies of cabmame and groovymame? i know of the "on the fly" resolution change, which makes groovymame so interesting for me. do i still have this function with my setup?

any help is appreciated and if this is the wrong place to ask, i am sorry.

thx, u-man
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: rCadeGaming on September 07, 2013, 01:23:39 pm
I started with soft15kHz, then switched CRT_Emudriver, and I would never go back.  Ultimately, you are achieving the same thing with either one, in one terms of the resolutions you are able to display, but setting these resolutions up is sooooo much more cumbersome in Soft15kHz using Powerstrip than it is in CRT_Emudriver using ArcadeOSD.  Furthermore, with Soft15kHz you may be limited in how many different resolutions you can use, which can become a problem with the multitude needed for all the different games in MAME, whereas the "on-the-fly" auto-generated resolutions of CRT_Emudriver + GroovyMAME basically give you an infinite amount of them, while also saving you the trouble of setting each one up yourself.  If auto-generation is not your thing and you really want total control, there is going to be an update for GroovyMAME which will allow you to use your own custom modelines "on-the-fly" by stating them in a game's ini file, which I am really looking forward to.

As far as a video card goes, that shouldn't be an issue.  You can get a Radeon HD4350 (what I'm using, highly recommended) on eBay for about $20.

GroovyMAME has a lot of other unique and powerful features which make it worthwhile as well.
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: u-man on September 08, 2013, 08:45:43 am
Ok, i bought a HIS Radeon HD 3850 IceQ 3 Turbo 512MB (256bit) GDDR3 AGP yesterday, as this is the fastest AGP card on earth :D.
It will come next week, than i can test GroovyMAME to its full potential ;).
many thx for the infos, but i have still some questions, regarding how to get GroovyMAME to work. Downloaded it yesterday and realized that i only have .exe file. guess i need to put this into a regular MAME structure. do i need something else to be done? I want to test it with my current setup and as i have only a Nvidia card, i cant use the CRT-Emu drivers. Wondering if this can work.

my current setup is the following:

15khz Arcade CRT in a Uni-Cab (a Magnum).
P4 3,4Ghz with 2GB Ram
GeForce 7800 GS
Windows XP + Soft15khz + Powerstrip

what else do i need to do, for a try out of GroovyMAME?

thx in advance, u-man
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: crispux3 on September 14, 2013, 04:52:47 pm
Hi. I have a question about groovyUME and original gameboy resolution.

I think I have set up VMMaker.ini correctly for magic resolutions. They are listed in ArcadeOSD anyway. Most games that I have been testing with groovyUME so far, such as Mame games like MK2, NES games like super mario bros., and some others seem to work perfectly. However, when I try to run a gameboy game, the resolution switches to 480x448i. Is there any small resolution that I could use that is closer to the native resolution of 160x144? How would I accomplish this?

My setup:

Sony PVM 20L2MD
Windows XP Pro x64 edition
ATI Radeon 4350

Thank you for all your help. And if it simply isn't possible to achieve resolutions closer to the gameboy original, I'll use another emulator for my gameboy titles.
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Ansa89 on September 19, 2013, 05:46:22 am
Patch updated for MAME 0.150.
Please test it before upload on the official site.
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Calamity on September 20, 2013, 11:45:17 am
Patch updated for MAME 0.150.
Please test it before upload on the official site.

Thanks Ansa! Any special difficulty patching this version I should know about?
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Ansa89 on September 20, 2013, 12:10:26 pm
Not really, the only thing is the new options for the integrated web server which "confuses" the patch.
Oh, and also the little problem with MKChamp's hiscore patch (you can find more info in the dedicated thread).
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: lettuce on September 20, 2013, 12:59:23 pm
Patch updated for MAME 0.150.
Please test it before upload on the official site.

Thanks man  :applaud:
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: lettuce on September 21, 2013, 11:48:32 am
For some reason in the latest build, im not getting the correct aspect ratio, on my widescreen LCD screen, every game is in 16:9 and not 4:3. What option do i need to alter to get the correct aspect?
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Calamity on September 21, 2013, 01:11:15 pm
By latest build, do you mean you compiled your own based on v0.150?
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: lettuce on September 21, 2013, 02:48:38 pm
By latest build, do you mean you compiled your own based on v0.150?

Yeah the one Ansa89 posted above

I used that and complied it with the latest mame0.150 source (along with hi score and cave sh3)
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Calamity on September 21, 2013, 04:35:37 pm
You need to use this option (as in the previous versions):

aspect                    16:9
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: lettuce on September 21, 2013, 07:28:27 pm
You need to use this option (as in the previous versions):

aspect                    16:9

Strange i never remember having to set that before.....that said its been about 6 months since i played around with GM for an LCD screen. From the default setting of a newly created ini file for 0.150 apart from setting

monitor                       lcd
frame_delay               1
lcd_range                   51-61
aspect                        16:9

is there any other options that need to be altered?

As i noticed i seem to be getting a screen tear right across the screen about 25% of the way down the screen, if doesnt scroll across the screen like a normal screen tear its always in the same position. I also get a very slight graphic stutter every now and then, the emulation speed doesn't seem to dip when this happens and stays at a rock solid 100% speed throughout
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: NightSprinter on September 24, 2013, 11:25:02 am
This is a bit bizarre.  I compiled for all three variants (MAME/MESS/UME), and every game I play has done two things (save for Donkey Kong, which is segfaulting.  Can provide the usual logs and whatever else is needed to debug the segfault).  I get an error stating "unknown monitor type", followed by the screen staying in the selected resolution for the game (forcing me to use xrandr via command line to reset the dpi and go back to a readable resolution).  Just let me know what else you need aside from the usual logs for this one.

Also, a note of warning to those who also have Python3.x installed as well in linux: make sure that the makefile actually points to the binary for python2.7 (or whatever version of 2.x  you use) before building.  Turns out some things in 3.x have changed to make building fail.
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: lettuce on September 24, 2013, 02:50:51 pm
Are you using HLSL settings at all. I have noticed that there is new Post.fx file now for MAME 0.150. So maybe download MameUI 0.150 and get the new HLSL folder from that
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: blontic on September 25, 2013, 06:10:04 am
By latest build, do you mean you compiled your own based on v0.150?

Yeah the one Ansa89 posted above

I used that and complied it with the latest mame0.150 source (along with hi score and cave sh3)

I tried compiling 0.150 I got the hiscore and groovy diff patched but get this error when trying to patch the cave diff. If I ignore the error I then get a error right at the end of compiling.

Let me know if you want me to start a new topic :)

C:\MameCompiler\MameSrc150>patch -p0 -E  0<cavesh3_147u3.diff
patching file src/mame/drivers/cavesh3.c
patching file src/mame/drivers/csh3blit.c
patching file src/mame/mame.lst
Hunk #1 succeeded at 39 with fuzz 2.
patching file src/mame/mame.mak
Hunk #1 FAILED at 1740.
Hunk #2 FAILED at 2379.
2 out of 2 hunks FAILED -- saving rejects to file src/mame/mame.mak.rej


Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: blontic on September 25, 2013, 08:37:05 pm
By latest build, do you mean you compiled your own based on v0.150?

Yeah the one Ansa89 posted above

I used that and complied it with the latest mame0.150 source (along with hi score and cave sh3)

I tried compiling 0.150 I got the hiscore and groovy diff patched but get this error when trying to patch the cave diff. If I ignore the error I then get a error right at the end of compiling.

Let me know if you want me to start a new topic :)

C:\MameCompiler\MameSrc150>patch -p0 -E  0<cavesh3_147u3.diff
patching file src/mame/drivers/cavesh3.c
patching file src/mame/drivers/csh3blit.c
patching file src/mame/mame.lst
Hunk #1 succeeded at 39 with fuzz 2.
patching file src/mame/mame.mak
Hunk #1 FAILED at 1740.
Hunk #2 FAILED at 2379.
2 out of 2 hunks FAILED -- saving rejects to file src/mame/mame.mak.rej

Nevermind. Found this little page of goodness http://www.systempixel.fr/extra/ (http://www.systempixel.fr/extra/)
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: SMMM on September 26, 2013, 06:13:25 am
Is there a patch yet for the improved frame delay, to help with input lag??
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: lettuce on September 28, 2013, 08:20:09 am
By latest build, do you mean you compiled your own based on v0.150?

Yeah the one Ansa89 posted above

I used that and complied it with the latest mame0.150 source (along with hi score and cave sh3)

I tried compiling 0.150 I got the hiscore and groovy diff patched but get this error when trying to patch the cave diff. If I ignore the error I then get a error right at the end of compiling.

Let me know if you want me to start a new topic :)

C:\MameCompiler\MameSrc150>patch -p0 -E  0<cavesh3_147u3.diff
patching file src/mame/drivers/cavesh3.c
patching file src/mame/drivers/csh3blit.c
patching file src/mame/mame.lst
Hunk #1 succeeded at 39 with fuzz 2.
patching file src/mame/mame.mak
Hunk #1 FAILED at 1740.
Hunk #2 FAILED at 2379.
2 out of 2 hunks FAILED -- saving rejects to file src/mame/mame.mak.rej

Nevermind. Found this little page of goodness http://www.systempixel.fr/extra/ (http://www.systempixel.fr/extra/)

No GroovyMame build though
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: lettuce on September 28, 2013, 09:11:33 am
Been getting screen tearing since 149 on my LCD screen, have tried enabling tripplebuffer but doesnt seem to sort the problem. Anything else to try in the ini file?
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Calamity on September 28, 2013, 04:13:48 pm
Been getting screen tearing since 149 on my LCD screen, have tried enabling tripplebuffer but doesnt seem to sort the problem. Anything else to try in the ini file?

You're probably using the -frame_delay option:

Quote
- New option -frame_delay. Delays the start of the emulation of each frame by an amount of time defined in tenths of the frame period length (0-9), in order to give a chance to the emulator to have the most possible updated input for that frame, as an attempt to minimize input lag. A value of 0 corresponds to standard behaviour. This option is experimental, and is known to produce tearing in LCD screens.

There's nothing that can be done about this. The -frame_delay goodness is reserved to the CRT realm.
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Calamity on September 28, 2013, 04:15:40 pm
Is there a patch yet for the improved frame delay, to help with input lag??

Not yet, but the official patch for v0.150 will have it.
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: lettuce on September 29, 2013, 08:47:26 am
Is there a patch yet for the improved frame delay, to help with input lag??

Not yet, but the official patch for v0.150 will have it.

Do u know if this will sort the tearing issues on LCD displays?
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Ansa89 on September 30, 2013, 05:02:39 am
the official patch for v0.150
Is there a release date for that patch?
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Calamity on September 30, 2013, 07:59:51 am
Do u know if this will sort the tearing issues on LCD displays?

No. I've tried different ideas but it just seems impossible to get rid of it. It also seems to affect to CRTs when the resolution is high enough.
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Calamity on September 30, 2013, 08:00:48 am
Is there a release date for that patch?

It is going to delay a bit because it intend to add some new stuff.
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: jdubs on September 30, 2013, 10:07:18 am
Is there a patch yet for the improved frame delay, to help with input lag??

Not yet, but the official patch for v0.150 will have it.

Nice!  ;D

-Jim
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: krick on October 06, 2013, 04:38:39 pm
How does this affect GroovyMAME?...

MAME and -mt (multithread) – Public Service Announcement
http://mamedev.emulab.it/haze/2013/10/05/mame-and-mt-multithread-public-service-announcement/ (http://mamedev.emulab.it/haze/2013/10/05/mame-and-mt-multithread-public-service-announcement/)
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Calamity on October 09, 2013, 05:33:42 pm
How does this affect GroovyMAME?...

Hi krick, thanks for posting this. Yes, I agree with Haze, the multithreading feature should not be enabled in main line MAME. De-synchronizing the emulation and window threads is a bad idea. This caused problems to GroovyMAME in the past because we thought it was good to have -mt enabled all the time and we noticed that -syncrefresh was ignored because of this. However, forcing both threads to run in sync fixed the problem, although possibly loosing the negligible performance boost.

Another nasty side effect is that the window thread, which is the one that blits to the screen, is supposed to receive the input too. So while it's blitting, it becomes "deaf" for input during an instant. This is not a problem when running everything in a single thread because input is forced to be in sync with the emulation.

GroovyMAME uses a third thread for blitting, so input is processed in its own thread and there's no lag induced. Because the blitting thread is supposed to be in sync with the emulation, the glitches associated to multithreading in main line MAME *should* not happen, at least I haven't seen them, though I might be wrong.

Having a separate thread for blitting is what makes it possible to implement a proper triple buffering model. This way, you can have tearing-free video while playing a 60Hz game at a 53Hz video mode (typical 'pacman' case in yoko orientation), and still have the game running at 100% speed.

However, the 3-thread implementation is a real pita and is still the cause of many deadlocks in GroovyMAME (http://msdn.microsoft.com/en-us/library/windows/desktop/bb147224(v=vs.85).aspx. (http://msdn.microsoft.com/en-us/library/windows/desktop/bb147224(v=vs.85).aspx))
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: blontic on October 13, 2013, 06:26:36 pm
Just wondering how the updates are coming for the windows 7 video drivers? Are there still issues with windows 7 or are people using it? I am in the process of building a new pc and having some issues with XP 64bit and some drivers.

Just found this post http://forum.arcadecontrols.com/index.php/topic,133239.0.html (http://forum.arcadecontrols.com/index.php/topic,133239.0.html)

Looks like no magic resolutions in Win 7 which means XP for me :) (for now)

Thanks.
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: NightSprinter on November 01, 2013, 08:09:22 am
This is rather odd.  I'm trying to adjust my settings for crt_specs0-1 for my NEC XM2960 (per Calamtiy's request for adding another monitor to the next version of SwitchRes), and I'm now having a hell of a time with certain games.  Many 25KHz games (despite most using the pre-set 1024x768 resolution built into the monitor's chassis logic) are now using only interlaced modes (as I'm also trying to get games that run at upwards of native 480i like Popeye and Bloody Roar 2).  I can dig up the specs lines from mame.ini if need-be again.

I'm in the process of trying to come up with numerous crt_specs lines as more than just GroovyMAME/GroovyUME can make use of additional native resolutions (like a 31KHz 320x200@70Hz mode for DOSbox in full screen for many games, or an Atari STE emulator running at native resolution and refresh for its monochrome ST High mode).
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Calamity on November 01, 2013, 03:17:03 pm
Hi NightSprinter,

I can help you with your XM2960 settings. It could be good to have a separate dedicated thread, then post your current specs and a log of the problematic games/resolutions, and after some iterations we should be able to finish with it.
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Dalba on November 04, 2013, 09:56:03 am
I encounter a strange behavior with modelines on my Nanao Ms9-29.
In Vmmaker.ini, with the default monitor_spec0, and in mame.ini, specifying arcade_15 as monitor, i get all my resolutions perfectly centered (horizontally of course).
If i change monitor_spec0 with the new preset for my Nanao, and set monitor line as ms929, my resolutions are no longer centered.... So i get back with generic presets...
Am i the only one with this "issue" ?
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Ansa89 on November 05, 2013, 07:05:11 am
Patch updated for MAME 0.151.
Please test it before upload on the official site.
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Dr.Venom on November 05, 2013, 07:32:06 am
Hi Ansa, thanks for the update :)

Hopefully Calamity finds some time to get the version with the new features out the door sometime soon (Calamity, we're all waiting!  :laugh: :P)

Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: sean_sk on November 15, 2013, 03:36:04 pm
Yeah, I know I can't wait. Once it's out, I'm sure everyone will be all over it like flies to feces.
Title: Re: GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b
Post by: Calamity on November 23, 2013, 07:47:32 pm
Thread closed. Follows here: http://forum.arcadecontrols.com/index.php/topic,135823.0.html (http://forum.arcadecontrols.com/index.php/topic,135823.0.html)