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Software Support => GroovyMAME => Topic started by: Calamity on January 11, 2016, 04:13:52 am

Title: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 11, 2016, 04:13:52 am
I'm opening this thread so we can the post about the compatibility state of the different emulators available, with CRT Emudriver 2.0 and the new CRT Tools. This way I should be able to focus on fixing existing compatibility issues as fast as possible, or at least have a reference place where known issues are documented.

Because I'm focused on MAME exclusively since long, I've lost contact with other emulators. I need your help here.

Please don't go off topic in this thread. Don't use this thread to report your particular issues, questions, etc.

DirectDraw based emulators may require the ddraw.dll wrapper attached at the end of this post, in order to switch from progressive to interlaced modes and vice versa. Place the unzipped dll in the same folder where the emulator's executable you want to fix is.

Daphne
   
       - XP-32: (ATI legacy) OK
       - XP-64: (ATI legacy) OK
       - W7-64:  (ATI legacy) OK
       - W7-64:  (AMD HD 5000+) OK


Model 2

       - XP-32: (ATI legacy) OK
       - XP-64: (ATI legacy) OK
       - W7-64: (ATI legacy) OK
       - W7-64: (AMD HD 5000+) OK


Nestopia UnDead

       - XP-32: (ATI legacy) OK
       - W7-64: (ATI legacy) OK
       - W7-64: (AMD HD 5000+) OK


VBA-M (MFC version)

       - XP-32: (ATI legacy) OK
       - W7-64: (ATI legacy) OK
       - W7-64: (AMD HD 5000+) OK


Retroarch 1.3.6

       - XP-64: (ATI legacy) OK
       - W7-64: (ATI legacy) OK
       - W7-64: (AMD HD 5000+) OK (use d3d driver instead of default gl driver)


Demul

       - W7-64: (AMD HD 5000+) OK


nullDC 1.0.4

       - XP-32: (ATI legacy) OK
       - W7-64: (AMD HD 5000+) OK


Kega Fusion 3.64

       - XP-32: (ATI legacy) OK
       - W7-64: (AMD HD 5000+) OK (auto-switching not working)


Taito Type X/X2

       - XP-32: (ATI legacy) OK
       - W7-64: (ATI legacy) OK, needs +hsync
       - W7-64: (AMD HD 5000+) OK


Magic Engine 1.1.3

       - W7-64: (ATI legacy) OK
       - W7-64: (AMD HD 5000+) OK


ZSNESw 1.51

       - W7-64: (ATI legacy) OK
       - W7-64: (AMD HD 5000+) OK


OoTake 2.76

       - XP-32: (ATI legacy) OK
       - W7-64: (AMD HD 5000+) OK (auto-switching not working)


PCSX2

       - W7-64: (AMD HD 5000+) OK


Makaron T12/5

       - XP-32: (ATI legacy) OK
       - W7-64: (AMD HD 5000+) OK


WinVICE 2.2

       - W7-64: (ATI legacy) OK
       - W7-64: (AMD HD 5000+) OK


CCS64

       - W7-64: (ATI legacy) OK
       - W7-64: (AMD HD 5000+) OK


PCFX 1.0

       - W7-64: (AMD HD 5000+)  works but crashes upon exit (might be not related to driver)


ePSXe

       - W7-64: (ATI legacy) OK
       - W7-64: (AMD HD 5000+) OK


ZXSpin 0.666

        - W7-64: (AMD HD 5000+) refuses to work in fullscreen just like Ootake (open window without borders)


Realspec

        - W7-64: (AMD HD 5000+) either refuses to go fullscreen or crash


FCEUX 2.2

        - W7-64: (AMD HD 5000+) due ddraw switching bug, works only in fullscreen mode when desktop resolution is not interlaced


mGBA

        - W7-64: (AMD HD 5000+) works but always forces progressive mode so if desktop is 640x480@60i then emulator forces 640x480@60p but if desktop is 1024x240 then emulator works correctly in fullscreen mode.

Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 11, 2016, 07:44:15 am
Daphne (Windows 7 x64) - not working in fullscreen mode both in opengl and YUV mode even with -nohwaccel. Did work with CRT driver 13.1. Probably some dlls are missing.

Model2 (Windows XP x32) - not working in full screen mode when VMMaker 2.0b5 is used. Works with VMMaker 1.4b. Works good in Windows 7 x64.

Nestopia UnDead - works correctly under Windows 7 x64.

VBA-M (MFC version) - works correctly under Windows 7 x64.


Right now tests was done using Asus HD4350.  Today I'll try test Fujitsu 5450 under Windows 7 x64.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Vaderman on January 11, 2016, 09:38:40 am
Retroarch

       - XP-64: (ATI legacy) OK
       - W7-64: (ATI legacy) OK
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 11, 2016, 01:47:11 pm
Kega Fusion 3.64 (Windows 7 x64 HD5450) works but does not auto switching to desired resolutions, probably due directdraw.
DEmul (Windows 7 x64 HD5450) works but slow (expected - too weak card)
Nestopia UnDead (Windows 7 x64 HD5450) works.
VBA-M (Windows 7 x64 HD5450) works.


EDIT. I forgot to mention Taito Type X/X2 problems. Technically not emulators but some people might be interested. Under Windows 7 x64 with HD4350 VMMaker has to be set to positive sync to get 100% speed (only Spica Adventure refuses to work this way) but with 5450 and default VMMaker arcade_15 monitor all games works at 100% speed even Spica Adventure :) Really strange.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 11, 2016, 02:25:58 pm
EDIT. I forgot to mention Taito Type X/X2 problems. Technically not emulators but some people might be interested. Under Windows 7 x64 with HD4350 VMMaker has to be set to positive sync to get 100% speed (only Spica Adventure refuses to work this way) but with 5450 and default VMMaker arcade_15 monitor all games works at 100% speed even Spica Adventure :) Really strange.

Yeah I'm interested in Taito too. Can you be more specific as to what happens exactly with Spica Adventure with HD 4350?

(The HD 5000+ cards don't suffer from the halved refresh issue with interlace, whatever the sync polarity. It's good that at least we have a workaround for legacy cards, even if not all monitors support it).
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 11, 2016, 02:38:27 pm
Spica Adventure always picks up 640x480@60 no matter is it 60i or 60p. Since in Windows XP there was 640x480@60i game works. On Windows 7 x64 with HD4350 there is 640x480@60p and 640x480@30i so game picks 60p but with HD5450 there are two interlaced modes in system 640x480@60i and 640x480@30i (from what I can see from list of all modes) and this time game picks 640x480@60i :) Looks like game always looking for 640x480@60 no matter is interlaced or not. This is of course my theory but game works.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: keropi on January 11, 2016, 02:41:04 pm
just to clarify, "ATI legacy" are cards up to and including HD4000 series?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 11, 2016, 02:57:44 pm
Exactly.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on January 11, 2016, 03:10:41 pm
Magic Engine 1.1.3, ZSNESw 1.51, Kega Fusion 3.64, Nestopia 1.47 are working fine here (4890 and 7870XT).
I just need to switch to the desired resolution because of direct draw bug.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 11, 2016, 04:35:35 pm
OoTake 2.76 (Windows 7 x64 HD5450) works but does not auto switch resolutions even in D3D mode.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on January 11, 2016, 04:55:49 pm
Any version of the PCSX2 (playstation 2 emulator), works perfectly in CRT Emudriver 2.0.

Tested D3D9, D3D10, D3D11.

However, OpenGL doesn't work. Produces terrible graphic glitches. I guess OpenGL support is only for Linux users.

Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 11, 2016, 05:59:26 pm
Windows XP x32 HD4350 VMMaker 2.0b5

Ootake 1.76 works even with auto switching resolutions
Kega Fusion works even with auto switching resolutions
Daphne works
Taito Type X/X2 games works
Nestopia UnDead works
VBA-M works
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 12, 2016, 04:37:58 pm
nullDC 1.0.4 build 21 Aug 2011 Windows XP x32 HD4350 latest VMMaker - works.
Makaron T12/5 Windows XP x32 HD4350 latest VMMaker - works.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 13, 2016, 02:18:24 pm
Daphne
   
      - W7-64:  (AMD HD 5000+) OK
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 13, 2016, 02:38:42 pm
Really? Is it fresh 7 install with only newest driver applied or driver 13.1 was previously in system ? Did it work with opengl mode?

EDIT. Indeed it works even with opengl  :o
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 13, 2016, 05:03:35 pm
Windows 7 x64 HD5450 driver beta6 (RETESTING some due fresh 7 x64 install, this time without traces of 13.1)

nullDC works
Daphne indeed work even with opengl
WinVICE 2.2 works
PCFX 1.0 works but crash upon exit (might be not related to driver)
ZXSpin 0.666 refuses to work in fullscreen just like Ootake (open window without borders)
Realspec either refuses to go fullscreen or crash
Makaron T12/5 works
FCEUX 2.2 due ddraw switching bug in work only in fullscreen mode when desktop resolution is not interlaced
m-gba works but always forces progressive mode so if desktop is 640x480@60i then emulator forces 640x480@60p but if desktop is 1024x240 then emulator works correctly in fullscreen mode.

OoTake 2.76 (Windows 7 x64 HD5450) works but does not auto switch resolutions even in D3D mode.
Kega Fusion 3.64 (Windows 7 x64 HD5450) works but does not auto switching to desired resolutions, probably due directdraw.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 13, 2016, 05:18:29 pm
Thanks for testing all this haynor666. In the next days I'll try to check Kega and Ootake. When you say they don't do autoswitching, do you mean they don't go fullscreen at all?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 13, 2016, 05:45:41 pm
Ootake does but only from interlaced resolutions to interlaced resolution and from progressive to progressive even if emu is working in D3D not ddraw.
KegaFusion either post error or goes fullscreen in desktop resolution.

EDIT. Ok I forced KegaFusion to work with autoswitching - I set back option about compatible card and set desktop to progressive resolution. Now emu switches resolution. You may look at Arcus Oddyssey because this game switching from 256x240 to 320x240 couple time during intro, menu, game. So it's typical ddraw bug after all.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 15, 2016, 01:43:21 pm
@haynor666,

So I've been trying XP 32 and 64 today, with an HD 4350 and the beta 5 tools. Model 2 is working fine in both cases, going fullscreen etc.

Also tested Daphne on W7 64, with the HD 4350, and it's working here too...
(It also works fine on XP 32/64.)

The only thing I needed to install after W7 fresh install was the missing DX runtime files.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on January 15, 2016, 02:19:57 pm
Commodore 64 emulators WinVICE and CCS64 are working perfectly syncing to their native resolution 384x288@50Hz

Sony playstation1 emulator ePSXe is working fine with either Direct3D or OpenGL plugins.

Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 15, 2016, 03:08:38 pm
Actually model2 crash might be my mistake. As for daphne I already had DX June 2010 installed  ???
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 16, 2016, 06:14:14 am
So I stumbled upon this cool project: https://code.google.com/p/ddhack/

It's a DirectDraw wrapper. By default it's a dll proxy, a passthrough, but it allows you to implement hacks to any DirectDraw call. So I've implemented the hack we use in GroovyMAME to switch from progressive to interlaced and viceversa. It seems to be working here (only tried it with ZSNESW).

Just unzip the file and put the wrapper ddraw.dll in the same folder where the emulator's executable you want to fix is.

This might fix Ootake, Kega, etc.

EDIT: I've added the most recent ddraw.dll wrapper to the first post.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 16, 2016, 06:51:35 am
Thanks Calamity, this library helps with Kega Fusion (auto switching works with progressive modes), ZX Spin works (but it's strange, this library is needed even if I set program to D3D), FCEUX works, Ootake crash in ddraw mode, in D3D still refuses to go fullscreen. Realspec just quits after of couple seconds of blinking screen.

EDIT. Forgot to mention that KegaFusion does nor restores desktop resolution. It stays in last used resolution by emulator.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 16, 2016, 07:03:02 am
Thanks haynor666, that'll help me to find more specific fixes.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: sean_sk on January 16, 2016, 09:08:06 am
Thanks Calamity for the ddraw.dll

Will this work with other versions of MAME including vanilla or is that not it's intention?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 16, 2016, 11:52:38 am
I uploaded a modified ddraw wrapper, this one seems to work with Ootake (just tested on a laptop). See first post.

EDIT: Please download again (just removed the logging).
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 16, 2016, 01:06:19 pm
Does not work correctly with Ootake but no crash this time, either goes full screen in desktop resolution but draws only 256x240 picture in top left corner or opens window 256x240 in top left corner. Realspec still quits without error.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 16, 2016, 04:11:12 pm
Thanks haynor666. There was a bug in the original wrapper that affected Ootake, now the bug is fixed but the basic issue with directdraw remains. The interesting part is that Ootake does not use neither DDraw or D3D to switch modes, it does it directly through Windows API, so in theory it should be immune against the W7 bug, but I think the problem is it is forcing 60 Hz. I need to confirm this.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on January 17, 2016, 04:10:08 am
So I stumbled upon this cool project: https://code.google.com/p/ddhack/

It's a DirectDraw wrapper. By default it's a dll proxy, a passthrough, but it allows you to implement hacks to any DirectDraw call. So I've implemented the hack we use in GroovyMAME to switch from progressive to interlaced and viceversa. It seems to be working here (only tried it with ZSNESW).

Just unzip the file and put the wrapper ddraw.dll in the same folder where the emulator's executable you want to fix is.

This might fix Ootake, Kega, etc.

EDIT: I've added the most recent ddraw.dll wrapper to the first post.

Thanks @Calamity for this, I missed it and it's just perfect.
It works fine with Fusion, Zsnesw, Nestopia :)
It doesn't work with Magice Engine: "Failed to change the video mode to fullscreen.(256x239x32)"
This video mode is available in Arcade OSD.
I have a ddraw.log file in Magic Engine folder:
Code: [Select]
[    +0ms] (00000000) InitInstance.
[+82447ms] (00000000) ExitInstance.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 17, 2016, 05:29:19 am
If I remember correctly PCFX and MagicEngine by design refuse to work below 512x480.

Nestopia does not need this library. It's working fine in D3D.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on January 17, 2016, 06:25:10 am
Without using ddraw.dll, if I manually switch the resolution to 256x239x32 then launch Magic Engine in this resolution, I don't have any problem.
So I think Magic Engine supports resolution below 512x480 and should work with the wrapper.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 17, 2016, 03:15:59 pm
Magic Engine uses D3D, not DDraw, as far as I can see here.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 17, 2016, 03:41:20 pm
Commodore 64 emulators WinVICE and CCS64 are working perfectly syncing to their native resolution 384x288@50Hz

Sony playstation1 emulator ePSXe is working fine with either Direct3D or OpenGL plugins.

Hi R-Typer, can you confirm if this is with HD 4xxx or with the newer cards? W7?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 17, 2016, 03:42:56 pm
Thanks Calamity for the ddraw.dll

Will this work with other versions of MAME including vanilla or is that not it's intention?

Yes, any program that suffers from this specific bug might benefit from this dll.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on January 17, 2016, 03:46:43 pm
Magic Engine uses D3D, not DDraw, as far as I can see here.
Ok thanks @Calamity. I now need a wrapper for D3D :-\
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on January 17, 2016, 03:52:16 pm
Commodore 64 emulators WinVICE and CCS64 are working perfectly syncing to their native resolution 384x288@50Hz

Sony playstation1 emulator ePSXe is working fine with either Direct3D or OpenGL plugins.

Hi R-Typer, can you confirm if this is with HD 4xxx or with the newer cards? W7?


Windows 7 x64 with HD7770 and CRTEmu 2.0.
Also works with HD4850 on the same setup.

 :D
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 17, 2016, 05:27:50 pm
Just like I mentioned earlier - WinVICE works on HD5450 7 x64 without any tricks - correctly switch to progressive mode from interlaced mode.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 18, 2016, 07:28:59 am
I got Ootake working both with DDraw and D3D. The issue was not caused by DirectX. It looks like starting with W7 the dmDisplayFlags field is required when calling ChangeDisplaySettings. Because Ootake has its source code available it's been easy to fix it.

Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 18, 2016, 12:03:51 pm
Just updated the ddraw wrapper. Now there are two dlls, ddraw.dll and ddraw_log.dll. Use the first one for normal emulation.

If a certain emulator has issues regarding mode switching, etc., rename the ddraw_log.dll as ddraw.dll, this way it will create a log in the emulators's folder (ddraw.log), which you can post here for analysis. But only use this dll when logging is required because it will slow down your system.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on January 19, 2016, 11:25:45 am
Thanks @Calamity for this new version.
I've just had a look on Magic Engine forum and I've found a thread where someone says that it uses DirectDraw.
http://forums.magicengine.com/en/viewtopic.php?t=2027&highlight=directdraw (http://forums.magicengine.com/en/viewtopic.php?t=2027&highlight=directdraw)
I post the log file just in case:
Code: [Select]
[    +0ms] (10001200) DllMain(10000000,00000001,0028FD24) DLL_PROCESS_ATTACH
[    +0ms] (00000000) InitInstance.
[   +78ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[  +140ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[    +0ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[    +0ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[    +0ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[    +0ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[    +0ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[    +0ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[   +16ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[    +0ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[    +0ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[    +0ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[    +0ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[   +78ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[    +0ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[  +109ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[   +31ms] (10001200) DllMain(10000000,00000002,00000000) DLL_THREAD_ATTACH
[  +343ms] (10001200) DllMain(10000000,00000003,00000000) DLL_THREAD_DETACH
[    +0ms] (10001200) DllMain(10000000,00000003,00000000) DLL_THREAD_DETACH
[   +16ms] (10001200) DllMain(10000000,00000003,00000000) DLL_THREAD_DETACH
[    +0ms] (10001200) DllMain(10000000,00000003,00000000) DLL_THREAD_DETACH
[    +0ms] (10001200) DllMain(10000000,00000003,00000000) DLL_THREAD_DETACH
[   +15ms] (10001200) DllMain(10000000,00000003,00000000) DLL_THREAD_DETACH
[    +0ms] (10001200) DllMain(10000000,00000003,00000000) DLL_THREAD_DETACH
[   +78ms] (10001200) DllMain(10000000,00000003,00000000) DLL_THREAD_DETACH
[    +0ms] (10001200) DllMain(10000000,00000003,00000000) DLL_THREAD_DETACH
[    +0ms] (10001200) DllMain(10000000,00000003,00000000) DLL_THREAD_DETACH
[ +2699ms] (10001200) DllMain(10000000,00000000,00000001) DLL_PROCESS_DETACH
[    +0ms] (00000000) ExitInstance.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 19, 2016, 04:28:45 pm
Thanks @Calamity for this new version.
I've just had a look on Magic Engine forum and I've found a thread where someone says that it uses DirectDraw.
http://forums.magicengine.com/en/viewtopic.php?t=2027&highlight=directdraw (http://forums.magicengine.com/en/viewtopic.php?t=2027&highlight=directdraw)

That's an old post. They must have moved to d3d since then. If you see the log, they're not calling any ddraw api, it just logs the processed attaching to the dll.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on January 20, 2016, 01:26:10 pm
Thanks for your reply. So I will move to OpenGL for this emu.
I've tried your Ootake build, but I don't like it and when I use autoswitch, I don't have any image anymore.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 20, 2016, 01:32:26 pm
Autoswitch You need configure - choose resolution for each PC Engine resolution (256x240, 336x40, 512x240). By default it's probably 640x480@60p.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on January 20, 2016, 02:52:00 pm
I 've put 256x240 for the 3 resolutions for quick testing, but no luck.
Maybe I will test mednafen.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on January 20, 2016, 02:56:42 pm
Thanks for your reply. So I will move to OpenGL for this emu.
I've tried your Ootake build, but I don't like it and when I use autoswitch, I don't have any image anymore.

You don't like it because of the autoswitch problem or something else? It worked fine here when I tested it. But because Ootake switches modes always on the default device, make sure your desktop is not extended.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on January 20, 2016, 04:46:39 pm
I will post a video tmrw.
When trying bonk, the scrolling in game introduction was strange.
Maybe my settings are not good.
What settings do you recommend?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on January 21, 2016, 12:33:53 pm
Here is the video. The quality is not quite good, but I think you can see a kind of vertical tearing
https://youtu.be/dfGkhdH009M
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on January 23, 2016, 12:18:36 pm
Hi @Calamity,
I have a problem with your dll and Kega Fusion.
With this game (B.O.B.), when exiting the emulator, the resolution doesn't switch back to 640x480.
Maybe it's a multi-resolution game, because I can here a lot a screen "clack" in this game.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 23, 2016, 01:15:25 pm
Quote
Forgot to mention that KegaFusion does nor restores desktop resolution. It stays in last used resolution by emulator.

;)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on January 23, 2016, 03:53:31 pm
Quote
Forgot to mention that KegaFusion does nor restores desktop resolution. It stays in last used resolution by emulator.

;)
Sorry, I missed your post.
For me, on win7, only some games are not working (like B.O.B.), for the others, the resolution is correctly restored.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: MuguiWara on February 16, 2016, 03:40:17 am
I will post a video tmrw.
When trying bonk, the scrolling in game introduction was strange.
Maybe my settings are not good.
What settings do you recommend?

Hi,

i'm having the same issue for Magic Engine using win7 X64 using OpenGL (256x240).
I have to disable vSync or else it become real slow, and without the vSync i'm getting a crappy scrolling.
Did you found a solution for this matter?

Otherwise Demul, PCSXR, PCSX2, ZsNES, Nestopia, Kega Fusion, TypeX2 ar working great for me with the ddraw.dll.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on February 16, 2016, 03:45:30 am
i'm having the same issue for Magic Engine using win7 X64 using OpenGL (256x240).

Which card? pre or post HD 5000?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: MuguiWara on February 16, 2016, 04:35:22 am
Which card? pre or post HD 5000?

I'm using an HD6850
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on February 17, 2016, 05:33:01 am
Which card? pre or post HD 5000?

I'm using an HD6850

Have you tried disabling Aero?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: MuguiWara on February 17, 2016, 05:43:44 am
Have you tried disabling Aero?
Mm! I'm using instantsheller from gamex, so I have just a black screen for desktop (no taskbar or anything really).
I'll try disabling it specifically before adding all instantsheller mode and get back to you.

Thanks.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Foxhole on February 17, 2016, 07:03:51 am
What's the problem with ootake, exactly? I use it and it seems to work just fine, including auto-switching.
I use ootake 2.75.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on February 17, 2016, 09:15:06 am
OoTake with D3D fixed by Calamity works very good, at least in windows 7x64.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: MuguiWara on February 17, 2016, 10:36:28 am
Have you tried disabling Aero?

Damn! it really was Aero  :banghead:, thanks a lot   :notworthy:
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: stoupide on April 17, 2016, 12:52:34 pm
hello
Here's my results on Windows 10 :
OS = Windows 10 64bits (Upgraded from Windows 7 premium)
Video card = HD4350 (Asus)
Video Driver = CRT Emu Driver 2.0 beta 8
Desktop résolution = 640x480

This emulators worked fine for me (going fullscreen from interlaced) :
DOSBox 0.74 (i have to choose openglnb as output)
Nestopia 1.47
Ootake (the modified version posted in this thread)
WinUAE 3.2.2
pSX 1.13
ScummVM 1.8.0

Kega Fusion, RetroArch, snes9x, project64 don't switch to progressive resolution.
For Kega Fusion, i have added the ddraw.dll without success.

On GroovyMame (groovymame64_0171.015m), with Sonic The Hedgehog 2 (Sega Genesis) the game stay in progressive resolution in split screen mode (with Kega Fusion and Genesis Plus GX on Wii, the resolution go in interlaced mode)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: MtothaJ on April 19, 2016, 03:18:12 am
Nestopia UnDead - works correctly under Windows 7 x64.

Yes it works fine for me also - just a heads up that you need to choose 2560x240 in video settings, disable the TV aspect option and switch on Vsync and it will output 240p fine on full screen.
I still find that for the games that are supported under PC-10 in GroovyMame that is the preferred emulation route for NES.
Do not want to go offtopic, but is there any way to convert .nes roms to PlayChoice-10 format for use in GroovyMame?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: mourix on June 21, 2016, 06:58:37 am
System: Windows 7 x64, hd5450 1gb, CRT Emu Driver 2.0 beta 8.

Groovymame: Perfectly
Retroarch: Working but forces 640x480i 15khz into 640x480p 31khz.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: keropi on June 24, 2016, 05:06:00 pm
How do you make zsnesw to use the 256x224 resolution? In my setup I apply it and zsnesw reports success BUT it seems to me it's still some interlaced mode... using the ddraw.dll makes no difference.

edit:
using the ddraw.dll I got Fusion to auto-switch correctly, had to insert manually a 320x480 resolution - sonic2 splitscreen works fine now! The only problem is that after quitting you are stuck with this 320x480 resolution for the desktop, is there a workaround?

edit2:
just used EnTech's MultiRes with maximus arcade "post-launch after exit" option and it works great after launching fusion ;D

edit3:
regarding ZSNES, one needs to define a custom 256x224 resolution on ZSNESW.CFG and use this, the one on the emulator's menu is 640x480i or something...
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on July 16, 2016, 05:39:18 pm
Hi all,
I' d like to switch on windows 10 and continue to enjoy emulation in low res.
No problem with CRT Emu Driver and GM :) but I have issues with ddraw.dll.
When the resolution switch to low res is working on win 7 with ddraw.dll, it doesn't work anymore on win 10 for zsnes and kega :(
Anybody else is on windows 10 ?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on July 17, 2016, 05:02:47 am
I think it will stays like this forever.

http://answers.microsoft.com/en-us/windows/forum/games_windows_10/directdraw-emulation-still-broken-in-windows-10/5a619148-cf1e-4813-b733-997b996b9567?auth=1 (http://answers.microsoft.com/en-us/windows/forum/games_windows_10/directdraw-emulation-still-broken-in-windows-10/5a619148-cf1e-4813-b733-997b996b9567?auth=1)
http://steamcommunity.com/app/38400/discussions/0/648811670613303699/ (http://steamcommunity.com/app/38400/discussions/0/648811670613303699/) - for windows 7, I don't know if this will help under windows 10.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on July 19, 2016, 11:47:04 am
Thanks for the link, but I managed to finally make znes and fusion work on win10 in low res.
I just use a resolution switcher to switch to 256x224 before launching the emu, and it works fine :)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on July 19, 2016, 01:59:58 pm
Great!!!
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: M_W on July 24, 2016, 11:48:19 am
Forgive my ignorance, but can RetroArch support arbitrary refresh rates in addition to 15kHz resolutions, and is this dependent on which core you use?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Recapnation on September 12, 2016, 01:51:08 pm
I want to start posting one of these days a series of threads/guides at Eiusdemmodi dedicated to emulation of home systems under Windows with two purposes -- picking the best option and having notes of proper 15-kHz configuration, since these seem to be the major issues most people have. Despite its drawbacks, Retro Arch, thanks to its synchronization system, is a much better option than most stand-alone emulators. It is, for instance, the best option currently for emulation of Super Famicom in general terms, and better than Kega Fusion due to this emulator's response times.

I'd love to read more opinions before starting though, but with accuracy first in mind, please, especially regarding response times. Currently, my picks are:

- MD/GEN: GM / Retro Arch
- MK3/MS/GG: GM / Retro Arch
- SFC/SNES: Retro Arch's BSNES cores
- PCE/TGX/SGX: Ootake
- MSX/MSX2/MSXP: GM (if you can deinterlace by hardware)
- PC88/88SR: M88 (if you can deinterlace by hardware)
- FMT: Unz (not good, but the only one, though)
- X68: GM (not good, but the other options aren't better; Calamity's patch for WIN X-68000 High Speed is recommended, though)
- 88VA: 88VA Eternal Grafx (most likely, far from perfect)

I'm not much into Western PCs emulation. Have heard that WINUAE has been making progress these years regarding the lag thing, but it was pretty bad when I tried it years ago, even knowing pretty well the "laggy nature" of many games in this machine.

I haven't tested the different FC/NES emulators, either. GM seems buggy with anything using special chips, and I'm not sure about the standard titles either.

PCFX, NGCD, PS, SS, can't discuss myself for now, either. Even if 31-kHz, hearing about Dolphin, Demul, PPSSPP and others' status/accuracy would be welcome too.


--

M_W, if you're still there, it does. And you can override the general Retro Arch config file with per-core (and per-game) config files, similarly to MAME.

--

Edit: Off-topic question moved elsewhere; forgot the prerrogative here...
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: M_W on September 12, 2016, 08:24:23 pm
I since did some digging and finally made heads or tails of RetroArch. It's far from being ideal, but it's allowed me to get SNES games running on my arcade monitor, at least.

I can also say that PCSX2 seems to work fine with CRT_Emudriver. Granted, I only tested it with CVS2, but it seemed to play 480i fairly well on my WG.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: androtaz08 on September 14, 2016, 08:49:59 am
has anyone been able to get cemu to work?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tastyninja on September 17, 2016, 03:54:49 am
I want to start posting one of these days a series of threads/guides at Eiusdemmodi dedicated to emulation of home systems under Windows with two purposes -- picking the best option and having notes of proper 15-kHz configuration, since these seem to be the major issues most people have. Despite its drawbacks, Retro Arch, thanks to its synchronization system, is a much better option than most stand-alone emulators. It is, for instance, the best option currently for emulation of Super Famicom in general terms, and better than Kega Fusion due to this emulator's response times.

I'd love to read more opinions before starting though, but with accuracy first in mind, please, especially regarding response times. Currently, my picks are:

- MD/GEN: GM / Retro Arch
- MK3/MS/GG: GM / Retro Arch
- SFC/SNES: Retro Arch's BSNES cores
- PCE/TGX/SGX: Ootake
- MSX/MSX2/MSXP: GM (if you can deinterlace by hardware)
- PC88/88SR: M88 (if you can deinterlace by hardware)
- FMT: Unz (not good, but the only one, though)
- X68: GM (not good, but the other options aren't better; Calamity's patch for WIN X-68000 High Speed is recommended, though)
- 88VA: 88VA Eternal Grafx (most likely, far from perfect)

I'm not much into Western PCs emulation. Have heard that WINUAE has been making progress these years regarding the lag thing, but it was pretty bad when I tried it years ago, even knowing pretty well the "laggy nature" of many games in this machine.

I haven't tested the different FC/NES emulators, either. GM seems buggy with anything using special chips, and I'm not sure about the standard titles either.

PCFX, NGCD, PS, SS, can't discuss myself for now, either. Even if 31-kHz, hearing about Dolphin, Demul, PPSSPP and others' status/accuracy would be welcome too.


--

M_W, if you're still there, it does. And you can override the general Retro Arch config file with per-core (and per-game) config files, similarly to MAME.

--

Edit: Off-topic question moved elsewhere; forgot the prerrogative here...

I'd appreciate it, and I don't think I'd be alone.  I feel like I'm so close to getting everything working through RetroArch, and have put enough time and money into it that I don't want to quit, but I can't nail the final act.  I obviously have 480i picture on my Trinitron, but trying to launch older console emulators via retroarch has been frustrating.  The first start up results in a super overscanned image (and I think 480i rather than the 240p I want for snes); changing the config file in Retroarch 1.3 to the standard snes/genesis resolution results in a tiny window that only takes up a quarter of the screen, despite it supposedly being fullscreen in the options and cfg; changing the config file in 1.3 to a super resolution (as per http://forum.arcadecontrols.com/index.php/topic,138062.40.html?PHPSESSID=d70ebgcoo649d9nfgiddgea4s1 (http://forum.arcadecontrols.com/index.php/topic,138062.40.html?PHPSESSID=d70ebgcoo649d9nfgiddgea4s1)) results in an image that is squashed vertically and super stretched horizontally; and for some reason Retroarch 1.2.2 doesn't want to open if I input a different resolution in the config changes (or use any of the attached .txt files in that thread).

I'm going to try to reinstall crtemudriver and redo vmmaker tomorrow, as I may have missed something during that process (though that seemed pretty straightforward).  I'll also try some other standalone emulators, since I'm using LaunchBox as a front end anyways and don't need the all-in-one functionality if it is RetroArch causing the issue.  Google gets pretty rough when sifting through 5+ years of information, with much of it no longer seeming relevant. Combined with my technical inexperience, it's slow going.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Recapnation on September 17, 2016, 07:28:23 am
One would say that you don't even have the "low-res" modes installed. Open Arcade OSD and check it out beforehand. Setting Retro Arch for low-res is straightforward enough (I recommend doing everything manually by editing the .cfg files), at least for everything relevant 'cept PCE, but you must know which resolution(s) you can claim.

It'll take a while till I post full guides since I'm still in the process of making comparison tests and whatnot.



Regarding this:

Quote
- MSX/MSX2/MSXP: GM (if you can deinterlace by hardware)

...notice you can follow Calamity's instructions here for artifact-free subscaling:

http://forum.arcadecontrols.com/index.php/topic,151644.msg1586603.html#msg1586603 (http://forum.arcadecontrols.com/index.php/topic,151644.msg1586603.html#msg1586603)

(MAME reports a vertical res. of 466 px for most MSX2/MSXP games (given that MSX2's Screen 5~7 modes could be either, single-scan or interlaced double-scan), so you need to install a super wide res. of 233 lines in this case. Hopefully MAME devs find a better solution for this one day since it doesn't make much sense forcing the mode nobody used originally...)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on September 17, 2016, 12:29:43 pm
I want to start posting one of these days a series of threads/guides at Eiusdemmodi dedicated to emulation of home systems under Windows with two purposes -- picking the best option and having notes of proper 15-kHz configuration, since these seem to be the major issues most people have. Despite its drawbacks, Retro Arch, thanks to its synchronization system, is a much better option than most stand-alone emulators. It is, for instance, the best option currently for emulation of Super Famicom in general terms, and better than Kega Fusion due to this emulator's response times.

I'd love to read more opinions before starting though, but with accuracy first in mind, please, especially regarding response times. Currently, my picks are:

- MD/GEN: GM / Retro Arch
- MK3/MS/GG: GM / Retro Arch
- SFC/SNES: Retro Arch's BSNES cores
- PCE/TGX/SGX: Ootake
- MSX/MSX2/MSXP: GM (if you can deinterlace by hardware)
- PC88/88SR: M88 (if you can deinterlace by hardware)
- FMT: Unz (not good, but the only one, though)
- X68: GM (not good, but the other options aren't better; Calamity's patch for WIN X-68000 High Speed is recommended, though)
- 88VA: 88VA Eternal Grafx (most likely, far from perfect)

I'm not much into Western PCs emulation. Have heard that WINUAE has been making progress these years regarding the lag thing, but it was pretty bad when I tried it years ago, even knowing pretty well the "laggy nature" of many games in this machine.

I haven't tested the different FC/NES emulators, either. GM seems buggy with anything using special chips, and I'm not sure about the standard titles either.

PCFX, NGCD, PS, SS, can't discuss myself for now, either. Even if 31-kHz, hearing about Dolphin, Demul, PPSSPP and others' status/accuracy would be welcome too.


--

M_W, if you're still there, it does. And you can override the general Retro Arch config file with per-core (and per-game) config files, similarly to MAME.

--

Edit: Off-topic question moved elsewhere; forgot the prerrogative here...

I'd appreciate it, and I don't think I'd be alone.  I feel like I'm so close to getting everything working through RetroArch, and have put enough time and money into it that I don't want to quit, but I can't nail the final act.  I obviously have 480i picture on my Trinitron, but trying to launch older console emulators via retroarch has been frustrating.  The first start up results in a super overscanned image (and I think 480i rather than the 240p I want for snes); changing the config file in Retroarch 1.3 to the standard snes/genesis resolution results in a tiny window that only takes up a quarter of the screen, despite it supposedly being fullscreen in the options and cfg; changing the config file in 1.3 to a super resolution (as per http://forum.arcadecontrols.com/index.php/topic,138062.40.html?PHPSESSID=d70ebgcoo649d9nfgiddgea4s1 (http://forum.arcadecontrols.com/index.php/topic,138062.40.html?PHPSESSID=d70ebgcoo649d9nfgiddgea4s1)) results in an image that is squashed vertically and super stretched horizontally; and for some reason Retroarch 1.2.2 doesn't want to open if I input a different resolution in the config changes (or use any of the attached .txt files in that thread).

I'm going to try to reinstall crtemudriver and redo vmmaker tomorrow, as I may have missed something during that process (though that seemed pretty straightforward).  I'll also try some other standalone emulators, since I'm using LaunchBox as a front end anyways and don't need the all-in-one functionality if it is RetroArch causing the issue.  Google gets pretty rough when sifting through 5+ years of information, with much of it no longer seeming relevant. Combined with my technical inexperience, it's slow going.


You have to revert back to RetroArch 1.2.2 version. Since that is the only version that has RGUI working fullscreen (not squashed vertically). Search the forums, we had issues like these before and users uploaded their retroarch.cfg files which were for various emulators nes snes genesis psx etc.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Recapnation on September 18, 2016, 08:33:25 am
Retro Arch 1.3.6 here and RGUI working in full-screen 320 x 240 with no issues. One of Retro Arch's authors not only uses 15-kHz CRT, but even encourages people to try it.

Just saying.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on September 18, 2016, 08:41:15 am
Retro Arch 1.3.6 here and RGUI working in full-screen 320 x 240 with no issues. One of Retro Arch's authors not only uses 15-kHz CRT, but even encourages people to try it.

Just saying.
With newer versions of Retroarch I get rgui halved vertically and stretched horizontaly. This is in windows 7.

Can you please post your retroarch.cfg?

Are you using windows xp perhaps?

Many thanks.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Recapnation on September 18, 2016, 09:09:37 am
W7, D3D. I'll post it tonite, but really -- pretty straightforward.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on September 18, 2016, 09:17:19 am
W7, D3D. I'll post it tonite, but really -- pretty straightforward.
Thank you Recapnation. You will help a lot of people here who are using Retroarch.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Recapnation on September 18, 2016, 07:16:52 pm
In order not to complicate this more than necessary given that I have many options overridden by per-core config. files, these should be the only ones you should care about for properly displaying RGUI and whatnot:

Code: [Select]
# menu_driver = rgui
# video_driver = d3d
# video_fullscreen = true
# video_fullscreen_x = 320
# video_fullscreen_y = 240
# video_windowed_fullscreen = false
# video_disable_composition = true
# video_smooth = false
# video_vsync = true
# video_threaded = false
# video_swap_interval = 1
# video_max_swapchain_images = 3
# video_gpu_screenshot = false

In case, set super wide resolutions only in per-core config. files, or else, you'll have to mess with aspect ratio options and those are not that elementary.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on September 18, 2016, 07:50:34 pm
Yes, this works! RGUI is now fullscreen. Simply by changing gl driver to d3d driver. :D  In order to avoid stretching (aspect ratio) issues: for snes I had to create and select 256x240 and for megadrive: 320x224. Works fanastic! Super smooth scrolling with no stretching issues.

Latest Retroarch 1.3.6 is fully compatible with CRTemu 2.0 drivers and Windows 7!!! :D :D :D

Thank you Recapnation!
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on September 19, 2016, 02:15:53 pm
I updated the first post adding Retroarch as fully supported.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on December 02, 2016, 01:03:55 pm
Hi @Calamity,
As said few months ago, it looks like the dll is not working on win10 :(
Any chance you could do something for this ?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on December 03, 2016, 11:31:49 am
Yes, this works! RGUI is now fullscreen. Simply by changing gl driver to d3d driver. :D  In order to avoid stretching (aspect ratio) issues: for snes I had to create and select 256x240 and for megadrive: 320x224. Works fanastic! Super smooth scrolling with no stretching issues.

Latest Retroarch 1.3.6 is fully compatible with CRTemu 2.0 drivers and Windows 7!!! :D :D :D

Thank you Recapnation!
R-Typer, could you please share your retroarch config files ?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: shinobi68 on December 03, 2016, 08:08:53 pm
Hi,

For the issue with PCFX 1.0, just use the compatibility mode for Windows xp sp3 for the executable pcfx.exe. When you quit the emulator, it will not crash anymore ;)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on December 05, 2016, 06:39:06 am

R-Typer, could you please share your retroarch config files ?

Hello tom5151. Attached to this post are the two Retroarch 1.3.6 config files I'm using.

First, you will have to do the following:

-these configs are for 60Hz consoles so use NTSC roms (not PAL) for snes and megadrive emulation.
-place these resolutions in user_modes.ini. run vmmaker and click generate and install. make sure you have these resolutions working by checking them in Arcade OSD:
 256 x 240 @ 60.000000 snes
 320 x 224 @ 60.000000 megadrive

I suggest you to create two same Retroarch installation folders. But one with snes and the other with megadrive config. Then create shortcuts on your desktop for each Retroarch executable file. Works fine just like that.

The reason I'm using NTSC instead of PAL is that my PAL Sony Trinitron displays/centers/overscans NTSC video signal better and plus the screen doesn't flicker that much when in NTSC mode.

It's easy to switch Retroarch to PAL should you want to.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: K-rnivoro on December 13, 2016, 08:36:11 pm
It seems Retroarch will be the "next" emulator, wether we like it or not. I'm using http://nonmame.retrogames.com/ (http://nonmame.retrogames.com/) recomendations for building my cab, and they recommend RA a lot..

I'm not sure how to set up RA for my 15 KHz tube in order to have progressive low-res for non-GroovyMAME emulation.

W7x64 CRTEmudriver 2.0 with super-resolution here. I get 640x480@60i for all Retroarch emulation. Do I have to add some custom resolution to the super-resolution for C64, Megadrive, SNES, etc?


I assume hacked ddraw.dll is not needed for RA in D3D mode.

Thanks for the support.




Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: stoupide on December 31, 2016, 02:29:49 pm
W7x64 CRTEmudriver 2.0 with super-resolution here. I get 640x480@60i for all Retroarch emulation. Do I have to add some custom resolution to the super-resolution for C64, Megadrive, SNES, etc?

verify in retroarch.cfg (or in settings/video with RGUI) that video_windowed_fullscreen = "false"
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Icemac on January 04, 2017, 01:49:38 pm
I tried changing .cfg file as suggested but doesn't work for me. video_windowed_fullscreen = "false", fullscreen =" true", x resolution = "320", y resolution = "240".
Also, Retroarch menu appears now on the top left of the CRT display (it is now 1/3 of the TV screen with Windows 7 desktop underneath). When I launch a game, screen stays black.
Retroarch never worked for me on CRT 15khz. Also how could I pre-set different resolutions for each system?  retroarch.cfg keeps only a global res setting for all the every cores.
Any help would be appreciated!
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on January 04, 2017, 05:18:15 pm
I tried changing .cfg file as suggested but doesn't work for me. video_windowed_fullscreen = "false", fullscreen =" true", x resolution = "320", y resolution = "240".
Also, Retroarch menu appears now on the top left of the CRT display (it is now 1/3 of the TV screen with Windows 7 desktop underneath). When I launch a game, screen stays black.
Retroarch never worked for me on CRT 15khz. Also how could I pre-set different resolutions for each system?  retroarch.cfg keeps only a global res setting for all the every cores.
Any help would be appreciated!
You must have radeon 5xxx series or above and crt emu 2.0 drivers installed.

Are you sure you generated 320x240 and 256x240 resolutions?

For different consoles I have separate retroarch folders each with its own retroarch.cfg file. Maybe it is possible to setup retroarch differently but for now this works for me.

Also make sure to change driver from opengl to d3d and use RGUI.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Icemac on January 04, 2017, 06:15:47 pm
I tried changing .cfg file as suggested but doesn't work for me. video_windowed_fullscreen = "false", fullscreen =" true", x resolution = "320", y resolution = "240".
Also, Retroarch menu appears now on the top left of the CRT display (it is now 1/3 of the TV screen with Windows 7 desktop underneath). When I launch a game, screen stays black.
Retroarch never worked for me on CRT 15khz. Also how could I pre-set different resolutions for each system?  retroarch.cfg keeps only a global res setting for all the every cores.
Any help would be appreciated!
You must have radeon 5xxx series or above and crt emu 2.0 drivers installed.

Are you sure you generated 320x240 and 256x240 resolutions?

For different consoles I have separate retroarch folders each with its own retroarch.cfg file. Maybe it is possible to setup retroarch differently but for now this works for me.

Also make sure to change driver from opengl to d3d and use RGUI.

yes, I have Radeon HD5700 with CRT emudriver 2.0 and win7 64 bit. Almost every other emu is running perfectly at proper low-resolutions. I tried only 320x240


Inviato dal mio iPad utilizzando Tapatalk
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Icemac on January 06, 2017, 01:29:36 pm
With all my gratitude to Calamity for his unique work and all his generous support,
I'd like to share with you my experience about non-mame emulators:


test system: Windows 7 64 bit, Radeon HD5700 series, CRT emudrivers 2.0, Sony PAL TV 15kHZ

Mattel Intellivision                       Mess 0.175      2560x240 (stretched) PERFECT
Atari 7800                              Mess 0.175      2560x288 (stretched) quite good
ColecoVision                              BlueMSX 2.8.3      256x192 PERFECT   
NEC TurboGrafx-16                            Magic Engine 1.1.3    336x224 PERFECT
Nintendo NES                              Fceux 2.2.3      256x240 PERFECT
Nintendo SNES                             Snes9x 1.54.1    256x240 PERFECT
Sega Megadrive/Geneis                    Kega Fusion 3.64    320x240 PERFECT
Sega CD (Mega CD)                           Kega Fusion 3.64   320x240 PERFECT
Sony Playstation                           ePSXe 2.0.2      2560x240 (stretched) PERFECT, also 512x240
Commodore Amiga                      WinUAE 3.00      2560x256 (stretched) PERFECT, also 320x256
Commodore Amiga CD32           WinUAE 3.00      2560x256 (stretched) PERFECT
Commodore 64                      CCS64 3.9      384x240 or 384x288 PERFECT
Commodore 64                      Hoxs64 1.0.89      384x240 or 384x288 PERFECT
Sinclair ZX Spectrum                   ZXspin 0.7      320x240 (quite close...borders are thinner); GDI or DDraw rendering
ScummVM                              ScummVM      CGA graphics PERFECT


handheld consoles (not really intended for CRT display)
=================
Nintendo Game Boy                          VBA-M         320x224 PERFECT
Nintendo Game Boy Color          VBA-M         320x224 PERFECT
Nintendo Gameboy Advance           VBA-M                 240x142 QUITE GOOD (little vertical stretching)
Sony PSP                                     PPSSPP 1.2.2       640x480i

Interlaced video modes
======================
Sony Playstation 2                         PCSX                 640x480i
Sega Dreamcast                    NullDC         640x480i
Nintendo Gamecube                         Dolphin 5.0      640x480i
Nintendo Wii                            Dolphin 5.0      640x480i

lots of problems and headaches with:
====================================
Sinclair ZX Spectrum                  Spectaculator 8   
can't kill menubar (disappear after 2 secs but forces interlaced mode 640x480. No selectable low-res in advanced menu)


Atari 2600                            Stella            
apparently there's no real fullscreen (only windowed one) minimum resolution 640x480..

Commodore 64                    WinVice 3.0
blurred image and incorrect stretching. Can't find correct settings for a perfect 384x288 image

ZXspin
is almost incompatible with Hyperspin and higly unstable in Ddraw mod

Amstrad CPC emulators
WinAPE and WinCPC support only 640x480 resolution

Atari 7800                             Prosystem 1.3               320x288 PERFECT but emu has a completely WRONG PALETTE under Win7
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on January 06, 2017, 01:49:26 pm
Icemac, you have posted a lot of wrong resolutions. But if they work for you then OK.

For example:
WinUAE 336x288 is the correct resolution for most games even overscanned like superfrog and alien breed 2
WinVICE 384x272 is the correct resolution (doesn't blur the image) also disable True Aspect ratio and Keep Aspect Ratio checkboxes.

Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: keropi on January 06, 2017, 02:27:46 pm
I still can't great perfect results with MagicEngine... resolution/aspect is OK but VSYNC does not work for me - I always get some tearing. Using a 6670/win7x64
Any tips? What do you guys use for PCE?

I am attaching my PCE.INI just in case I have something wrong...

Code: [Select]

# ----
# setup settings
# ----
#

[setup]

  ;
  ; setup window
  ; --
  ;   y -> show  [default]
  ;   n -> hide
  ;

show=n


# ----
# keyboard settings
# ----
#

[keyboard]

  ;
  ; keyboard configuration
  ; --
  ;   0 -> config 1  [default]
  ;   1 -> config 2
  ;   2 -> HotRod
  ;   3 -> HotRod SE
  ;   4 -> X-Arcade 1P
  ;   5 -> X-Arcade 2P
  ;

config=


# ----
# gamepad settings
# ----
#

[gamepad]

  ;
  ; gamepad configuration
  ; --
  ;   0 -> config 1  [default]
  ;

config=

  ;
  ; auto calibration control
  ; --
  ;   5 .. 95  [default = 50]
  ;
  ;   the first option is for the left and up directions,
  ;   the second is for right and down directions.
  ;   if a direction doesn't respond lower the value,
  ;   if a direction respond too well (without you touching it :)
  ;   increase the value.
  ;

auto_calibration_1=50
auto_calibration_2=50


# ----
# cd-rom settings
# ----
#

[cdrom]

  ;
  ; CD-ROM driver
  ; --
  ;   0 -> auto-detect  [default]
  ;   1 -> SPTI (WinNT)
  ;   2 -> ASPI
  ;

driver=

  ;
  ; CD-ROM drive
  ; --
  ;   1 -> first  CD-ROM drive  [default]
  ;   2 -> second CD-ROM drive
  ;   ...
  ;

drive=

  ;
  ; CD-ROM drive letter
  ; --
  ; (Windows 2000/XP only)
  ;
  ;   D:
  ;   E:
  ;   ...
  ;

drive_letter=

  ;
  ; CD-ROM disk speed
  ; --
  ;   1 (min) .. 99 (max)  [default = 8]
  ;

speed=

  ;
  ; CD-ROM cache
  ; --
  ;   y -> enable  [default]
  ;   n -> disable
  ;

cache=

  ;
  ; CD-ROM cache size
  ; --
  ;   0 .. 8192 KB  [default = 512]
  ;

cache_size=


# ----
# cdda settings
# ----
#

[cdda]

  ;
  ; number of cdda buffers
  ; --
  ;   4 .. 75  [default = 5]
  ;

buffers=

  ;
  ; size of a cdda buffer (in sectors)
  ; --
  ;   1 .. 25  [default = 4]
  ;

buffer_size=

  ;
  ; cdda buffer queue delay
  ; --
  ;   2 .. (buffers - 1)  [default = 4]
  ;

delay=


# ----
# video settings
# ----
#

[video]

  ;
  ; driver
  ; --
  ;   0 -> DirectX  [default]
  ;   1 -> OpenGL
  ;

driver=1

  ;
  ; windowed mode
  ; --
  ;
  ;   y -> windowed  [default]
  ;   n -> fullscreen
  ;

windowed=n

  ;
  ; screen resolution
  ; --
  ;

screen_width=336
screen_height=224
screen_depth=32

  ;
  ; triple buffering (DirectX only)
  ; --
  ;
  ;   y -> enable
  ;   n -> disable  [default]
  ;

triple_buffer=

  ;
  ; screen aspect ratio
  ; --
  ;   0 -> none
  ;   1 -> 4/3  (298 x 224)  [default]
  ;   2 -> 3/2  (336 x 224)
  ;

screen_ratio=0,0

  ;
  ; desktop mode
  ; --
  ;
  ;   y -> enable
  ;   n -> disable  [default]
  ;

desktop=

  ;
  ; video sync
  ; --
  ;   0 -> disable  [default]
  ;   1 -> enable
  ;   2 -> vsync + timer
  ;       (special mode to use when the screen refresh rate is higher
  ;        than 60 fps or when running the emulator in windowed
  ;        mode)
  ;

vsync=0,2

  ;
  ; frame skip
  ; --
  ;   0 -> disabled  [default]
  ;   1 -> skip 1 frame
  ;   2 -> skip 2 frames
  ;   ..
  ;

frameskip=

  ;
  ; fullscreen stretch
  ; --
  ;
  ;   1 -> enable
  ;   0 -> disable  [default]
  ;

fullscreen=0,0

  ;
  ; zoom
  ; --
  ;   0 (x1).. 5 (x6)
  ;

zoom=0,0

  ;
  ; high res mode
  ; --
  ;   1 -> enable
  ;   0 -> disable  [default]
  ;

high_res=0,0

  ;
  ; filtering mode
  ; --
  ;
  ;   0 -> disable  [default]
  ;   1 -> bilinear filtering
  ;

filter=0,0

  ;
  ; scanlines:
  ; --
  ;   0 (no scanlines) .. 40 (black scanlines)
  ;

scanlines=0,0

  ;
  ; scanline patterns:
  ; --
  ;

scanlines_pattern_2=0,255
scanlines_pattern_3=0,0,255
scanlines_pattern_4=0,0,255,255
scanlines_pattern_5=0,0,0,255,255
scanlines_pattern_6=0,0,0,255,255,255

  ;
  ; gamma correction:
  ; --
  ;   adjust gamma level (0 .. 40)
  ;

gamma=20,20

  ;
  ; contrast control:
  ; --
  ;   adjust contrast (0 .. 40)
  ;

contrast=20,20

  ;
  ; saturation control:
  ; --
  ;   adjust color saturation (0 .. 40)
  ;

saturation=20,20

  ;
  ; brightness control:
  ; --
  ;   adjust brightness (0 .. 40)
  ;

brightness=20,20

  ;
  ; screen resolution filter
  ; --
  ;   max width  (640 .. 2560)
  ;   max height (480 .. 1600)
  ;

res_max_width=
res_max_height=

  ;
  ; screen bit depth filter
  ; --
  ;
  ;   y -> enable  [default]
  ;   n -> disable
  ;

res_16bit=
res_32bit=

  ;
  ; custom screen resolutions
  ; --
  ;   custom screen resolutions to be used for the different
  ;   PC-Engine video modes (256x224, 336x224, and 512x224)
  ;   and for the GUI
  ;
  ;   y -> enable
  ;   n -> disable  [default]
  ;
  ;   custom_resolution=y
  ;   res_256=256,224
  ;   res_320=320,224
  ;   ...
  ;   res_gui=640,480
  ;
  ;

custom_resolution=n
res_256=336,224
res_320=320,240
res_336=336,224
res_352=
res_512=544,242
res_gui=

  ;
  ; screen resolution lock
  ; --
  ;   enable/disable screen resolution locking
  ;
  ;   y -> auto lock
  ;   n -> no resolution lock  [default]
  ;

res_lock=


# ----
# audio settings
# ----
#

[audio]

  ;
  ; interpolation mode
  ; --
  ;   0 -> disable
  ;   1 -> oversampling (x4)  [default]
  ;   2 -> linear
  ;   3 -> cubic
  ;

interpolation_mode=1

  ;
  ; interpolation level
  ; --
  ;   0 .. 9  [default = 2]
  ;

linear_interpolation_level=
cubic_interpolation_level=

  ;
  ; master audio volume
  ; --
  ;   0 .. 31
  ;

master_audio_volume=

  ;
  ; psg audio volume
  ; --
  ;   0 .. 31
  ;

psg_audio_volume=

  ;
  ; adpcm audio volume
  ; --
  ;   0 .. 31
  ;

adpcm_audio_volume=

  ;
  ; cd audio volume
  ; --
  ;   0 .. 31
  ;

cd_audio_volume=

  ;
  ; noise level
  ; --
  ;   0 (rough) .. 4 (soft)
  ;

noise_level=

  ;
  ; noise volume
  ; --
  ;   0 .. 9  [default = 4]
  ;

noise_volume=

  ;
  ; noise filtering level
  ; --
  ;   0 .. 9
  ;

noise_filter=


# ----
# load menu settings
# ----

[load_menu]

  ;
  ; games list
  ; --
  ;   uses ROMs file name instead of games title
  ;
  ;   y -> enable
  ;   n -> disable  [default]
  ;

use_rom_file_name=

  ;
  ; file name extension
  ; --
  ;   hide file name extension
  ;
  ;   y -> hide  [default]
  ;   n -> show
  ;

hide_file_name_extension=

  ;
  ; small font
  ; --
  ;   y -> enable
  ;   n -> disable  [default]
  ;

small_font=

  ;
  ; font case
  ; --
  ;   0 -> no change
  ;   1 -> lower case
  ;   2 -> upper case  [default]
  ;

font_case=

  ;
  ; preview slideshow
  ; --
  ;  slideshow speed in 1/2 second unit
  ;
  ;  0 (disable) .. 20 (10 seconds)  [default = 5]
  ;

slideshow=

  ;
  ; preview image max size
  ; --
  ;  maximun size of the preview image  [default = 512x256]
  ;

preview_width=
preview_height=


# ----
# misc. settings
# ----

[misc]

  ;
  ; gui language
  ; --
  ;   0 -> english  [default]
  ;   1 -> french
  ;   2 -> japanese
  ;

language=

  ;
  ; fps counter (on screen display, top-left corner)
  ; --
  ;   y -> enable
  ;   n -> disable  [default]
  ;

fps_counter=n

  ;
  ; screen resolution (on screen display, top-left corner)
  ; --
  ;   display the current screen resolution of the PCE
  ;
  ;   y -> enable
  ;   n -> disable  [default]
  ;

screen_resolution=

  ;
  ; psg volume meter (on screen display, bottom-right corner)
  ; --
  ;   y -> enable
  ;   n -> disable  [default]
  ;

psg_vu_meter=n

  ;
  ; MagicEngine logo scrolling
  ; --
  ;   y -> enable  [default]
  ;   n -> disable
  ;

background_scrolling=

  ;
  ; 'ESC' key mode
  ; --
  ;   0 -> automatic mode:  [default]
  ;        --------------
  ;        when the emulator is started from a shell or from a front-end
  ;        program, pressing 'ESC' will exit the emulator, but when
  ;        the emulator is started by double-clicking on its icon
  ;        pressing 'ESC' will open the menu screen
  ;
  ;   1 -> GUI mode:
  ;        --------
  ;        pressing 'ESC' will always open the menu screen
  ;
  ;   2 -> exit mode:
  ;        ---------
  ;        pressing 'ESC' will always exit the emulator
  ;

esc_key_mode=

  ;
  ; backup ram format
  ; --
  ;   0 -> old format (backup.ram)
  ;   1 -> new format (backup.dat, backup.idx)  [default]
  ;

backup_ram=

  ;
  ; state file compression
  ; --
  ;   y -> enable  [default]
  ;   n -> disable
  ;

compress_state_file=


# ----
# emulation settings
# ----

[emulation]

  ;
  ; frame delay
  ; --
  ;   adjust video frame delay (15000-18000 µs)
  ;
  ;   16393 -> 61 Hz
  ;   16667 -> 60 Hz
  ;   16712 -> 59.84 Hz  [default]
  ;   16949 -> 59 Hz
  ;

frame_delay=

  ;
  ; default system card for CD-ROM emulation
  ; --
  ;   0 -> automatic  [default]
  ;   1 -> System Card v1.0
  ;   2 -> System Card v2.x
  ;   3 -> System Card v3.0
  ;   4 -> Game Express System Card
  ;   5 -> Magic System v1.0
  ;   6 -> Magic System v2.0
  ;   7 -> Magic System v3.0
  ;

default_system_card=


# ----
# PCE emulation settings
# ----

[pce]

  ;
  ; CPU clock frequency in MHz (7 - 35)
  ; --
  ;    7 -> 100% speed  [default]
  ;   14 -> 200% speed
  ;   ..
  ;   35 -> 500% speed
  ;

cpu_clock=

  ;
  ; extended horizontal resolutions (320/352)
  ; --
  ;   y -> enable  [default]
  ;   n -> disable
  ;

extended_video_modes=

  ;
  ; vertical overscan
  ; --
  ;   top      0 ..  41  [default=17]
  ;   bottom 232 .. 262  [default=255]
  ;
  ;   standard overscan 224 lines (top=25, bottom=248)
  ;   extended overscan 239 lines (top=17, bottom=255)
  ;   maximun  overscan 242 lines (top=14, bottom=255)
  ;

overscan_top=
overscan_bottom=
overscan_centered=

  ;
  ; supergrafx hardware
  ; --
  ;   0 -> auto  [default]
  ;   1 -> enable
  ;   2 -> disable
  ;

supergrafx=

  ;
  ; arcade card hardware
  ; --
  ;   0 -> auto  [default]
  ;   1 -> enable
  ;   2 -> disable
  ;

arcade_card=

  ;
  ; input port
  ; --
  ;   0 -> auto  [default]
  ;   1 -> 2-button pad
  ;   2 -> 6-button pad
  ;

input_port=


# ----
# path settings
# ----

[path]

  ;
  ; system card paths
  ; --
  ;

system_card_1=
system_card_2=
system_card_3=
system_card_4=

  ;
  ; config path
  ; --
  ;   (pce.cfg,
  ;    backup.dat, backup.idx,
  ;    games.idx,
  ;    time.dat)
  ;

config=

  ;
  ; patches path (*.PPF/*.IPS)
  ; --
  ;

patches=

  ;
  ; cheats path
  ; --
  ;

cheats="cheats\"

  ;
  ; preview screenshots path
  ; --
  ;

previews=

  ;
  ; screenshots path
  ; --
  ;

screenshots="snap\"

  ;
  ; saved games path
  ; --
  ;

saved_games="states\"

  ;
  ; roms path
  ; --
  ;

roms="C:\EMUS-R~1\PCE\ROMS\(1_1) US Licensed\@0,9"
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Icemac on January 07, 2017, 08:26:50 am
R-Typer, you're perfectly right. I try your suggested res and WinVice is perfect (at last!) in 384x272! Asap I'll try Amiga overscan resolution.
I just want to state that my list wasn't populated with exact native resolutions for each system (which in several cases are different).
These are settings I found myself to reach best results (if not true-pixel) in my set-up.
Also I use autoswitch res functions for some systems (eg Amiga) but I listed only main resolution
Anyway your suggestion about Amiga 336x288 is truly useful!!! So... thank you very much... if you have something else to add, your experience is more than welcome!
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: jhonny_d on February 05, 2017, 10:48:56 am
I've seen some people using superwide resolution with retroarch, like 3xxx x 240, as a "one size fit all"
What's your opinion on this? Sorry but can't test right now
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Recapnation on February 05, 2017, 03:36:09 pm
That works with integer scaling set to on, if you're asking this. Recommended for games/systems with variable horizontal res. to avoid noticeable/faulty switching.




Regarding RA, I can't really recommend using it for action games under D3D -- the input lag is too high. And at least for SFC/SNES emulation with BSNES cores, under Open GL, it's still far from acceptable. For PCE emulation I still recommend Ootake.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on February 08, 2017, 11:47:53 am
Regarding RA, I can't really recommend using it for action games under D3D -- the input lag is too high. And at least for SFC/SNES emulation with BSNES cores, under Open GL, it's still far from acceptable. For PCE emulation I still recommend Ootake.

Why is this so? Is it due to RA, AMD graphics driver or Direct3D frame queue? Can you estimate how many milliseconds the input lag delay value is?

I played a lot of R-Type III: The Third Lightning for SNES on latest RA set to use D3D and BSNES mercury accurate core. I didn't notice input lag... maybe I'm not sensitive that much or the input lag isn't that much high to easily notice?

Thanks!
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Recapnation on February 08, 2017, 03:17:07 pm
I'm sure if you try the game with GM a bit afterwards you'll notice the difference. Saying "far from acceptable" in regards to the Open GL version is actually too harsh, but under D3D it is indeed that noticeable. Keep in mind I only tested BSNES Mercury cores (right after they were improved for better latency). I'll try to check Genesis Plus GX next, though only under GL from now on.
Title: Re: CRT Emudriver 2.0
Post by: buttersoft on February 08, 2017, 06:14:00 pm
WinUAE 336x288 is the correct resolution for most games

With what options though? I've set everything I can find in the emulator menus 1:1, no filters, and at 288P something like the Gods intro when the text scrolls looks like balls as there are tons of extra lines. Please test this if you haven't, and watch at least one paragraph of text scroll all the way up. If that looks fine to you then my WinUAE must be stretching somewhere, but I can't find any stretching options (I think I'm using 3.0.0.0?) Do you have to write them directly to the config file? Without doing that, for me the perfect 1:1 vertical resolution is 262p. And at 2560 horizontally because 720 looks... badly scaled, and 320 is too few pixels so the image loses details. 336 might be right, I haven't tested it. But the horizontal isn't as critical, obviously.

Everyone recommends 288p, but I can't seem to make it work. Whereas 262p works perfectly for me.

EDIT: What happens if you try the same resolutions in windowed mode? It would automatically stretch, right? So how do you stop fullscreen from stretching and just centre the image? I do use the centering options as it stands, as I found they made no difference to the scaling.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on February 09, 2017, 03:55:55 pm
^^^
Everything is pixel perfect on my setup at 336x288p. There are no stretching both horizontally and vertically. I attached some screenshots and my winuae cfg file to this post.

Take a look at my Alien Breed 2 screenshot. Top and bottom bars are perfectly visible at this resolution and geometry is same as to my real amiga 500 with a520 rf modulator.

Let me know how it goes.


PS
Vertical text scrolling in Gods is silky smooth and no stretching artifacts at all at my 336x288p.

PSS
Post a photo of your TV running Alien Breed 2. Im interested to see how it looks on 262p. It simply needs those 288 lines in PAL. So its probably not displaying that game as it should have.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: buttersoft on February 09, 2017, 08:46:24 pm
Thanks for that. I'm busy for the next couple of days at least, but keen to try things out.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on February 10, 2017, 09:43:58 am
I'm sure if you try the game with GM a bit afterwards you'll notice the difference. Saying "far from acceptable" in regards to the Open GL version is actually too harsh, but under D3D it is indeed that noticeable. Keep in mind I only tested BSNES Mercury cores (right after they were improved for better latency). I'll try to check Genesis Plus GX next, though only under GL from now on.


Thanks Recapnation! I decided to switch RA to OpenGL to solve this input lag issue. But I have a big problem now: when reverting RA display driver from d3d to gl, rgui is not fullscreen anymore. I tried latest RA 1.4.1 and is the same as 1.3.6.

How did you fix this fullscreen problem with OpenGL in RA? Please let us know.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Recapnation on February 10, 2017, 02:29:16 pm
By setting the desktop to a progressive mode beforehand, of course.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on February 10, 2017, 03:27:33 pm
By setting the desktop to a progressive mode beforehand, of course.

Thanks!
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: wolivers on February 12, 2017, 11:13:01 am
Hello guys,
I'm new here, I want to know if the Project64 emulator can stay in progressive resolution, I'm using 2560x240 in most emulators.

thank you
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on February 13, 2017, 01:09:47 pm
^^^
Everything is pixel perfect on my setup at 336x288p. There are no stretching both horizontally and vertically. I attached some screenshots and my winuae cfg file to this post.

Take a look at my Alien Breed 2 screenshot. Top and bottom bars are perfectly visible at this resolution and geometry is same as to my real amiga 500 with a520 rf modulator.

Let me know how it goes.


PS
Vertical text scrolling in Gods is silky smooth and no stretching artifacts at all at my 336x288p.

PSS
Post a photo of your TV running Alien Breed 2. Im interested to see how it looks on 262p. It simply needs those 288 lines in PAL. So its probably not displaying that game as it should have.

Hi @R-Typer,
I have a conf which is working fine with auto switch set to 1, but I want to preserve my screen and stop switching resolution 2 ou 3 times when launching an amiga game.
So I just tried your winuae conf but I have a problem. The image doesn't fit the screen.
Any idea how to fix this ?
(http://img15.hostingpics.net/pics/628239ScreenShot20170213at190726.png)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on February 13, 2017, 01:34:02 pm
Hi tom5151,

I have no experience with auto switch set to 1. Im always using 336x288p as fixed resolution.

Regarding the problem you have with my config, have you created 336x288p resolution and verified it works in ArcadeOSD?


EDIT:
My WinUAE version is 3.0.0.0
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on February 13, 2017, 03:07:19 pm
Hi tom5151,

I have no experience with auto switch set to 1. Im always using 336x288p as fixed resolution.

Regarding the problem you have with my config, have you created 336x288p resolution and verified it works in ArcadeOSD?


EDIT:
My WinUAE version is 3.0.0.0
I wanted to say gfx_autoresolution (and not autoswitch).
I've tried with WinUAE 3.0.0.0, and still have the same issue.
I 've already created 336x288 resolution and by the way, I have to switch to this resolution before launching WinUAE because of WIN 10 not switching from i to p resolution.
Strange, the pb is maybe WIN 10  ???
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on February 14, 2017, 09:30:39 am
Hi @R-Typer,
I have a conf which is working fine with auto switch set to 1, but I want to preserve my screen and stop switching resolution 2 ou 3 times when launching an amiga game.
So I just tried your winuae conf but I have a problem. The image doesn't fit the screen.
Any idea how to fix this ?
(http://img15.hostingpics.net/pics/628239ScreenShot20170213at190726.png)


WinUAE 3.0.0.0 works fine here on my Windows 10 Anniversary Edition. My desktop is interlaced 720x576@50 and when I start WinUAE it switches just fine right into progressive mode 336x288p@50.

I just noticed that your Rick Dangerous screenshot resolution is 320px × 256px. So WinUAE is not using 336x288p as it should have. Did you make screenshot with Print Screen key?

Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on February 14, 2017, 04:13:25 pm
WinUAE 3.0.0.0 works fine here on my Windows 10 Anniversary Edition. My desktop is interlaced 720x576@50 and when I start WinUAE it switches just fine right into progressive mode 336x288p@50.

I just noticed that your Rick Dangerous screenshot resolution is 320px × 256px. So WinUAE is not using 336x288p as it should have. Did you make screenshot with Print Screen key?
Yes the snapshot was in 320x256, but it's exactly the same thing in 336x288 (the screenshot is a screenshot of a VNC viewer connected  on my NAC)
I gonna try to re-install WinUAE 3.4.0  from scratch and I'll let you know.
Thanks for your help.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: androtaz08 on February 15, 2017, 12:25:12 pm
Using the newest beta of crt emudriver I was finally able to get cemu to launch without crashing and restarting my video card. Using an hd6870 I'm getting 60 fps on MARIO kart 8!!
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on February 16, 2017, 11:01:22 am
WinUAE 3.0.0.0 works fine here on my Windows 10 Anniversary Edition. My desktop is interlaced 720x576@50 and when I start WinUAE it switches just fine right into progressive mode 336x288p@50.

I just noticed that your Rick Dangerous screenshot resolution is 320px × 256px. So WinUAE is not using 336x288p as it should have. Did you make screenshot with Print Screen key?
I did some tests and the issue was RocketLauncher. I have to specify 336x288 in RocketLauncher settings and now it works.
I still have 1 issue. When loading a game (with whdload) through RocketLauncher, the resolution switches to 336x288, then I can see a short switch to 640x480, then it switches again to 336x288 and the game starts.
I'm not sure it's really good for my screen  :(
I think it could be the resolution of my workbench, but I don't know in which settings file it's stored  ???
https://www.youtube.com/watch?v=oqu3nfHXaYk (https://www.youtube.com/watch?v=oqu3nfHXaYk)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on February 16, 2017, 12:04:53 pm
I dont have any experience with RocketLauncher. Im launching WinUAE with desktop shortcut and it boots into 720x576i@50 workbench which is same as my windows desktop resolution. Then when I start a whdload game it does a quick resolution flicker to windows desktop resolution and then to 336x288p. I can even see my windows wallpaper for a brief moment. So I think this could be WinUAE problem.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on February 17, 2017, 01:45:59 am
I dont have any experience with RocketLauncher. Im launching WinUAE with desktop shortcut and it boots into 720x576i@50 workbench which is same as my windows desktop resolution. Then when I start a whdload game it does a quick resolution flicker to windows desktop resolution and then to 336x288p. I can even see my windows wallpaper for a brief moment. So I think this could be WinUAE problem.
You're right, it could be WinUAE.
But I've found a workaround. If I set video mode to directdtdraw (instead of directx), everything is perfect, nore more unwanted resolution switching.
I don't know exactly if there is any difference betwen these 2 modes regarding emulation.
I made some changes in your config cause the scrolling in Giana Sister was not smooth and I decided to update my WinUA version to the latest one.
Thanks again @R-Typer for your config and help.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on February 17, 2017, 09:23:38 am
Using the newest beta of crt emudriver I was finally able to get cemu to launch without crashing and restarting my video card. Using an hd6870 I'm getting 60 fps on MARIO kart 8!!
Could you post your config file. I've never managed to make cemu work... always the same black screen.
Thanks
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: androtaz08 on February 19, 2017, 09:13:30 am
everything is default. Im running my desktop at 800x600 with the latest beta cut emu driver. prior to this version of the drivers i would get a black screen and my video card would crash.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on February 19, 2017, 12:36:54 pm
everything is default. Im running my desktop at 800x600 with the latest beta cut emu driver. prior to this version of the drivers i would get a black screen and my video card would crash.
Thanks for your reply.
My desktop is at 640x480, I get a black screen when switching to full screen with latest cemu.
@Calamity, I know the release note doesn't mention anything about  these cards, but I'm wondering if RX 480 cards are supported by your latest drivers  ???
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on February 19, 2017, 03:01:54 pm
My desktop is at 640x480, I get a black screen when switching to full screen with latest cemu.

Latest cemu but also latest CRT Emudriver?

Quote
@Calamity, I know the release note doesn't mention anything about  these cards, but I'm wondering if RX 480 cards are supported by your latest drivers  ???

Not mentioned on the release note means not supported. Current version covers up to January-2016 cards. However, I'd like to release an up-to-date (2017) package as soon as possible.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on February 19, 2017, 03:38:50 pm
Latest cemu but also latest CRT Emudriver?
Yep, latest CRT Emudriver.
When I switch to full screen, I get a black screen, and I'm blocked. I need to do a hard reboot.

Quote
Not mentioned on the release note means not supported. Current version covers up to January-2016 cards. However, I'd like to release an up-to-date (2017) package as soon as possible.
Great news. But RX 480 has ben released on June 2016 :-\, I gonna wait for your update package :notworthy:
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on February 20, 2017, 05:07:36 am
Yep, latest CRT Emudriver.
When I switch to full screen, I get a black screen, and I'm blocked. I need to do a hard reboot.

Sorry to keep asking... but could you clarify if it's latest CRT Emudriver based on Crimson 16.2.1?

Quote
Great news. But RX 480 has ben released on June 2016 :-\, I gonna wait for your update package :notworthy:

Any reason to get that specific card? Notice it has no analog outputs  ;)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: tom5151 on February 20, 2017, 12:03:37 pm
Yep, latest CRT Emudriver.
When I switch to full screen, I get a black screen, and I'm blocked. I need to do a hard reboot.

Sorry to keep asking... but could you clarify if it's latest CRT Emudriver based on Crimson 16.2.1?

Quote
Great news. But RX 480 has ben released on June 2016 :-\, I gonna wait for your update package :notworthy:

Any reason to get that specific card? Notice it has no analog outputs  ;)
Oops sorry, I've installed CRT Emudriver based on Crimson 16.2.1 if I remember well. Arcade OSD indicates "CRT Emudriver 2.0 ( 15.8 )".

The RX 480 has performance between R9 290 and 390 and need lower power for a lower price.
Don't you think a DVI-D to VGA or HDMI to VGA adapter could work ?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: jhonny_d on June 10, 2017, 07:40:52 am
Are raine and neoraine doing ok with crt emudriver?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Guilt on August 25, 2017, 12:29:20 am
I didnt quite see anyone outright say it in the thread... Is there any ps1 emulators that handle the switch from 240p to 480i? I would love to get my Mednafen up to 100%.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: silmalik on August 25, 2017, 09:25:17 am
I didnt quite see anyone outright say it in the thread... Is there any ps1 emulators that handle the switch from 240p to 480i? I would love to get my Mednafen up to 100%.

Hi,
I'm currently working on it.  ;)
If you are interested to test, just send me a private message.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on September 12, 2017, 10:56:47 am
As per Silmalik's request I've moved his emu4crt Mednafen fork related topics to a separate thread. (http://forum.arcadecontrols.com/index.php/topic,155264.0.html)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: silmalik on September 12, 2017, 04:43:25 pm
As per Silmalik's request I've moved his emu4crt Mednafen fork related topics to a separate thread. (http://forum.arcadecontrols.com/index.php/topic,155264.0.html)

Thank you.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Nodoyuna on September 15, 2017, 03:24:07 am
Does anybody tried PCEM?

I'd like to have old 240p DOS games, but I can't get it... I'm only able to get 640x480...
Do I need to something special?

Thanks in advance
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: alex2005 on October 03, 2017, 01:26:11 pm
After a few days of testing I can confirm that supermodel (Model 3 emulator) does not work correctly. No matter you set 640x480 on the supermodelui or less, it will display as if the monitor is out of sync (flickering up and down all the time)
I thought it was enough to change on winmodelines from arcade monitor 15khz to nanao ms2930 (which is my current monitor and eventually worked), but just today, I boot up, tried sega rally 2, vf3 etc and all them have the same problem.
How can I troubleshoot this? I tried with the ddraw.dll from the first posts but this didnt do the trick :)
I am running W7x64, under an hd 7750 with atom 15 and latest crtemudriver.

What makes me wonder why it worked yesterday, but today without any config change, it just doesn't anymore.

I had an arcadevga5000 before and this emulator has always been working fine with it.

Thanks in advance for any hints :)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on October 03, 2017, 01:38:56 pm
No matter you set 640x480 on the supermodelui or less, it will display as if the monitor is out of sync (flickering up and down all the time)

Try this: http://forum.arcadecontrols.com/index.php/topic,155264.msg1627332.html#msg1627332 (http://forum.arcadecontrols.com/index.php/topic,155264.msg1627332.html#msg1627332)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: alex2005 on October 06, 2017, 03:29:42 pm
No matter you set 640x480 on the supermodelui or less, it will display as if the monitor is out of sync (flickering up and down all the time)

Try this: http://forum.arcadecontrols.com/index.php/topic,155264.msg1627332.html#msg1627332 (http://forum.arcadecontrols.com/index.php/topic,155264.msg1627332.html#msg1627332)

Thanks Calamity! I'll give it a try, will take me some time since I am not familiar with this software.
It seems to work fine now again, but I will take a look as I'm sure the issue will reoccur in the future.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: phasermaniac on January 26, 2018, 05:37:30 am
Hi! Anybody tested Operation ghost with crt emudriver? For me it crashes, I think it uses opengl.
I hexedited the exe to run at 640x480 but still no luck, I keep getting the errors "SForWinUtils.cpp SuCreateWindow failed" (windowed), and "SForWinUtils.cpp no Available resolutions" (fullscreen).
I'm usin crtEmudriver  2.0 beta 12 (Crimson 16.2.1 non-GCN) in win10 with Hd 6950.
I have working Supermodel, Daphne Singe, and many ttx games (forced to 640x480) so this one confuses me...
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on January 28, 2018, 10:35:12 am
Some new information about windows 7 x64:

NES emulators:
Mesen - does switch into fullscreen only with current desktop resolution
Nestopia Undead - works (mentioned earlier) but cannot set picture correctly on super resolutions - require 256x240 to display correctly
Mednafen (NES part for now) - works great
puNES - does switch into fullscreen only with current desktop resolution
MyNES - switch into desired resolution but I cannot force it to use proper aspect ratio of super resolution
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: LazyAce on March 07, 2018, 05:28:59 pm
Sorry for the noob question, but have got GroovyMame setup on my PC running well, is there a beginner's guide to get these other emulators and possibly Retroarch in the correct resolutions for my CRT? Not entirely sure where to start. Thanks all :)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: puntja on March 24, 2018, 06:21:09 am
can someone please tell me what's the best way to setup vba-m?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Tzakiel on April 11, 2018, 02:55:18 pm
I’m having some trouble with dosbox. It always used to run games full screen in output=overlay just fine which works well and helps games load quickly and not freak out when they change resolutions in game. But I recently remade my modes and installed fresh and now all my dosbox games pop back to a window for some reason on load. I was able to get them running full screen again by changing to output=opengl but this causes games to load slower and to go thru a res switch delay when they load cutscenes or other res changes. Any ideas what happened?

edit: i figured out this only happens when my desktop screen is in a 480i mode. when desktop is in a 240p mode the dosbox games go to fullscreen.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Yardley on April 16, 2018, 10:52:07 am
Hello everyone, new GM user here and loving it! I am trying to configure daphne but I can’t get it to work full screen. When in windowed mode it works fine but in full screen my PVM loses sync and the picture goes haywire. Any suggestions?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on April 16, 2018, 11:14:50 am
Hello everyone, new GM user here and loving it! I am trying to configure daphne but I can’t get it to work full screen. When in windowed mode it works fine but in full screen my PVM loses sync and the picture goes haywire. Any suggestions?

this (http://forum.arcadecontrols.com/index.php/topic,149052.msg1630894.html#msg1630894)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Yardley on April 16, 2018, 02:15:25 pm
Thanks Calamity. I took a look but that seems to be for mednafen not Daphne?

BTW I should mention that I am on the last version of CRT Emudriver that had the flicker filter (can’t remember the exact number) in case that makes a difference.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on April 16, 2018, 02:40:37 pm
Thanks Calamity. I took a look but that seems to be for mednafen not Daphne?

BTW I should mention that I am on the last version of CRT Emudriver that had the flicker filter (can’t remember the exact number) in case that makes a difference.

Please look at it closer and ignore the mednafen part.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Yardley on April 16, 2018, 03:22:54 pm
Thanks Calamity. I took a look but that seems to be for mednafen not Daphne?

BTW I should mention that I am on the last version of CRT Emudriver that had the flicker filter (can’t remember the exact number) in case that makes a difference.

Please look at it closer and ignore the mednafen part.

 :notworthy::burgerking: :cheers:  thank you!
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: yakk11 on May 31, 2018, 08:59:01 pm
Kega Fusion 3.64 (Windows 7 x64 HD5450) works but does not auto switching to desired resolutions, probably due directdraw.
DEmul (Windows 7 x64 HD5450) works but slow (expected - too weak card)
Nestopia UnDead (Windows 7 x64 HD5450) works.
VBA-M (Windows 7 x64 HD5450) works.


EDIT. I forgot to mention Taito Type X/X2 problems. Technically not emulators but some people might be interested. Under Windows 7 x64 with HD4350 VMMaker has to be set to positive sync to get 100% speed (only Spica Adventure refuses to work this way) but with 5450 and default VMMaker arcade_15 monitor all games works at 100% speed even Spica Adventure :) Really strange.

What do you mean by set to positive sync?  Can you please tell me where and how to set that up?  Thank you!
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Yardley on May 31, 2018, 10:56:29 pm
See second post http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=295 (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=295)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: filevans on June 27, 2018, 04:40:35 am
The direct draw hack isn't working for me, I put the 3 files from the ddhack.zip into my fusion folder and then fusion won't start at all, flashes up and immediately closes. I'm using windows 7 64bit home basic. I also have direct x 8 installed (needed by snes9x) fusion works without the direct draw DLL in its folder but won't go into full screen with low resolutions as other people report. So why is the DLL not working for me yet works for others?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on June 27, 2018, 06:14:28 am
The direct draw hack isn't working for me, I put the 3 files from the ddhack.zip into my fusion folder and then fusion won't start at all, flashes up and immediately closes. I'm using windows 7 64bit home basic. I also have direct x 8 installed (needed by snes9x) fusion works without the direct draw DLL in its folder but won't go into full screen with low resolutions as other people report. So why is the DLL not working for me yet works for others?

Is it really working for others? I don't know. Issues were reported regarding mode switching (check first posts). It may also have to do with the video modes you have installed and what Kega is expecting to find, etc. Unfortunately Kega has not been updated for modern operating systems. You have working alternatives for Sega, like Mednafen (check the CRT mod by silmalik) and GroovyMAME itself.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: filevans on June 27, 2018, 09:04:13 am
No. Everything you have written there is totally wrong. Lots of people said that using the ddraw.DLL made the resolution switching work. And the earlier posts about the resolution switching not working without using ddraw hack is exactly what I was experiencing, but when I use ddraw hack the emulator IMMEDIATELY CLOSES, no one has reported that! Go and read the posts on page 1! And also I already use mednafen for megadyrive, although it is a LOT more resource hungry than fusion, it does not support 32x nor mega-CD! So I need fusion for those as I have had no luck getting gens to run in native resolutions
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on June 27, 2018, 09:36:49 am
No. Everything you have written there is totally wrong. Lots of people said that using the ddraw.DLL made the resolution switching work. And the earlier posts about the resolution switching not working without using ddraw hack is exactly what I was experiencing, but when I use ddraw hack the emulator IMMEDIATELY CLOSES, no one has reported that! Go and read the posts on page 1! And also I already use mednafen for megadyrive, although it is a LOT more resource hungry than fusion, it does not support 32x nor mega-CD! So I need fusion for those as I have had no luck getting gens to run in native resolutions

No mate, read my post again. I'm almost sure the problem is Kega can't handle super resolutions, or you don't have it configured to do so, or whatever. Add some normal resolutions (e.g. 320x240) and try again.

And yes, with regards to anything that's ddraw-based, the sooner you find and alternative the better for all.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: filevans on June 27, 2018, 10:55:13 am
Firstly it immediately closes only when using the ddraw hack and fusion is set to window mode and not set to full screen, so the super resolutions is irrelevant in this case as the emulator loads and stays open fine when not using the ddraw DLL. Irrespective of the expert mode resolutions set as i am not changing them between using ddraw DLL and not using ddraw DLL.

Also I have been using fusion flawlessly in windows xp using 1280x224 which covers both standard mega drive resolutions (256x5 = 1280, 320x4 = 1280) although not strictly a super resolution fusion uses 1280 perfectly

 I am perfectly happy to change from fusion but if there's no alternative for megacd (i like iso/mp3 format) then what choice do I have
 Maybe there's a version of gens that works in native resolution?

A side point is that zxspin works perfectly for me and no need for any ddraw hack or anything else. Funny that other users have problems with it
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Calamity on June 27, 2018, 11:43:42 am
I can't remember the details but probably the ddraw hack only worked for fullscreen mode. IIRC the hack captures ddraw attempt to create a fullscreen device, not sure if the windowed device behaviour was even defined.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: groovy on September 01, 2018, 07:05:36 am
is CRT_EmuDriver compatible with higan?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Ex_mosquito on September 13, 2018, 01:27:23 pm
Hi guys. How do I get a progressive image with ZSNESw 1.51? I have set it to native 256x224 in the video options but I get that annoying interlaced flicker and not true progressive. Am I missing something obvious here?

Also I have managed to get RA working using d3d10 video driver and enables CRTswitchres in RGUI. But whatever I do I get a flickering interlaced image and not true 240p. Driving me nuts :/

Groovy works fine though.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: pubjoe on September 18, 2018, 08:04:52 pm
Hi Ex Mosquito!  How’s it going?

I’m taking a wild guess here but when I used to use ZSnes well over ten years ago with a CRT PC monitor I remember picking the 256x224 option and in hindsight I’m surprised that it worked.  It had genuine low res scanlines and it looked great.  This was on a big 21” Dell Trinitron monitor that could go up to something like 2056x1542.  Could it possibly have supported 15k?!

I wonder if that SNES native resolution is actually some sort of hack rather than a mode that’s pulled from your windows video mode list.  ...Assuming you’ve added 256x224 to CRT Emudriver.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Paradroid on September 18, 2018, 08:24:03 pm
Could it possibly have supported 15k?!

Possibly! It seems that there were some rogue PC CRT monitors that supported 15 kHz back in the day. Guys on the CRT Collective Facebook group uncover them randomly every now and then.

Shame nobody has a list... would be a great alternative to PVMs.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: pubjoe on September 22, 2018, 05:37:27 pm
Damn.  If only I knew then what I know now.  Trinitron with a huge range support.  That should have been a keeper.   I gave it to a friend when I got a decent LCD... he ended up dumping it I think.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: flybynight on November 07, 2018, 12:15:05 pm
Would it be an idea or even possible to update the 1st post in the thread to say not only if the emulator works but also if it has full crt support for super resolutions? For example Demul works but only in 480i flicker.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Recapnation on November 07, 2018, 05:01:06 pm
Do you use Demul for CV-1000? There's not another system which use sub-480 lines other than that (though it'd be nice if you could downsample some Atomiswave pieces, truth be told). Did you try it with those games?


Edit: Not sure now about NAOMI's SFZ3 Upper. That could well be low res-displayed too.
Title: Re:CRT Emudriver 2.0 Emulator compatibility Demul not switching Resolutions ?
Post by: Anomaly682 on November 07, 2018, 06:58:21 pm
Hey guys I have a hopefully quick and easy question to ask. In my quest to build the ultimate arcade machine running a real arcade crt monitor @ 15k. I have spent a entire year trying to figure out how to run all systems pre 2000 to include the biggies like, SNES, Genesis , Nes, PS1, Ps2, xbox, n64 etc. At native resolutions and proper refresh rates etc on a arcade CRT using the Games EX front end. My work is near complete and i'll be doing a detailed video for my youtube channel shortly to share this rare knowledge for all to have. I'm currently running CRT emudriver 2.0 with an  ATI HD 7970 card, very nice card and runs everything damm near. So my question is, has anyone got Demul to switch resolutions properly? Demul no matter what I set the resolution to within the emulator or config file will only output the desktop resolution which is 640x480i? This is perfect for most 3d  based Dreamcast games but not so good for the 2d fighters. I'm trying to output 240p with Demul and I just can't figure it out. I've been reading through the forums for months and it appears some have figure this out but i see no real explanation or examples to illustrate this thus far? I know there is display changer software that may be able to assist Demul in the process but it's extremely complicated to set up( command line base). Any suggestions or feedback from anyone able to get Demul to output 240p or any other resolution for the matter besides desktop res would be so much appreciated. Thanks!!!!!
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Recapnation on November 07, 2018, 07:39:15 pm
Ah. There's the Dreamcast too, now I get it. Some games are indeed displayed at 240 lines. What happens when you set the desktop to 320 x 240 and then run Demul with, say, Mushihime-sama?

If it's really that complicated internally for you, you could consider hardware de-interlace, though. There are some options for that purpose.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Anomaly682 on November 07, 2018, 08:37:02 pm
Hi and thank you for responding :) I can run Demul at any resolution I desire. However, like you asked prior I would have to set the desktop resolution first to 320x240p which is simply unacceptable especially considering i'm running a frontend as well so windows is never even seen unless I exit the program.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Recapnation on November 08, 2018, 06:58:38 pm
Then I'll say it again -- check hardware de-interlacing options. It has many uses. Though keep in mind the DC BIOS boots at 704 x 480 or so, then SF3 W Impact, for instance, needs to switch to 382 x 224 (with double scan, if you're going to de-interlace). I'd make sure beforehand this switching is done properly, since that mode used by Capcom (in very few games, indeed) is achieved by some special coding, not being an "official" res. mode. The emulator may well lack this feature as of now.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Anomaly682 on November 12, 2018, 03:08:26 pm
I'm not exactly sure how hardware de-interlacng options work as I never had to play around with these settings with other any other emulator so I will have to look into this. The behavior of the real Dreamcast vs how demul loads games is not the issue here though I think. If that were the case then why would the emulator allow you to choose your own resolution? The issue at hand which is similar to Zsnes and Kega Fusion for example, is regardless of what resolution you set the emulator at it will only display at the desktop resolution on a 15k set up. Remember we are talking about getting these games running at 15k and 240p on a real arcade CRT not on a LCD. This has absolutely nothing to do with how the dc bios boots or what coding developers are using in games to allow games like SF3 to boot at 240p I believe. We are talking about two completely different phenomenon here.  :). This is the last piece to a long complicated puzzle my friend.

Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Recapnation on November 12, 2018, 08:14:39 pm
I'm afraid it may not be your last piece. Basically, you are trying to get the emulator to switch from an interlaced (frontend) to a progressive mode and seems you can't attending to your posts (never tried Demul myself since I believe it's still far from emulating properly anything, but the issue is quite generalized as you point out). You can try to solve it by letting Demul's devs know about 15-kHz usage so that they code it similarly to GM at some point or you can do it yourself right now at hardware level, by forcing the progressive scan.

Now it's your third post and you're still not mentioning which games you want at 240 lines under Demul, but, whereas CV-1000 games or DC's Black Matrix will work with the suggested solution since the hardware natively runs them at 320 x 240 (so you can run them at 640 x 480 and setting off one field, it's an easy and well-known concept these days, never fear), SF3 W Impact _may_ not work properly if Demul's authors aren't still aware that it uses a special mode which only Capcom used in vey few DC games (or they just don't give a ---steaming pile of meadow muffin---). That is to say, it may be an unemulated feature, hence my suggestion to check it beforehand, in case those are the games you're after -- it's uncharted territory, I guess, but you won't find many titles natively for 15 kHz under this emulator, so whatever.

Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: s8n187 on November 16, 2018, 05:42:32 am
has anyone got Game Loader All RH ( Taito Nesica / Ringwide / Ringedge) working with CRT Emudriver ?.  I can't get it going i get the below message

(https://imageshack.com/a/img923/1933/0j6SUD.jpg)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Yardley on November 19, 2018, 07:39:10 am
Hi guys, is anyone here emulating Playstation 2 through PCSX2 and CRT Emudriver? I am getting really bad ghosting/motion blur even though the game runs at 100% speed. I'm using a Radeon R7 250 graphics card. Can someone post their settings please or any suggestions?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: s8n187 on November 19, 2018, 08:23:09 pm
hi Yardley ,  do you have V-Sync on in PCSX2 ?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: s8n187 on November 22, 2018, 08:47:39 am
got it working people ,  i had to install some missing Visual C++ Redistributable Packages.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: psakhis on February 18, 2019, 03:33:02 pm
Hi guys, is anyone here emulating Playstation 2 through PCSX2 and CRT Emudriver? I am getting really bad ghosting/motion blur even though the game runs at 100% speed. I'm using a Radeon R7 250 graphics card. Can someone post their settings please or any suggestions?

I use d3do overrider with vsync and triple buffer activated. Fine with a weak hd 6450 OpenGL.

Salut!

Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Professor Jones on March 30, 2019, 01:34:00 pm
Hey,

I'm having a problem with retroarch : it seems to have trouble switching resolutions. The first game I launch runs on the correct, low res, but if I close it and launch antoher game with a different resolution, I get  a squashed interlaced resolution. If I close retroarch and launch the exact same game, it runs fine. Here's a video showing the problem :

https://photos.app.goo.gl/euRoXLo98ukUXG5D9
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: DT on May 07, 2019, 09:24:02 am
Hey,

I'm having a problem with retroarch : it seems to have trouble switching resolutions. The first game I launch runs on the correct, low res, but if I close it and launch antoher game with a different resolution, I get  a squashed interlaced resolution. If I close retroarch and launch the exact same game, it runs fine. Here's a video showing the problem :

https://photos.app.goo.gl/euRoXLo98ukUXG5D9
Same problem here and i have no idea what to do about it.  :-[
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Substring on May 09, 2019, 04:13:25 am
Are you using RA's builtin switchres ?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: DT on May 09, 2019, 05:35:49 am
Are you using RA's builtin switchres ?
Yes.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Substring on May 09, 2019, 05:06:17 pm
Are you using RA's builtin switchres ?
Yes.
Well, then you should join their discord or open an issue on RA's github, the "switchres" feature is much different than how groovymame does it, afaik
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: DT on May 11, 2019, 02:43:01 pm
Are you using RA's builtin switchres ?
Yes.
Well, then you should join their discord or open an issue on RA's github, the "switchres" feature is much different than how groovymame does it, afaik
Well, i thought this is the emulator compatibility list topic, not the Groovymame support.  >:D
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Overkill on June 19, 2019, 08:24:01 pm
Quote
test system: Windows 7 64 bit, Radeon HD5700 series, CRT emudrivers 2.0, Sony PAL TV 15kHZ

Sega Megadrive/Geneis                    Kega Fusion 3.64    320x240 PERFECT
Sega CD (Mega CD)                           Kega Fusion 3.64   320x240 PERFECT

People who are  having this results with Kega Fusion on Windows 7 x64 can give a resume help on how to achieve?

Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: R-Typer on June 20, 2019, 09:22:34 am
@Overkill

The reason I switched to Retroarch was Kega Fusion not working properly on Windows 7 x64. Now being on Retroarch I never look back. Its that good. and pixel perfect. Plus it has a run-ahead feature to remove input lag. plus it has a rewind action replay feature. :D
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Overkill on June 20, 2019, 05:28:31 pm
Great, going to give it a try. It's just for some Mega-CD, and 32X games. MD games on Mame are ok.

Thanks R-Typer!
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: harry_sack on July 05, 2019, 09:23:06 am
anyone got FCEUX 2.2.3 to work?

I read here in this thread somewhere that it works perfectly.

I changed my desktop resolution to 256x240, changed the resolution of the emulator, but when I enter fullscreen the screen turns black for 1-2 seconds and then reverts back to windowed mode :(

I'm on windows 10 and use a Radeon HD 4570
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Overkill on July 06, 2019, 08:29:51 pm
Retroarch is running well, using rgui. But I have some screen tearing on the top image scrolling of the MD, 32X, MCD games. Don't know what I'm missing in the configuration:

crt_switch_resolution 2560 15khz
crt_switch_center_adjust = "0"
crt_switch_resolution = "1"
crt_switch_resolution_super = "2560"
crt_switch_resolution_use_custom_refresh_rate = "true"
custom_viewport_height = "240"
custom_viewport_width = "2560"
custom_viewport_x = "0"
custom_viewport_y = "0"
video_aspect_ratio = "8.000000"
video_driver = "d3d11"
video_frame_delay = "0"
video_fullscreen = "true"
video_fullscreen_x = "0"
video_fullscreen_y = "0"
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Professor Jones on August 31, 2019, 04:06:16 am
Retroarch is running well, using rgui. But I have some screen tearing on the top image scrolling of the MD, 32X, MCD games.

I might have the exact same problem. I posted a topic about this in the libretro forums but I still don't know how to resolve it.

https://forums.libretro.com/t/retroarch-crtemudriver-vsync-problem/23759

Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: pixel69 on August 31, 2019, 08:09:45 am
Hello,
if you are using the genesis gx plus core, try to set borders to top/bottom in the options of the core

For master system I prefer to set borders to full
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: fuchi_jeg on November 01, 2019, 02:01:44 pm
I would like to thank Calamity for all of your hard work! I have been building my system for a few years, and am finally getting my cabinet close to completion.
  I am running several emulators that aren't represented on this list, and I would like to let you guys know that these are working perfectly on a crt emudriver/arcade monitor setup with windows 7 64 in either native resolution or in a few cases, super resolution. GPU is r9 380x.

Standard version of nestopia, 1.40 native resolution.

SNES9X 1.56.2 flawless in super resolutions.

kega fusion version 3.51 with calamity's direct draw files. Switching resolutions perfectly in hyperspin. I have tried other versions of fusion and cannot duplicate this. only 3.51 works for me.

supermodel is also switching resolutions just fine. version .02A

Yabusa 0.9.14 was working for all saturn emulation, but hangs on launch since installing r9 380x.  will have to revisit the emulator and edit the post. EDIT: *yabausa was defaulting to 800x600 resolution. after correcting the resolution yabausa launches and shuts down correctly.*


Xebra. version 19/6/25 The biggest success, and I feel the best PS1 emulator. Looks stunning using super resolutions. Dithering is intact, debatable whether that's a plus or minus, but I love it.

Dolphin 5.0. I understand it isn't a "240P" emulator, but it is also works very well using super resolutions.


Please let me know if you have any questions on the settings for these emulators. Sometimes it takes a lot of messing around to get them to work, especially Xebra because the info is mostly in Japanese.






Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: NYI on January 05, 2020, 03:20:23 pm
I would like to thank Calamity for all of your hard work! I have been building my system for a few years, and am finally getting my cabinet close to completion.
  I am running several emulators that aren't represented on this list, and I would like to let you guys know that these are working perfectly on a crt emudriver/arcade monitor setup with windows 7 64 in either native resolution or in a few cases, super resolution. GPU is r9 380x.

Standard version of nestopia, 1.40 native resolution.

SNES9X 1.56.2 flawless in super resolutions.

kega fusion version 3.51 with calamity's direct draw files. Switching resolutions perfectly in hyperspin. I have tried other versions of fusion and cannot duplicate this. only 3.51 works for me.

supermodel is also switching resolutions just fine. version .02A

Yabusa 0.9.14 was working for all saturn emulation, but hangs on launch since installing r9 380x.  will have to revisit the emulator and edit the post. EDIT: *yabausa was defaulting to 800x600 resolution. after correcting the resolution yabausa launches and shuts down correctly.*


Xebra. version 19/6/25 The biggest success, and I feel the best PS1 emulator. Looks stunning using super resolutions. Dithering is intact, debatable whether that's a plus or minus, but I love it.

Dolphin 5.0. I understand it isn't a "240P" emulator, but it is also works very well using super resolutions.


Please let me know if you have any questions on the settings for these emulators. Sometimes it takes a lot of messing around to get them to work, especially Xebra because the info is mostly in Japanese.

Thank you for the information regarding compatibility. I want to piggyback off this post and ask to anyone who might know - does an emulator need to have been built explicitly with super resolution compatibility in mind? I've used groovymame and emu4crt, the awesome fork of mednafen by silmalik, and they work great with super resolutions, but haven't tried with other emulators. Like Xebra - I'm fairly sure that author wouldn't have had super resolutions in mind when he developed it.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: fuchi_jeg on January 09, 2020, 06:17:22 pm
As long as the emulator can stretch the image width independent of   the height it should work. For most emulators that means choosing 2560x240 resolution, choosing stretch, and hoping that the emulator is capable of changing from interlaced resolutions to progressive on launch.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: formula409 on August 19, 2020, 02:12:44 am
The PC version of Final Fight works with CRT Emudriver with super resolutions. You set the width and height to 2560x224.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: 0zzy on August 31, 2020, 05:02:22 pm
win10 x64 1909, demul v0.7 180428 wip, crtemudriver catalyst 12.6 for HD 6750 -> demul crash when i try to run any naomi2 games, windows logs report an error about atidxx32.dll

win10 x64 1909, demul v0.7 180428 wip, crtemudriver crimson 16.2.1 for HD 6750 -> i can run naomi2 games but when i run EmulationStation (by jrassa) video card stop working @15 Khz,  it return @31Khz until i quit Emulationstation , look at this video:
https://photos.app.goo.gl/dfh9FAHZJ1gPo6zK7

Someone can help me solve one of these problem?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: trev1976 on September 18, 2020, 04:33:39 pm
Hi

Whats my best option these days for running taito type x games via the crt emudrivers ?

Thanks
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: psakhis on September 19, 2020, 03:16:03 am
Hi

Whats my best option these days for running taito type x games via the crt emudrivers ?

Thanks
It depends on the game, most of them with "game loader all rh" works really well, another ones with "typex_loader".

For Nesica games best with "RFIDGod_inject"
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: trev1976 on September 19, 2020, 03:42:24 am
Hi , I'm mainly interested in the vertical Shooters and 2d Fighters on taito type x one system.

Thanks

Chaos Breaker (2004)
Giga Wing Generations (2004)
Goketsuji Ichizoku: Matsuri Senzo Kuyou (2009)
Homura (2005)
Raiden III (2005)
Raiden IV (2007)
Shikigami no Shiro III (2006)
Tetris The Grand Master 3: Terror Instinct (2005)
Trouble Witches AC (2009)
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: psakhis on September 21, 2020, 11:55:17 am
No problems with these games...test it with gameloader rh all
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Mauroxp on November 10, 2020, 07:34:38 am
got it working people ,  i had to install some missing Visual C++ Redistributable Packages.

Hi .. wich one ?? I installed aio runtimes but still nesica not work
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: haynor666 on February 05, 2021, 09:49:10 am
I tested many Taito Type X/X2 games and most of them works. Some required wide resolutions which by default are not installed.
Nesica games but required for example HD or Full resolutions. I'm going to revisit many old system since it changes a lot during last two years in VMamker/groovymame.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: feltz on January 27, 2022, 05:02:42 pm
Anyone have recommended settings for Supermodel emulator with a NTSC setup? Seems the command line args for resolution are for progressive resolutions, as if i specify 640x480 it goes out of range for me

So far the only thing I have ran to get a clear image has been in a windowed mode..
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: punkfungus on February 06, 2022, 04:08:56 pm
Hi, I would like know if the N64 emulator Mupen64Plus is compatible with EmuDriver? When I go full screen I get out of sync image.
I got the same issue on some other emulator that was set on OpenGL but I could change for Direct3d but not on Mupen64Plus.
I tried changing many options but without succes. It's the last system I try to setup on my Cabinet all the other are working.

Any info would be be appreciated.

than kyou.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: psakhis on February 07, 2022, 12:14:43 pm
Hi, I would like know if the N64 emulator Mupen64Plus is compatible with EmuDriver? When I go full screen I get out of sync image.
I got the same issue on some other emulator that was set on OpenGL but I could change for Direct3d but not on Mupen64Plus.
I tried changing many options but without succes. It's the last system I try to setup on my Cabinet all the other are working.

Any info would be be appreciated.

than kyou.
Hi, with Vulkan didn't worked for me. Only with glide. Check this core options:
mupen64plus-rdp-plugin = "gliden64"
mupen64plus-rsp-plugin = "hle"
mupen64plus-rspmode = "HLE"
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: punkfungus on February 08, 2022, 10:30:05 pm
Thank for the tips but no succes with it.
I finally tried Project64 and it worked with a video plugins.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: cosmartin76 on April 15, 2022, 04:45:35 am
Hello, I would like to know if CRT emudriver and GM are compatible with Windows 7 Starter lite. Thanks in advance
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: psakhis on April 15, 2022, 08:59:24 am
Hello, I would like to know if CRT emudriver and GM are compatible with Windows 7 Starter lite. Thanks in advance
Yes, i have this configuration.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Moksi on May 16, 2022, 12:31:11 pm
Hello everyone i tried to run Yaba sanshiro  latest emulator i think this is the best emu for Saturn.

The emulator doesnt launch for me unfortunately, Win 10 64bit   , AMD Radeon R9 380  Crt emudriver 2.0 win10

Desktop res 640 x 480 60i    ,  tried to play around with emu settings fullscreen res set to 640 x 480 .

Hope this emu will run with crt emudriver , emu is still progress being worked on.




(with dolphin the video plugin set to opengl results in crt being distorted -> i set it to directx 11 for now)  it doesnt like opengl

 
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: psakhis on May 16, 2022, 04:18:06 pm
Hello everyone i tried to run Yaba sanshiro  latest emulator i think this is the best emu for Saturn.

The emulator doesnt launch for me unfortunately, Win 10 64bit   , AMD Radeon R9 380  Crt emudriver 2.0 win10

Desktop res 640 x 480 60i    ,  tried to play around with emu settings fullscreen res set to 640 x 480 .

Hope this emu will run with crt emudriver , emu is still progress being worked on.




(with dolphin the video plugin set to opengl results in crt being distorted -> i set it to directx 11 for now)  it doesnt like opengl
Forget that emulator and use emu4crt https://github.com/psakhis/emu4crt (https://github.com/psakhis/emu4crt)

Best Saturn emulator is Mednafen and not his libretro core...
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: Moksi on June 15, 2022, 05:35:30 am
Yuzu doesnt run for me , after installing crt emudriver  i get a message

---------------------------
An error occurred initializing the video core.
---------------------------
yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>.
---------------------------
OK   
---------------------------





Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: faxesystem on September 27, 2022, 01:56:25 pm
I have an Issue with Retroarch 1.10.3 and the Mesen and Mesen-S cores. When I start a game switchres is switching to the correct super resolution. When exiting the game it is not switching back to the default desktop resolution. Other cores like SNES9X and bsnes switch back correctly. The strange thing is, that everything was working before with Mesen and Mesen-S. Maybe a core update broke something?
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: psakhis on September 28, 2022, 08:04:14 am
Which backend? It's fine here with opengl.
Title: Re: CRT Emudriver 2.0 - Emulator compatibility list
Post by: faxesystem on September 28, 2022, 12:26:37 pm
I'm using Vulkan. Switching to GL, GLcore or GL1 doesn't change the behaviour. I switched to the BSNES and Nestopia UE cores for now.