The NEW Build Your Own Arcade Controls

Software Support => GroovyMAME => Topic started by: silmalik on August 28, 2017, 05:58:00 pm

Title: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A10
Post by: silmalik on August 28, 2017, 05:58:00 pm
Hi,

I've put online a Mednafen mod: emu4crt, which support native resolutions for a "perfect" rendering.

Supported Mednafen's modules :
   Sega Saturn (win64 build only)
   Sony Playstation
   Nec PC Engine / CD / superGrafx
   Nintendo Snes and Snes Faust
   Nintendo Nes

Builds provided for Windows 32 & 64bits
Download binaries & patches: https://github.com/emu4crt/files

For usage, please have a look to the README displayed on the download page.
Basic knowledge of CRT Emudriver/VMMaker is required as video modes are not generated by the emulator.

Feel free to report any comment or issue.

Revision History:
1.24.0 A10 - Update mod to A10 - Improve resolution switch delay and fix PSX horizontal centering
1.24.0 A09 - Update to Mednafen 1.24.0 UNSTABLE
1.23.0 A09 - Update to Mednafen 1.23.0 UNSTABLE
1.22.1 A09 - Update to Mednafen 1.22.1 - Add snes_faust module.
1.21.0 A08 - Update to Mednafen 1.21.0 UNSTABLE *** Changes in settings and configuration files, refer to official site: https://mednafen.github.io ***
          Add Hotdog932al PSX core centering/cropping fix
 0.9.48 A07 - Support Super Resolution
 0.9.48 A06 - OSD improvement and PSX "post bios" bug fix.
 0.9.48 A05 - Fix fullscreen mode switch
 0.9.48 A04 - Update to Mednafen sources 0.9.48, fix video options, preliminary OSD adaptations.
 0.9.47 A02 - Added support for NEC PC Engine
 0.9.47 A01 - Initial release
Title: Re: emu4crt Mednafen fork
Post by: Guilt on September 01, 2017, 12:49:19 pm
This is very exciting. I played around with it and I'm not certain I understand how to use it.
I read through the rtf and here's what I can figure:
Unzip to the same directory as the mednafen executable
Copy the lifelines from the txt file and append them into the user_modes or _super .ini files and install the lifelines
C:\mednafen> emu4crt [romname]
And after doing that I'm certainly playing the game but definitely not at native resolution. It's also windowed, and as mentioned in the RTF I should not alt+enter for full screen (and doing so gives me a 31khz signal) but I'm not really sure what else to do if I want full screen games. So... What exactly does one need to do that I haven't done?
Title: Re: emu4crt Mednafen fork
Post by: silmalik on September 01, 2017, 01:31:26 pm
You are doing well... maybe you have same issue I used to have, here some precisions:

Unzip to the same directory as the mednafen executable:
  Yes, you can just unzip the emu4crt.exe file to your existing mednafen directory.
  At first launch, emu4crt.exe will add a new option to the mednafen-09x.cfg: video.UseNativeResolution (should be at 1 by default).

Mednafen save the fullscreen/window mode, so quit mednafen with ESC key while in desired mode, or have a look to the .cfg file.  ;)

If mednafen or emu4crt switches to a 31kHz mode, you can try this fix:
  1 - Stop and Disable service: AMD External events utility
  2 - Ensure that the Windows advanced display option is enable: "hide modes that is monitor cannot display"

This service often resets the "hide modes", so standard 31kHz video modes are exposed to applications, not good for our usage.

Switching emu4crt from Fullscreen to window is not dangerous, It doesn't create video modes on the fly as Groovymame, it can only use resolutions provided by Windows.

 Just that the image will not be scaled correctly to 1:1 pixel but to a smaller or greater size. In such case you can wait that the game decide to change resolution.
Title: Re: emu4crt Mednafen fork
Post by: Calamity on September 01, 2017, 04:55:53 pm
Hi silmalik,

Great job with your Mednafen mod, I'm eager to test it.

This service often resets the "hide modes", so standard 31kHz video modes are exposed to applications, not good for our usage.

How in the world did you figure this out? I've seen this issue but didn't have a clue about the cause.
Title: Re: emu4crt Mednafen fork
Post by: silmalik on September 01, 2017, 05:37:38 pm
Hi Calamity,

Oh, my job is really nothing compares to what you provide to all of us. Thanks to You.  :)

Well, some little work with Sysinternals Procmon has designated me the culprit: identify the reg key which stores the parameter, then identify the process who overwrites it.

This service is known to be the Catalyst hotkey poller, it was a surprise to see it messing up the configuration!  :o

I hope you will enjoy the mod.
Title: Re: emu4crt Mednafen fork
Post by: burn_654 on September 01, 2017, 09:07:10 pm
Great find Silmalik! I had to revert to the crt_emudriver built on the older Catalyst version for my card (5830) because I was seeing that problem (the 'hide modes' tickbox unticking itself) with way too many things. I thought maybe the driver just didn't like my card.

I'm looking forward to trying your Mednafen build soon here! I had really good experiences with Mednafen for pc engine/turbografx a while back...curious to see how well it works on the other consoles. Does real-time res switching during the game work as well? (I recall Military Madness for turbografx is a game that does this between battle animations)
Title: Re: emu4crt Mednafen fork
Post by: Guilt on September 01, 2017, 09:31:56 pm
I got it working and I must say I'm very impressed! That startup logo looks so good now!
If I may be so bold as to field a request, I would ask for a config line that allows the resolution changes to go from superx240p to superx480i. That way minor changes (like pausing in SOTN) wouldn't cause any hiccup.
To muse further, I think that the hangtime during switches wouldn't bother me if there was some way of making sure the entire screen is black during transitions, instead of black and partially white.

I'm loving this.
Title: Re: emu4crt Mednafen fork
Post by: silmalik on September 02, 2017, 06:28:25 am

Thank you burn_654.
No res switching support for PCE/Supergrafx module for now, but it's on the plan.
I'm interested if you know other games that use different resolutions.

Guilt,
You are right about super resolutions. In the first, I wanted perfect rendering... on the easy way!  :)  I will study their usage on later time.
I use Rocketlauncher, which has options to hide Windows elements, cursor, desktop and taskbar. The result is very clean, no visible graphic glitches.

I fact, switching resolution means destroy the Opengl rendering object and create a new one.
My understanding is that this process generates a short period during which nothing is displayed by the emulator, so, some parts of Windows shell appears.

Groovymame seems to have the same behavior. Not a problem because arcade games mostly use only one resolution.

In result, I'm not convinced that a clean solution can be integrated in the emulator rendering process.  :-\
For now, a workaround would be using an external tool that do same job as Rocketlauncher to hide Windows . If exists.

Thank you all for the feedbacks.
Title: Re: emu4crt Mednafen fork
Post by: Recapnation on September 02, 2017, 07:30:10 am
For PCE games using high res modes, try Aoi Blink or Ys I - II. The latter does indeed use 256 x 224 for the cutscenes but switches to 336? x 224 for the actual game.

Even more useful -- run Burning Angels or 1943 Kai. You can change yourself the display mode in the option screen although the active area will be the same (black bars in the high res mode for mimicking a vertical arcade display). There are many other PCE shooting games that do this, but they'll require a code normally.

As I understand, any Mednafen GUI will do for your fork?

Title: Re: emu4crt Mednafen fork
Post by: Calamity on September 02, 2017, 07:55:46 am
Quote from: silmalik
Well, some little work with Sysinternals Procmon has designated me the culprit: identify the reg key which stores the parameter, then identify the process who overwrites it.

Very smart. I'll see if I can modify the drivers so this service is disabled by default, in case there's no side effect to it.


Quote from: silmalik
I fact, switching resolution means destroy the Opengl rendering object and create a new one.
My understanding is that this process generates a short period during which nothing is displayed by the emulator, so, some parts of Windows shell appears.

Groovymame seems to have the same behavior. Not a problem because arcade games mostly use only one resolution.

That's not true for Direct3D9Ex and up, where you can switch the full screen resolution without releasing the resources. Anyone has tested e.g. Megadrive's Sonic 2 in recent versions of GM? The progressive/interlaced mode change is absolutely seamless, at least on my machine, you only notice a slight warp on the background music (hopefully I'll figure out a way to avoid this too at some point). As far as I know OpenGL doesn't allow this, and wrapper APIs conceived to target both Direct3D and OpenGL implement a lower common denominator solution, making mode changes unnecesarily expensive.

Title: Re: emu4crt Mednafen fork
Post by: Guilt on September 03, 2017, 03:13:17 am
I've put online a Mednafen mod: emu4crt, which support native resolutions for a "perfect" rendering.
It supports, for now, Saturn, Psx, Snes and Nes cores, on Windows 64bits

I believe I have found a glitch! If I launch "emu4crt.exe ffviii\game.m3u" I get native resolutions, but if I launch "emu4crt.exe -which_medium 1 ffviii\game.m3u" I get the emulator putting out native resolution while my screen is set to the super wide resolution dictated in my mednafen config (2560x240). In other words, I get the top half of the ps1 boot screen smashed down into the left fifth of my screen! There seems not to be a way around this; the resolution changes don't effect my modeline changes if I use which_medium. I wonder if other unusual commands have any effect!
Title: Re: emu4crt Mednafen fork
Post by: silmalik on September 03, 2017, 01:29:18 pm
Thank you Recapnation, those games seems perfect for test purpose.

Quote
As I understand, any Mednafen GUI will do for your fork?

Yes, it should work, keeping in mind that the fork has:
 - restricted module list (PSX, SS, SNES and NES)
 - limited video options (no shaders)
 - has a new option native_resolution that no GUI is able to manage

Quote
That's not true for Direct3D9Ex and up, where you can switch the full screen resolution without releasing the resources. Anyone has tested e.g. Megadrive's Sonic 2 in recent versions of GM? The progressive/interlaced mode change is absolutely seamless, at least on my machine, you only notice a slight warp on the background music (hopefully I'll figure out a way to avoid this too at some point). As far as I know OpenGL doesn't allow this, and wrapper APIs conceived to target both Direct3D and OpenGL implement a lower common denominator solution, making mode changes unnecesarily expensive.

Ok, good informations, thank you.
But I'm not, strictly speaking, a developper, and integrate a Direct3D9Ex rendering process in Mednafen is far beyond my competence.
Title: Re: emu4crt Mednafen fork
Post by: silmalik on September 03, 2017, 05:29:31 pm
Quote
I believe I have found a glitch! If I launch "emu4crt.exe ffviii\game.m3u" I get native resolutions, but if I launch "emu4crt.exe -which_medium 1 ffviii\game.m3u" I get the emulator putting out native resolution while my screen is set to the super wide resolution dictated in my mednafen config (2560x240). In other words, I get the top half of the ps1 boot screen smashed down into the left fifth of my screen! There seems not to be a way around this; the resolution changes don't effect my modeline changes if I use which_medium. I wonder if other unusual commands have any effect!

The mod is very minimalistic, there is no reason why other options than videos should have been altered.

I don't reproduce the issue. I've tested the -which_medium option with different games and the resolution switched correctly.
Symptoms are like mednafen.exe is used instead of emu4crt.exe, if you are using a frontend, have a look to the settings.
I guess you are trying to launch FF8, which version in particular ? Could you attach the stdout.txt ?
Title: Re: emu4crt Mednafen fork
Post by: Guilt on September 04, 2017, 02:31:22 pm
Inexplicably, its not happening anymore. Never mind I guess?

EDIT: Got RocketLauncher working and suddenly life is even better. Like you said, no graphical glitches anymore (save the transition from BIOS to game on PSX). This is so close to perfect. I envy you.
Title: Re: emu4crt Mednafen fork
Post by: silmalik on September 05, 2017, 02:04:56 pm
Inexplicably, its not happening anymore. Never mind I guess?

EDIT: Got RocketLauncher working and suddenly life is even better. Like you said, no graphical glitches anymore (save the transition from BIOS to game on PSX). This is so close to perfect. I envy you.

RocketLauncher needs too much work to just use it as a workaround. It is based on Autohotkey scripts and maybe the interesting functionnalities can be exported to make a lighter solution.

Yes, PSX bios transition is faulty, it will be better in the next build. :)
Title: Re: emu4crt Mednafen fork
Post by: Guilt on September 07, 2017, 01:08:35 am
I wonder how receptive the mednafen devs would be if you asked them about including this in the main branch! That way we would never need to choose between compatibility updates and your fine work!
Title: Re: emu4crt Mednafen fork
Post by: silmalik on September 07, 2017, 04:20:44 pm
I wonder how receptive the mednafen devs would be if you asked them about including this in the main branch! That way we would never need to choose between compatibility updates and your fine work!

This feature has already been asked to the Mednafen team, they didn't show interest to add it. I understand their choice, our usage is not very common.
About adding the mod to the official source... well, it works but it is done by an amateur. The overall thing should be improved by an experimented dev before showing it to the Mednafen team.

It won't be very difficult for anyone to integrate the modifications to futur source releases. The most difficult part is to get a working compilation environment.
By the way, I'm eager to test new Mednafen releases too, so, emu4crt mod will come shortly after.  :)
Title: Re: emu4crt Mednafen fork
Post by: silmalik on September 09, 2017, 11:37:10 am
Hi,

New revision of Mednafen mod emu4crt: https://github.com/emu4crt/files

PC engine support and PSX boot improvement.
Title: Re: emu4crt Mednafen fork
Post by: funkycochise on September 10, 2017, 03:48:15 am
Hi,
I did a quick test yesterday :
But what I get is a small picture (original famicom 256x240 resolution inside my desktop resolution (640x480i)

(http://gamoovernet.pixhotel.fr/pics_gamoovernet690px/20170910093631-funkycochise-kirby-0001.png) (http://gamoovernet.pixhotel.fr/pics/20170910093631-funkycochise-kirby-0001.png)

In black, of course, here's a recomposed picture for explanation purpose.

If I switch first my desktop to 256x240 using changeScreenResolution.exe tool, here's what I get :

(http://gamoovernet.pixhotel.fr/pics_gamoovernet690px/20170910094024-funkycochise-kirby-0002.png) (http://gamoovernet.pixhotel.fr/pics/20170910094024-funkycochise-kirby-0002.png)

Fullscreen 256x240 : What I what to achieve, great. But I thought that it would be done automatically, like groovymame.
So : do I need to do something to make emu4crt.exe to make the resolution switch.
I've provided the log file produced.

Thank you.
Title: Re: emu4crt Mednafen fork
Post by: silmalik on September 10, 2017, 04:28:55 am
Hi,

Thank you for the pictures and the (empty) log file. :)

I confirm that resolution should automatically be set to 254x240.

I have some questions:

- Did you test new version (A02) ?
- Is it the same with other modules,:snes, pc-engine ?
- Can you confirm that the setting is activated in mednafen-09x.cfg:
video.native_resolution 1

Thank you.
Title: Re: emu4crt Mednafen fork
Post by: funkycochise on September 10, 2017, 09:28:06 am
I donít know what happened with the log file. Iíll fix that shortly.
I did the test with the earlier version. A01 ?
I only did test with famicom games.
How to specify whitch cfg file to use ?
Title: Re: emu4crt Mednafen fork
Post by: silmalik on September 10, 2017, 10:45:32 am
Like official builds, emu4crt use "mednafen-09x.cfg".
If it not exists, it will be created at first launch.

Notepad does not handle correctly the default file format, you can use notepad++ for example.
Title: Re: emu4crt Mednafen fork
Post by: funkycochise on September 10, 2017, 02:44:04 pm
 video.native_resolution 1
did the trick

I need to remap key now, and will test your second build.
thanks a lot.

FKY
Title: Re: emu4crt Mednafen fork
Post by: funkycochise on September 11, 2017, 06:57:01 am
I did test A1 version for key remap.
I had to switch off the native rťsolution because
the text goes beyond the 256x240 limit. So itís unreadable.
but I finally coule remap the nes/famicom to suit the jammasd.

I also test the A2 version for pce emulation.
It wirked well but had some problem for switching off native resolutions.
I had to copy the cfg from A1 version. I donít know really why.
And then I could map keys for pce emulation.

Thanks for your help by the way.
Title: Re: emu4crt Mednafen fork
Post by: silmalik on September 12, 2017, 04:28:55 am
You're welcome, thank you for your feedback.

Yes, the currently mod has some side effects that impact standard display mode and OSD. I'm working on those points.
For now, an easy way is to use the official mednafen.exe for configuration.
Title: Re: emu4crt Mednafen fork
Post by: funkycochise on September 12, 2017, 05:16:54 am
Even if setting was the trickiest, once in 640x480,
GUI was readable. Configuration of mednafen is a bit strange,
as it repeat same input several times.

Iíll go ahead with testing.
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: yuuyuubaishu on October 25, 2017, 01:48:33 am
I test the last A4 version and can not switch to Fullscreen mode,but the A2 is all right even with auto switch modeline(pretty good)。I wonder if   itís the bug in A4ÖÖ
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: silmalik on October 25, 2017, 05:30:26 pm
Hi,

You are right, it's a bad bug.

Version A05 fixes that: https://github.com/emu4crt/files/blob/master/mednafen-0.9.48-emu4crt-A05-win64.zip (https://github.com/emu4crt/files/blob/master/mednafen-0.9.48-emu4crt-A05-win64.zip)
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: yuuyuubaishu on October 26, 2017, 04:56:08 am
Thanks for your great job! I have test A5 and  succeed.

in the meantime I did find some image get stuck extremely shortly ,I am sure the Vertical Refresh Rate generated by crt_emudriver cannot exactly match.

vmmaker generate 240P with 60hz,but groovymame can automatically adjust it to be suit for different consoles such as SS Refresh Rate 59.764793hz and NES 60.098800hz,you can get smooth image without any tear.

But when you run a NES game using emu4crt with 240P ,you have trouble updating the default  240P Vertical Refresh Rate, slight graphic intermission will occur throughout the whole process

And SNES Faust is not available

I am  sorry for my poor english.
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: silmalik on October 26, 2017, 07:15:10 pm

As explained in documentation, this mod does not generate specific modelines for emulated system, it uses video modes available, with no consideration about refresh rate.

To get "perfect" sync with emu4crt, you can configure VMMaker to generate accurate video modes for one system, emu4crt will use them.
But, you'll have to reset VMMaker when changing emulated system.

What are the benefits of the Faust SNES core ? I may have a look to it.

Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: retrorepair on November 01, 2017, 07:43:31 am

As explained in documentation, this mod does not generate specific modelines for emulated system, it uses video modes available, with no consideration about refresh rate.

To get "perfect" sync with emu4crt, you can configure VMMaker to generate accurate video modes for one system, emu4crt will use them.
But, you'll have to reset VMMaker when changing emulated system.

But doesn't VMMaker generate modelines with correct refresh rates for these systems already? Genuinely asking as it's been so long since I understood how it all worked!

It would be great if there was an alternative to mame for consoles with accurate video modes (and refreshes) because as good as it is for arcade systems even the most popular systems have major issues in MAME.
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: silmalik on November 02, 2017, 04:37:36 pm
Yes, VMMaker can generate all required resolution at every refresh rates, but Mednafen/emu4crt is not able to select a specific refresh rate.

Mednafen relies on the SDL library which does not expose method to do this, so it is not trivial to add such feature.
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: Dacasks on November 07, 2017, 05:55:43 am
Whaaaaaa this is awesome.

Mednafen is the best all around console emu, imho (and I like to stay away from retroarch)

But maybe I'm missing something... I still get screen tearing. Doesn't it get rid of it? I manually created resolution with the exact refresh rate take from mame as reference for some consoles, but I still get some tearing... and yeah, the input lag is really noticeable. I don't wanna use Vsync because that ruins the purpose I guess...
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: silmalik on November 07, 2017, 07:11:15 pm

Well, I'm pretty sure that vsync will prevent any tearing. ;)

About input lag, emu4crt should not be worse than the official build, and, just in case, the Mednafen Team gives some recommendations: https://mednafen.github.io/documentation/#Section_lag
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: AstroFan on November 08, 2017, 03:27:42 pm
Is it possible to build a Windows 32bit version?
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: silmalik on November 09, 2017, 05:03:01 pm
It should work, yes, without Saturn engine that is designed for win64.

I'll have a look to this on some days.
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: keropi on November 09, 2017, 06:34:16 pm
Is there a good GUI program to setup mednafen options like controls and paths ?

Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: alex2005 on November 10, 2017, 03:08:33 pm
Just playing around a bit with it,  im really happy that i can now play snes games at their original resolution.

I have been trying and seems like pal games switch to 31khz mode (or at least my screen is flickering).
i tried to replace the roms with the usa versions and most work fine then,  however there are some like dragon ball z, z2,z3 or illusion of time (spanish)  that do not have an equivalent Usa romset.

i imported the modes into vmmaker for pal and ntsc (for all systems allowed)  but still pal games seem to resist ;)

is there any workaround i could use?  i was thinking of patching the roms,  but not sure all them are compatible with 60hz mode.

amd service is disabled and "hide desktop resolutions" marked :)

Thanks a lot!
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: silmalik on November 11, 2017, 05:19:13 am
Is there a good GUI program to setup mednafen options like controls and paths ?

Yes, there are some UI, MedLaunch for example, that can help to define paths and some controls.
Controls can also be set up in-game (Shift+Alt+1 for player 1).


Just playing around a bit with it,  im really happy that i can now play snes games at their original resolution.

I have been trying and seems like pal games switch to 31khz mode (or at least my screen is flickering).
i tried to replace the roms with the usa versions and most work fine then,  however there are some like dragon ball z, z2,z3 or illusion of time (spanish)  that do not have an equivalent Usa romset.

i imported the modes into vmmaker for pal and ntsc (for all systems allowed)  but still pal games seem to resist ;)

is there any workaround i could use?  i was thinking of patching the roms,  but not sure all them are compatible with 60hz mode.

amd service is disabled and "hide desktop resolutions" marked :)

Thanks a lot!

Could you launch a PAL game and post the generated stdout.txt log file, please ?
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: alex2005 on November 11, 2017, 11:40:34 am
Yes, here it is  :cheers:
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: silmalik on November 11, 2017, 01:12:42 pm
Yes, here it is  :cheers:

Ok, it seems that emu4crt is doing his job: switching to 256x288.

So, your problem should be related to your PAL modelines. You can check them, one by one, with Arcade_OSD.  ;)
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: alex2005 on November 11, 2017, 03:01:49 pm
Yes, here it is  :cheers:

Ok, it seems that emu4crt is doing his job: switching to 256x288.

So, your problem should be related to your PAL modelines. You can check them, one by one, with Arcade_OSD.  ;)

Thanks for the hints! I will check them, first i need to look how to use arcade_osd because i never used it before :)

In the meantime switched some of the roms to the respective ntsc version, and they seem to work fine. I did also some tests to convert pal to ntsc roms and this seems to work well so far :)

I will check the remaining roms that have no ntsc version and try to fix them with arcade_osd.

Again thanks and keep the good work!! Its awesome what you do with emu4crt :) :) :)
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: Dacasks on November 17, 2017, 11:29:06 am

Well, I'm pretty sure that vsync will prevent any tearing. ;)

About input lag, emu4crt should not be worse than the official build, and, just in case, the Mednafen Team gives some recommendations: https://mednafen.github.io/documentation/#Section_lag

Blit time Sync was activated, that was causing more input lag, sorry. Now it's fine like the vanilla build, but what I meant about no screen tearing is the same solution as Groovymame: No tearing without needing the "regular vsync" which introduces lag.

I guess that isn't possible for now. But it's great already... just need to ignore the tearing.
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: Lindiu on January 04, 2018, 04:36:35 pm
Hi, the PSX bios transition is fixed?, I have an error starting a lot of PSX games ( with no problems in others).

Error:
Assertion failed!: ... video.cpp, Line 1218
Expression: dest_rect.h > 0
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: silmalik on January 04, 2018, 05:51:39 pm
Hi,

I didn't know about such error, so... there is no fix for now.  :)

Please, could you give one or more game which produce the error ?

Log file may help too.

Thank you.
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: Lindiu on January 04, 2018, 06:46:57 pm
The X-Files, for example. Tomorrow I'll upload the log file.
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: silmalik on January 05, 2018, 03:22:34 am
It's ok, I can reproduce on several games.  :o

I will work on it.
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: Lindiu on January 05, 2018, 10:27:32 am
Thank you :applaud:
Title: Re: emu4crt Mednafen fork - updated to 0.9.48
Post by: silmalik on January 06, 2018, 10:00:12 pm
Hi, the PSX bios transition is fixed?, I have an error starting a lot of PSX games ( with no problems in others).

Error:
Assertion failed!: ... video.cpp, Line 1218
Expression: dest_rect.h > 0

New release! It should be fixed.  :)

Is it possible to build a Windows 32bit version?

A 32bit version is available... in case you didn't migrate to a 64bits OS until today.  ;)
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A06
Post by: retrorepair on January 17, 2018, 02:55:58 pm
Fantastic! This is now the number one way to play PS1 on a CRT with a PC!  :applaud:

Thank you so much for your work silmalik!
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A06
Post by: alex2005 on January 18, 2018, 04:22:45 am
Would it be possible to display the control remapping a bit upper on the screen? when I use it on the arcade monitor it always displays at the bottom of the screen (usually i stretch it to match most of the games resolutions), for which i have no visibility.
It doesnt have to be in the center, as long as it is a few lines  upper and not at the bottom should be fine - maybe something like MAME style  :)

I can always stretch the monitor display, adjust the controls and then stretch it back, so its not a big deal, but just a small feature request :)
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A06
Post by: silmalik on January 18, 2018, 10:04:09 am
Fantastic! This is now the number one way to play PS1 on a CRT with a PC!  :applaud:

Thank you so much for your work silmalik!

Thank you, I'm glad you apreciate.  :)

Would it be possible to display the control remapping a bit upper on the screen? when I use it on the arcade monitor it always displays at the bottom of the screen (usually i stretch it to match most of the games resolutions), for which i have no visibility.
It doesnt have to be in the center, as long as it is a few lines  upper and not at the bottom should be fine - maybe something like MAME style  :)

I can always stretch the monitor display, adjust the controls and then stretch it back, so its not a big deal, but just a small feature request :)

Could you confirm that you use the last version ?
OSD messages are already displayed a bit upper to prevent overscan, but maybe it's not enough in some situation.

I like comfort too, so I will have a look on this if I can reproduce.  ;)
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A06
Post by: alex2005 on January 18, 2018, 12:47:29 pm
my bad, I thought I was using the last version, but I was not.

The latter one is perfect! Fonts display bigger and no longer out of my screen range.

Thanks a lot!!
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: silmalik on January 18, 2018, 07:42:42 pm

A07 Update: support of Super Resolutions added.

Configuration file update is required since resolution switch is now defined with "video.resolution_switch" parameter.
Accepted values are: 0 (default), native and super.

Feel free to report any issue or suggestion.
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: alex2005 on January 19, 2018, 08:00:28 am
Just tried the latest version, its such an awesome job what you are doing!
So far works great with native resolutions, but I must say Saturn using super resolutions looks even better :)

Thanks a lot for all your time and dedication! :)
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: hotdog963al on January 23, 2018, 06:38:18 pm
Hey, thanks so much for this.

I started fiddling with the A05 release a few weeks back, but quickly noticed the frequent horizontal switching on PSX was not great for my PVM, so I hacked about with the GPU code and got it outputting at 2560 wide which worked perfectly. I see you've included this feature in the newer version which is great.

Another issue I had however was with how Mednafen itself handles positioning/overscan, for example, at certain horizontal resolutions, you either end up with stuff being incorrectly cropped, or extra black bands being added (note how screenshots are never the right res). I eventually managed to get the code working so that the output was exactly perfect with no black bands or incorrect cropping, save for a slight crop at the 368 res which wound up at 365 (due to it being @ 2560).

Would you be interested in fixing this issue in your version? I can supply some diffs if you'd like to see what I did to get it working.

Cheers
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: silmalik on January 24, 2018, 02:42:33 pm
Hi hotdog963al,

Yes, of course, I'm eager to test your fix!  :)

Please, send your diffs and I'll try to integrate them in my mod.
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: hotdog963al on January 24, 2018, 05:01:23 pm
Hi hotdog963al,

Yes, of course, I'm eager to test your fix!  :)

Please, send your diffs and I'll try to integrate them in my mod.

Here's the entire gpu.cpp file. I isolated the changes that were relevant and integrated them into the code from your A07 release. Seems to work!
https://pastebin.com/raw/KyQ8jXPa

Here's a few screenshots as well to just give you an idea, I've tested all resolutions and it works great. Granted, 3px are lost at 368, but that would take quite a bit more effort to resolve and I honestly don't think it's worth it. :laugh:
https://imgur.com/a/gp1MZ
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: silmalik on January 24, 2018, 07:58:45 pm
Ooooh it works great, well done!  :)

It seems to fix Mednafen's global PSX horizontal centering issue, maybe you should contact the team to expose what you've done.

If you are ok, i will integrate your fix "as is" in a next release.

Thank you for sharing.
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: retrorepair on January 25, 2018, 01:01:20 pm
I don't suppose I could ask a strange favour?

I'm working on getting the original NES Zapper working which I'm confident it should, I just need the optical sense line exposed as an input, would that be possible? I don't know where to start compiling mednafen or I'd do it myself!
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: silmalik on January 25, 2018, 03:00:49 pm
Hi retrorepair,

Well, I don't understand your request, sorry.  Don't know what is the optical sense line ?  ???

I'm not very experienced with cpp, so, if you feel confident to make your mod by yourself, I can help to get a compilation environment.
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: retrorepair on January 25, 2018, 04:14:14 pm
That would be very helpful, thanks! I'll PM you after work
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: hotdog963al on January 27, 2018, 08:56:55 am
Ooooh it works great, well done!  :)

It seems to fix Mednafen's global PSX horizontal centering issue, maybe you should contact the team to expose what you've done.

If you are ok, i will integrate your fix "as is" in a next release.

Thank you for sharing.

Great! Glad to hear it's working for you.

By all means go ahead and include it, it'll save me having to patch it in every time you release an update! :D
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: 0mike0b on February 10, 2018, 04:46:25 pm
Hello! I'm very interested in using Emu4CRT in super resolution mode but I can't seem to figure out what I'm doing wrong when I try to set the option in mednafen-09x.cfg

Is there any way somebody could go in to detail on how to set super resolution mode in the cfg or maybe send a working cfg file. It would be a huge help thanks so much to anyone reading this!
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: alex2005 on February 10, 2018, 06:31:34 pm
i went through the documentation and its quite straight forward,  did you install the required modelines in vmmaker?
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: 0mike0b on February 11, 2018, 08:25:33 pm
i went through the documentation and its quite straight forward,  did you install the required modelines in vmmaker?

Yes I have all 4 of them required for Super Resolutions. If it is so straight forward maybe you can help me find where I am messing it up. I attempt to add an option at the end of my config for mednafen like so

video.resolution_switch Super

It always gets moved to a section of the cfg titled "Unrecognized Settings Follow:"
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: silmalik on February 12, 2018, 08:23:51 am
Hi,

Once launched, emu4crt should add required lines in cfg file by himself, and not in "Unrecognized" section of course:

;Video resolution switch (0, native or super).
video.resolution_switch 0


If you still have troubles, please check that you are using the correct executable version and post cfg & stdout file. Thanks.
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: terranigma on February 18, 2018, 02:41:46 am
Hi silmalik, thank you for your effort.

Is this mod Windows specific or other systems (say, Linux) that mednafen supports can benefit of it?
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: silmalik on February 18, 2018, 12:18:26 pm
Hi terranigma,

No specific Windows code has been added, just some calls for SDL standart functions, so... it could work on other systems. :)
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: terranigma on February 20, 2018, 09:07:30 pm
I just made a quick test on Linux with psx and snes and it behaves very well! One thing I noticed is that snes runs in a narrowed picture then I checked actual resolutions. Well, I see that It runs on "384x288" resolution instead of "256x288" which emu4crt claims.
"video.resolution_switch" is "native".

 
Code: [Select]
### VIDEO Native resolution init - set to 256x288
  Video Driver: OpenGL
  Video Mode: 256 x 288 x 32 bpp
  Shader: none
  Fullscreen: Yes
  Special Scaler: None
  Scanlines: Off
  Destination Rectangle: X=0, Y=0, W=256, H=288
  OpenGL Implementation: nouveau NVA5 3.0 Mesa 17.2.4
  Checking extensions:
   GL_ARB_texture_non_power_of_two found.
   GL_ARB_sync found.
  Using non-power-of-2 sized textures.
  Checking maximum texture size...
   Apparently it is at least: 8192 x 8192
  Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
MAIN - native resolution switched

Code: [Select]
$ xvidtune -show
"384x288"       7.41    384  392  427  472    288  291  294  314 -hsync -vsync

EDIT: Similar issue also appears on psx's intro and demo stages but actual game runs on claimed resolution.
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: silmalik on February 21, 2018, 01:39:48 pm
Hi,

Well, unexpected behaviour indeed.
It seems to act like some video mode are unavailable on your system or emu4crt does not correctly set initial video mode.

- Is the window correctly sized in window mode ?
- If you disable native/super resolution and manually set 256x288 in fullscreen, does it work ?
Could you try Snes games that change resolution (ex: Secret of mana, blues brothers), let them swith and post complete log file ?

Thank you.


Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: terranigma on February 23, 2018, 01:39:04 pm
Hi,

Well, unexpected behaviour indeed.
It seems to act like some video mode are unavailable on your system or emu4crt does not correctly set initial video mode.

- Is the window correctly sized in window mode ?
- If you disable native/super resolution and manually set 256x288 in fullscreen, does it work ?
Could you try Snes games that change resolution (ex: Secret of mana, blues brothers), let them swith and post complete log file ?

Thank you.

You're right. It's my bad. I thought that emu4crt is going to tune required modelines like groovymame. When I add some modelines for testing, emu4crt uses the closest one to switch if required one is not available.
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: silmalik on February 24, 2018, 12:11:25 pm
Ok, good news.

Thank you for the feedback.
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: Foxhole on February 25, 2018, 12:56:21 am
Is there a way to use hard sync with mednafen, like with retroarch? It really helps reducing input lag.
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: silmalik on February 25, 2018, 10:04:03 am
I don't know about this.  ???

Recent Mednafen release is based on SDL 2, maybe it opens way for such improvement.

You may ask directly the Mednafen team for such feature. :)
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: terranigma on March 04, 2018, 11:26:40 am
Hi silmalik,
Any plan on Mednafen 1.21 ?
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: silmalik on March 04, 2018, 06:20:11 pm
Hi terranigma,

Yes of course, work in progress... should be available this week.

Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: silmalik on March 05, 2018, 06:08:55 pm
Hi silmalik,
Any plan on Mednafen 1.21 ?

Done! :)
Title: Re: emu4crt Mednafen fork
Post by: buttersoft on March 07, 2018, 05:32:40 pm
If mednafen or emu4crt switches to a 31kHz mode, you can try this fix:
  1 - Stop and Disable service: AMD External events utility
  2 - Ensure that the Windows advanced display option is enable: "hide modes that is monitor cannot display"

This service often resets the "hide modes", so standard 31kHz video modes are exposed to applications, not good for our usage.

A bit late, but thank you for this post. And to Calamity for highlighting it. I was having an issue where a frontend i'd setup on an LCD was grabbing a 31kHz mode out of nowhere - it had never used that resolution before. Stopping and disabling the AMD External Events Utility fixed it.

As a side note, the second step does not seem to be needed for Win10. In fact I can't even find if that option still exists or is built-in now.
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on March 08, 2018, 04:21:25 pm
Hi buttersoft,

Thank you for the feedback, I'm glad that you have fixed your issue.

The setting can still be found in Windows 10: Display settings / Display adapter properties.
Title: Re: emu4crt Mednafen fork - update 0.9.48 / A07
Post by: terranigma on March 08, 2018, 04:24:38 pm
Hi silmalik,
Any plan on Mednafen 1.21 ?

Done! :)

I didn't expect such a short time. I just tested on Linux and great work as usual!

Thank you for effort.

Note: Can you distribute your work also as a patch file against latest upstream version? Maybe other Linux packagers interest to import your work.
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on March 08, 2018, 06:41:54 pm
Hi terranova,

You are right, patches will be more suitable.
So, a patch folder is born in the repository: https://github.com/emu4crt/files


I have a question about the behaviour on Linux: how are the resolution switches ? is there any delay and/or visual glitches ?
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: terranigma on March 08, 2018, 07:15:15 pm
Hi silmalik,

It seems that you have generated the patch by referencing the root folder, thus patch level shifted up by one level according to my test. I mean, "patch -p1" doesn't work inside of the source tree (but -p2 does) . Probably you have to compare them in same folder like:
Code: [Select]
cd /
diff -Naur mednafen emu4crt > emu4crt.patch

I didn't notice any worrying delay and glitch issues during resolution switches.

Regards.

Code: [Select]
Initializing sound...
  Using "ALSA" audio driver with device "sexyal-literal-default":
   Format: 16 bits(signed, 2 bytes, little-endian)
   Rate: 48000
   Channels: 2
   Buffer size: 1536 sample frames(32.000000 ms)
   Latency: 1536 sample frames(32.000000 ms)
   Period size: 512 sample frames(10.666667 ms)
    Warning: Period time is too large(it should be <= ~5.333ms).  Video will appear very jerky.
 Initializing video...
### VIDEO Native resolution init - set to 640x480
  Driver: OpenGL
  Display Mode: 640 x 480 x 24 bpp @ 30Hz  (Window: 640 x 480)
  Shader: none
  Fullscreen: Yes
  Special Scaler: None
  Scanlines: Off
  Destination Rectangle: X=0, Y=0, W=640, H=480
  OpenGL Implementation: X.Org R300 Project ATI RV370 2.1 Mesa 17.2.4
  Checking extensions:
   GL_ARB_texture_non_power_of_two found.
   GL_ARB_sync found.
  Using non-power-of-2 sized textures.
  Checking maximum texture size...
   Apparently it is at least: 2048 x 2048
  Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
PSX GPU - Startup resolution change bypass (1).
PSX GPU - Startup resolution change bypass (2).
PSX - GPU register - resolution change to: 640x480 (V=39)
 Initializing video...
### VIDEO Native resolution init - set to 640x480
  Driver: OpenGL
  Display Mode: 640 x 480 x 24 bpp @ 30Hz  (Window: 640 x 480)
  Shader: none
  Fullscreen: Yes
  Special Scaler: None
  Scanlines: Off
  Destination Rectangle: X=0, Y=0, W=640, H=480
  OpenGL Implementation: X.Org R300 Project ATI RV370 2.1 Mesa 17.2.4
  Checking extensions:
   GL_ARB_texture_non_power_of_two found.
   GL_ARB_sync found.
  Using non-power-of-2 sized textures.
  Checking maximum texture size...
   Apparently it is at least: 2048 x 2048
  Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
MAIN - native resolution switched
PSX - GPU register - resolution change to: 320x240 (V=17)
 Initializing video...
### VIDEO Native resolution init - set to 320x240
  Driver: OpenGL
  Display Mode: 320 x 240 x 24 bpp @ 50Hz  (Window: 320 x 240)
  Shader: none
  Fullscreen: Yes
  Special Scaler: None
  Scanlines: Off
  Destination Rectangle: X=0, Y=0, W=320, H=240
  OpenGL Implementation: X.Org R300 Project ATI RV370 2.1 Mesa 17.2.4
  Checking extensions:
   GL_ARB_texture_non_power_of_two found.
   GL_ARB_sync found.
  Using non-power-of-2 sized textures.
  Checking maximum texture size...
   Apparently it is at least: 2048 x 2048
  Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
MAIN - native resolution switched
PSX - GPU register - resolution change to: 368x240 (V=64)
 Initializing video...
### VIDEO Native resolution init - set to 368x240
  Driver: OpenGL
  Display Mode: 384 x 240 x 24 bpp @ 50Hz  (Window: 384 x 240)
  Shader: none
  Fullscreen: Yes
  Special Scaler: None
  Scanlines: Off
  Destination Rectangle: X=8, Y=0, W=368, H=240
  OpenGL Implementation: X.Org R300 Project ATI RV370 2.1 Mesa 17.2.4
  Checking extensions:
   GL_ARB_texture_non_power_of_two found.
   GL_ARB_sync found.
  Using non-power-of-2 sized textures.
  Checking maximum texture size...
   Apparently it is at least: 2048 x 2048
  Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
MAIN - native resolution switched
PSX - GPU register - resolution change to: 320x240 (V=17)
 Initializing video...
### VIDEO Native resolution init - set to 320x240
  Driver: OpenGL
  Display Mode: 320 x 240 x 24 bpp @ 50Hz  (Window: 320 x 240)
  Shader: none
  Fullscreen: Yes
  Special Scaler: None
  Scanlines: Off
  Destination Rectangle: X=0, Y=0, W=320, H=240
  OpenGL Implementation: X.Org R300 Project ATI RV370 2.1 Mesa 17.2.4
  Checking extensions:
   GL_ARB_texture_non_power_of_two found.
   GL_ARB_sync found.
  Using non-power-of-2 sized textures.
  Checking maximum texture size...
   Apparently it is at least: 2048 x 2048
  Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
MAIN - native resolution switched
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: purity1516 on March 09, 2018, 09:15:30 am
Hi silmalik,

First of all, congratulations for your great job!

When launching PSX games, I get an superx640i resolution. Is that right or should be 240p? The SS games runs gracefully at superx240p...


Regards
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: buttersoft on March 10, 2018, 05:41:16 am
The [hide modes this monitor cannot display] setting can still be found in Windows 10: Display settings / Display adapter properties.

Yes it can! Thank you again, saved ---my bottom--- when i had to reinstall crt_emudriver and the problem recurred even when the AMD external events service was disabled :)
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on March 10, 2018, 09:16:24 am
Hi silmalik,

It seems that you have generated the patch by referencing the root folder, thus patch level shifted up by one level according to my test. I mean, "patch -p1" doesn't work inside of the source tree (but -p2 does) . Probably you have to compare them in same folder like:
Code: [Select]
cd /
diff -Naur mednafen emu4crt > emu4crt.patch

I didn't notice any worrying delay and glitch issues during resolution switches.

Regards.


Ok, I'll try your suggestion in next release. Thank you.


Hi silmalik,

First of all, congratulations for your great job!

When launching PSX games, I get an superx640i resolution. Is that right or should be 240p? The SS games runs gracefully at superx240p...


Hi,
PSX boot logo is displayed in an interlaced mode and the Saturn one is displayed in progressive mode, yes this is expected.
After boot logos, most PSX games switch to progressive display mode, emu4crt should then apply the appropriate mode.

If you suspect a misfunction, please specify game reference and stdout.txt file, I'll have a look at it. ;)


The [hide modes this monitor cannot display] setting can still be found in Windows 10: Display settings / Display adapter properties.

Yes it can! Thank you again, saved ---my bottom--- when i had to reinstall crt_emudriver and the problem recurred even when the AMD external events service was disabled :)

You're welcome :)
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: purity1516 on March 12, 2018, 06:47:38 am
Hi silmalik,

First of all, congratulations for your great job!

When launching PSX games, I get an superx640i resolution. Is that right or should be 240p? The SS games runs gracefully at superx240p...


Hi,
PSX boot logo is displayed in an interlaced mode and the Saturn one is displayed in progressive mode, yes this is expected.
After boot logos, most PSX games switch to progressive display mode, emu4crt should then apply the appropriate mode.

If you suspect a misfunction, please specify game reference and stdout.txt file, I'll have a look at it. ;)


Hi,
You're right! Thanks a lot!
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: Fishface on March 31, 2018, 10:47:55 am
Totally digging this. Great job! Any plans on adding support for more modules? I'd love to see Master System in particular  :)
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on April 02, 2018, 05:41:17 pm
Hi,

Thank you for your interest.

There are other priorities to add to emu4crt: remove the console that produces glitches during resolution switch, frequecy management for example, etc.
And I miss some time these days to work on it.

Moreover, there are strong alternatives: Groovymame of course, Fusion and the recent retroArch build that support native resolution. ;)
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: purity1516 on April 24, 2018, 04:37:05 pm
Hi silmalik,

I got the following message when I try to run a game (SS or PSX):
"set rate is out of range [22050-19200]"

I'm using super resolution.
What could it be?
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on April 25, 2018, 12:32:28 pm
Hi Purity1516,

Well, no idea, might be sound related. More information is required.

Please attach the "stdout.txt" log file.

Have you tried the mednafen official build ?
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: purity1516 on April 25, 2018, 04:11:21 pm
Hi Purity1516,

Well, no idea, might be sound related. More information is required.

Please attach the "stdout.txt" log file.

Have you tried the mednafen official build ?


It's working now! The <video.fs> setting was set to 0 and I changed to 1.
That was not so clear, because even set to 0, the emulator was running in a "fake" fullscreen mode with an oversized image.

Thanks a lot!
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on April 27, 2018, 02:49:34 am
Well done! :)

Thanks for the feedback.
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: ArcadeAction on May 16, 2018, 06:13:00 pm
First thanks for making this.


I'm having trouble with resolutions and configuring the value for video.resolution_switch.

When running SuperNES, the displayed resolution is either just a small box in a window (native), super wide-off the screen and stretched (super) or seemingly zoomed in at 2x like I'm sitting in the front row at a movie (0). I am unable to change it to a setting of "1" as it gives me a message that "1" is not a valid option.

I'm running Win764, CRT EmuDriver and an ATI HD 5000 series card.

Thanks for your thoughts
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on May 18, 2018, 07:53:19 pm
Hi ArcadeAction,

For lastest version, I confirm that only valid values for video.resolution_switch are 0, native and super.

Your description indicates that things are working well in window mode.

To get into fullscreen mode, pressing Alt+Enter should do the job... once you configured correct video modes in CRT Emudriver.

If need to go furher, please attach your mednafen.cfg and stdout.txt files.  ;)
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: Jack on October 01, 2018, 05:32:38 pm
Is it possible to use a lightgun like the dolphin bar with this emulator? Thanks.
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on October 02, 2018, 01:36:31 pm
Hi,

Never tested.

It may work as long as this bar can emulate a mouse, but only experiences could confirm.

Feel free to share if you decide to try, I'm interested. :)
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: bluetrain on October 23, 2018, 05:38:07 am
I canīt get the proper resolution for snes, tried both native and super resolution (in cfg and of course in vmmaker) but in full screen the pixels take up like 1/3 of the screen. If I do alt+enter the screen goes bananas. It seems to be pixel perfect picture but in like second or so I get jitter/tearing and it doesnīt stop if close the program so I have to restart windows.
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on October 23, 2018, 04:59:56 pm
Hi,

Please, attach "stdout.txt" log file to allow investigations.

In the meantime, some questions:
 - does it work for other systems like PSX or PC engine ?
 - did you apply this ?:
  1 - Stop and Disable service: AMD External events utility
  2 - Ensure that the Windows advanced display option is enable: "hide modes that is monitor cannot display"
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: bluetrain on October 24, 2018, 05:55:22 am
Hi Silmalik,


I think I found a way around. :) In VM-maker I had all the super resolutions (included 50hz for pal) included and it works really great with GM so I figured it should work both with PAL and NTSC. So what i did was, remove all the PAL resolutions in VM-maker and only use NTSC roms in mednafen. Then it works flawlessly and I really donīt care about PAL anyway so itīs not a problem. Kudos for your (and Calamitys too) great work with the fork. Iīm just blown away by the picture quality that I get on my sony trinitron 25", itīs kind of sick, really :)

On a side note. Is it possible to add Sega Genesis?   
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on October 24, 2018, 02:54:05 pm
Not sure about what happened, only logs would tell, but I'm glad that you've fixed your issue. :)

Unfortunatly, Genesis emulation is not so great in Mednafen, it uses an old external core with limitations.
From official web site: "Sega Genesis/Megadrive emulation should still be considered experimental; there are still likely timing bugs in the 68K emulation code, the YM2612 emulation code is not particularly accurate, and the VDP code has timing-related issues.  Sega 32X and Sega CD are not currently supported [...]"

So, I don't feel great motivation to investe time on this.  :-\
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: bluetrain on October 25, 2018, 04:11:49 am
Gotcha! Is that a common problem with emulating the genesis or has it specifically to do with mednafen? May I ask if you have any rec on another genesis emulator for 240p?
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: lolo40 on October 25, 2018, 10:04:52 am
Kega Fusion, old but very good.
You have to modified the Fusion.ini file to activate the expert mode.
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on October 25, 2018, 05:38:12 pm
Kega Fusion, old but very good.
You have to modified the Fusion.ini file to activate the expert mode.

I'm using Fusion too :)
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: jillstars on November 24, 2018, 04:49:00 am
Two games appear to be having problems in resolution.

Blood Roar 2 during the game. Unstable resolution.

Digimon World 2003 at the opening. Flashing, shaking.


Anyway do not give up on this work of yours. Far better than Retroarch which is a bag of bugs and incompatibilities.

(Google translate. =/)
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on November 26, 2018, 02:48:33 pm
Hi jillstars,

Please, attach "stdout.txt" log file, it will help for analyse and to reproduce the issue.

I'm currently working on other project but there will be an emu4crt update in some time.  ;)
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: jillstars on November 27, 2018, 04:12:18 pm
Hi jillstars,

Please, attach "stdout.txt" log file, it will help for analyse and to reproduce the issue.

I'm currently working on other project but there will be an emu4crt update in some time.  ;)

Config:

i5 3330 3,0 @ 3,2 ghz
8 GB DDR3
HD4670 DDR2

Software
Windows 7 64x
Medgui reborn mod for Emu4crt
crt_emudriver_&_tools_2.0_beta_13_12.6_W.7.8.10-64
super resolutions

Thanks!
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on November 27, 2018, 07:20:33 pm
Perfect, thanks for the update.

No issues revealed in the log files. ??? I will need to look further.
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on November 28, 2018, 05:59:07 pm
Hi jillstars,

Both games are ok on my setup.

Bloody Roar 2 runs in 480i (interlace mode) and Radeon HD4000 can have issues with such modes: stuttering, etc...
Can you confirm that other 480i games run correctly ? Tekken 3 for example.

For Digimon World 2003, as you are using PAL version, please check with arcade OSD that your PAL video modelines are OK (2560x288 & 2560x576).
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: jillstars on December 01, 2018, 04:22:39 am
Hi jillstars,

Both games are ok on my setup.

Bloody Roar 2 runs in 480i (interlace mode) and Radeon HD4000 can have issues with such modes: stuttering, etc...
Can you confirm that other 480i games run correctly ? Tekken 3 for example.

For Digimon World 2003, as you are using PAL version, please check with arcade OSD that your PAL video modelines are OK (2560x288 & 2560x576).

Thank you.

I did some testing using only the original emulator and it looks like the problem really is performance.

Somehow these two games do not perform well here. Picture shakes. Digimon World 2003 only has issue with the opening video.

Thanks for the help.
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: NYI on December 31, 2018, 04:24:22 pm
Just wanted to thank you for this. Having two really solid emulators in Groovymame and your fork of Mednafen with super resolution support makes things very simple. Your work is very much appreciated!
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: totozero on January 06, 2019, 09:15:25 am
Hi Silmalik,
Iíve been testing your fork on my cab and so far itís working great !
Thanks for the hard work youíve put into it  :applaud:
On the other hand do you know by any chance if the snes Faust module can be activated on your build ? Havenít look into it yet but the lag reduce thingy it comes with sounds like something worth checking.
Cheers.
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: totozero on January 06, 2019, 04:32:50 pm
Ok Iíve tried to run the faust snes module but it seems you didnít add it to your fork.
Any chance you might add it, please pretty please ?
Cheers.
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on January 09, 2019, 05:17:01 pm
Hi,

Thank you for the positive feedbacks.  :)
Ok, I'll have a look to faust integration for next release. No promise though.
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: totozero on January 10, 2019, 05:21:42 am
Much appreciated.
Thanks mate !
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: totozero on January 14, 2019, 04:11:01 am
Hi Silmalik, I've been testing the pcengine modules, the pce module is fine, though I got some slowdowns playing some pce-cd like lords of thunder.
But I can't get pce_fast module to work, meaning I hear sounds but there's no image.
Does it work on your hand with your fork ?
"Official" Mednafen definitely does, I tested it on my main rig.

Cheers.
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on January 14, 2019, 05:04:27 pm
Hi Totozero,

Well, the pce_fast core is not included in the mod... getting some sounds is a pretty good surprise. :)

I'm not sure that there is a big interest to include it, because, as far as I know, all PCE games runs at a 240p video mode.
So, using official Mednafen at a super-resolution (2560x240) should produce same results.

About your slowdows... did you try the "cd.image_memcache" option to optimize CD emulated access   ?
https://mednafen.github.io/documentation/mednafen.html#cd.image_memcache (https://mednafen.github.io/documentation/mednafen.html#cd.image_memcache)
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: purity1516 on February 19, 2019, 02:48:21 pm
Hi silmalik

Any plans to upgrade emu4crt to the keep it in line with the latest mednafen ?

Thanks for your great job on this port!
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: silmalik on February 19, 2019, 05:13:09 pm
Hi,

I've just setup a compilation environment yesterday, I will start working on it soon.
I got a new job that doesn't offer me too much time for this, but it's still on plan.

Don't expect a new release before some weeks, I'm afraid.
Title: Re: emu4crt Mednafen fork - update 1.21.0 / A08
Post by: purity1516 on February 19, 2019, 07:03:25 pm
Hi,

I've just setup a compilation environment yesterday, I will start working on it soon.
I got a new job that doesn't offer me too much time for this, but it's still on plan.

Don't expect a new release before some weeks, I'm afraid.

What a coincidence! Take your time, man.
Congrats for your new job!
 
Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: silmalik on March 05, 2019, 07:03:17 pm
Here we go!  :)

New revision, align on Medafen last version.
Snes_Faust module added.
Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: purity1516 on March 07, 2019, 03:17:11 pm
Nice work!
Thanks
Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: naoto.awai on June 09, 2019, 09:36:59 am
Thank You for your great work!

I'm using the last release of emu4crt with Attract Mode 2.5.1 on Windows 7 pro x64.
I'm also using Calamity's driver to output @15 kHz

Emu4crt folder is placed inside my home directory, so I don't have to worry about Windows write-restrictions.
I've manually changed the following parameters in mednafen.cfg:

Code: [Select]
video.fs 1

video.resolution_switch super

When I run emu4crt from command line, everything works as It's supposed to.
Even if I exit and re-launch the .exe hundred times, the updated mednafen.cfg is stored without any changes.


If I run emu4crt from Attract Mode, only at the first launch full screen and super resolutions works.
This happens because mednafen.cfg is correctly read.

When I exit from Attract Mode to Windwos desktop, the following mednafen.cfg lines are lost:

Code: [Select]
;Enable time synchronization(waiting) for frame blitting.
video.blit_timesync 1

;Deinterlacer to use for interlaced video.
video.deinterlacer weave

;Attempt to disable desktop composition.
video.disable_composition 1

;Video output driver.
video.driver default

;Enable frameskip during emulation rendering.
video.frameskip 1

;Enable fullscreen mode.
video.fs 1

;Display to use with fullscreen mode.
video.fs.display -1

;Attempt to synchronize OpenGL page flips to vertical retrace period.
video.glvsync 1

;Video resolution switch (0, native or super).
video.resolution_switch super

If I don't manually add them, Attract Mode launches emu4crt with a default mednafen.cfg that doesn't included the lines shown above.

Any ideas ?

Thank You in advance!





Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: silmalik on June 12, 2019, 01:06:43 pm
Hi,

Nope, no idea  :dunno

Iím using other frontend, without issue.

Could you try with official Mednafen release?
We also might learn something from the log file  ;)
Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: Substring on June 13, 2019, 04:02:27 am
Hey silmalink

Is your patch ok for mednafen 1.22.2 ? (before I try by myself :D)
Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: silmalik on June 13, 2019, 12:12:05 pm
Hello Substring,

Nope, not tested on latest release.
Iím busy with other personnal project, I will have a look on a later time.

Please, feel free to report result if you try by your own.   :)

Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: Substring on June 13, 2019, 04:26:57 pm
Having quite some trouble to apply your patch, even on 1.22.1 (on linux i should say).

In fact, there is a circular reference : include/mednafen is a symlink to src/, so some files get patched twice, and of course, patch complains that it's alerady applied.

For example :
https://github.com/emu4crt/files/blob/master/patches/mednafen-1.22.1-emu4crt-A09.patch#L23 and https://github.com/emu4crt/files/blob/master/patches/mednafen-1.22.1-emu4crt-A09.patch#L1221 are the same patches

So it's hard to validate emu4crt on 1.22.2 :/
Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: silmalik on June 14, 2019, 10:25:35 am
Aouch!

The symlink is coming from official sources, I canít do anything about this  :P

Iíve already applied a diff file on a previous release, canít remember how in details :dunno
Maybe the last diff generation is faulty, Iím not expert on this.

Iíll try to work on it soon.



Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: Substring on June 14, 2019, 01:06:45 pm
Should I not use the official source to apply your patch ?

When I'm lazy to create a patch, i start from the default source code, init a git repo (git init then git add *), hack/patch the source, then git diff > mypatch.patch and voilŗ, done.
Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: silmalik on June 17, 2019, 07:13:04 am
Hi,

Yes, of course, patch is intended to be applied on official sourced.

Thank you for the method to create patch, I didnít know git diff option, will use it next time  :)
Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: Substring on June 17, 2019, 05:50:27 pm
Could skip the redudancy problems using -N switch. But your patch tries to patch a file that doesn't exist : .vscode/settings.json

I've attached a "good looking patch", you could give it a try to make sure it does have al the necessary CRT stuff. All done in Linux.
Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: Substring on September 23, 2019, 02:55:58 pm
3 months later, are we there yet ?
Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: silmalik on September 26, 2019, 05:23:07 am
Yes, still around.:)

As always not too much time to spend on the fork, waiting for the next stable Mednafen release for an update.
Title: Re: emu4crt Mednafen fork - update 1.22.1 / A09
Post by: psakhis on September 27, 2019, 11:22:42 am
Nice!

I use this fork for Sega Saturn with native resolution; a lot of faster than RA plugin.

Thank you very much!
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: silmalik on October 08, 2019, 06:39:43 pm
Thanks for the feedback.

A new version is online, based on lastest 1.23.0 UNSTABLE Mednafen release.

@Substring: I've followed your recommendation about patch file, there should be some progress  ;)
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: Substring on October 09, 2019, 03:48:52 am
Nice, I shall test it :)
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: alex2005 on November 01, 2019, 01:06:23 pm
Hey Silmalik,

I have not find any documentation in mednafen but maybe do you know how to hide the mouse cursor when starting a game in mednafen? Is this a feature that can somehow be accomplished in your build?

Thanks a lot :)
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: psakhis on December 25, 2019, 03:09:23 pm
Hi friends!

New version Mednafen 1.24 with a major improve performance on Saturn.

 :applaud: :applaud: :applaud:

Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: silmalik on December 26, 2019, 04:08:10 pm
@alex2005,

I've missed to answer, let's hope you figured out how to solve your issue during this time.
Never have such problem with mouse cursor. I will have a look if I can reproduce and if it's bring by the mod.

A log file would be useful to have some information on your configuration ;)

@psakhis

WellÖ some obscure new parameters have been added to mess with thread affinity, that's interesting indeed.
But that doesn't sound too much easy to use though.

We'll see this shortly with the next mod release :)
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: alex2005 on December 27, 2019, 05:44:40 am
@alex2005,

I've missed to answer, let's hope you figured out how to solve your issue during this time.
Never have such problem with mouse cursor. I will have a look if I can reproduce and if it's bring by the mod.

A log file would be useful to have some information on your configuration ;)

Hi Silmalik! Happy Christmas :)
Unfortunately I still have the cursor issue. When launching a game the cursor shows up and disapears after a few miliseconds.
I have attached a log file, I hope that is good enough.
I just noticed in the log it refers to some snes.cfg and snes.pal files which I do not have. Do you maybe know how to set these up? Or maybe they are not really necessary?

Thanks always for your support and great work!
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: totozero on December 27, 2019, 09:42:32 am
Hi mate, please post your mednafen.cfg file, I'll look into it.
Mouse cursor don't show when I run mednafen.

Let's hope it's not related with your hyperspin setup, I won't be of any help, I dumped the damn thing long time ago in favour of attract-mode.

Cheers,
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: alex2005 on December 27, 2019, 09:50:23 am
Hi mate, please post your mednafen.cfg file, I'll look into it.
Mouse cursor don't show when I run mednafen.

Let's hope it's not related with your hyperspin setup, I won't be of any help, I dumped the damn thing long time ago in favour of attract-mode.

Cheers,

thanks mate.
CFG file attached in previous post (renamed to .txt)
I hope its not a hyperspin issue (just in case I updated HS to latest 1.5.1 version today, but issue still remains.

Link to video: https://photos.app.goo.gl/vHokPde8rzguqCe89
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: totozero on December 27, 2019, 09:55:51 am
Quote from: silmalik
We'll see this shortly with the next mod release :)

Hey buddy,
thanks for keeping this up. SNES Faust works without any flaws (at least from my curated list).

May I add two requests for next build ?

- Minor grip : is it possible to compile a version which wouldn't show the cmd window while launching, just for aesthetic matter ? Or at least run it minimized ?
I'd love to transition from my frontend (attract-mode) to a game without showing evidence another proggie has launched (a la groovymame).

- Please consider enabling pce_fast core, I tried it on my main rig with normal mednafen, I felt it was more responsive / snappier than the regular pce core. Would love to test it on my Astro city.

Many thanks and have a festive happy season !
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: totozero on December 27, 2019, 10:19:56 am
Quote from: alex2005
thanks mate.
CFG file attached in previous post (renamed to .txt)
I hope its not a hyperspin issue (just in case I updated HS to latest 1.5.1 version today, but issue still remains.

Okay first things first...

You know that judging from your *.cfg file, you're running an outdated version ? Did you even try super resolutions ? If not, you should, they work wonders.

Or maybe you mixed *. exe and *.cfg files from different builds ? If so, you should not as some settings have changed between versions.

I'd start with new fresh mednafen install, a clean mednafen.cfg and see from here if the mouse cursor issue is still there.

It's only a 5 minutes setup with a good text editor (notepad++ for instance) if you know what you're doing.

Cheers,
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: alex2005 on December 27, 2019, 02:17:57 pm
Thanks for the advise.
I'm using super resolutions, I noticed that I do not call mednafen directly from hyperspin but instead "emu4crt" which handles all resolutions. Maybe its not an issue with mednafen itself but with emu4crt.
I could get rid of it, if I just knew how to implement these super resolutions in mednafen.cfg file :)
I'll take a deeper look during the weekend and see if i can figure it out.
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: totozero on December 27, 2019, 06:55:41 pm
Hmmm... Not sure I fully understood what you've just written...

Emu4crt IS Mednafen with switchres, you don't have to download anything else aside the archive Silmalik posted to run the binaries.
Run the exe (i.e crt4emu.exe) once and it will create a mednafen.cfg from scratch.

At the end of the cfg file there's a switch :

;Video resolution switch (0, native or super).
video.resolution_switch 0

Now if you want to have both vanilla mednafen and emu4crt installed, better put each version to a separate folder as from my experience they don't mix well. It seems you can't have both *.exe together due to *.cfg conflicts.

Vanilla mednafen doesn't support super resolutions.

Cheers.

Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: alex2005 on December 28, 2019, 06:18:14 am
Hmmm... Not sure I fully understood what you've just written...

Emu4crt IS Mednafen with switchres, you don't have to download anything else aside the archive Silmalik posted to run the binaries.
Run the exe (i.e crt4emu.exe) once and it will create a mednafen.cfg from scratch.

At the end of the cfg file there's a switch :

;Video resolution switch (0, native or super).
video.resolution_switch 0

Now if you want to have both vanilla mednafen and emu4crt installed, better put each version to a separate folder as from my experience they don't mix well. It seems you can't have both *.exe together due to *.cfg conflicts.

Vanilla mednafen doesn't support super resolutions.

Cheers.

That was it, thanks a lot!
I installed from scratch a new emu4crt directory and with this setting worked.
Seems like you said, having both in the same directory somehow conflicted :)

Sorted it, thanks again! And sorry for a bit of offtopic :)
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: totozero on December 28, 2019, 10:01:16 am
Glad you sorted it out  ;)
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: silmalik on December 28, 2019, 07:06:25 pm
Hi,

@Glad to learn that your issue is fixed now. Well done Totozero!  :)

Quote
About - Minor grip : is it possible to compile a version which wouldn't show the cmd window while launching, just for aesthetic matter ? Or at least run it minimized ?

Sure, that's annoying. This is a consequence of a recent Mednafen update on log management. I tried to "fix" it without success, need to dig further.

Quote
- Please consider enabling pce_fast core, I tried it on my main rig with normal mednafen, I felt it was more responsive / snappier than the regular pce core. Would love to test it on my Astro city.

Well, I may have a look on it on a later time. No promise though.
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: silmalik on January 02, 2020, 03:14:44 pm
The update to Mednafen 1.24.0 UNSTABLE is available!

Not too much time to challenge the new features of the SNES Faust and Saturn cores, feel free to report about it. :)

Thank you.

Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: psakhis on January 02, 2020, 03:27:43 pm

I hope test Saturn, but how you said... the new options of threads are a little confuse for configuration...

Very Thanks!! @silmalik
Title: Re: emu4crt Mednafen fork - update 1.23.0 UNSTABLE / A09
Post by: silmalik on January 02, 2020, 04:24:57 pm
Seven possible combinations if I calculate correctly. And potentially, the best combination can be different depending on the game...  Aouch!
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A09
Post by: psakhis on January 14, 2020, 11:15:08 am
Hi!

I do a regression test, and all it's fine with Pcengine, Saturn and Psx. All new options of Saturn's core on default (0 - not activated).

I'm waiting for more details for these new options, i don't find too much documentation about.

Thx!
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A09
Post by: silmalik on January 14, 2020, 12:16:10 pm
Hi,

Well... I guess you have missed a regression on psx horizontal centering. :angel:

That will will be fixed in a next release soon.
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A09
Post by: fuchi_jeg on January 15, 2020, 10:49:59 am
I've been using your mod to play a few systems that dont otherwise have an emulator that plays well with CRTs.  It's working great, especially for handheld systems.  The only problem I'm having is mednafen sometimes causes the display to hang in 16 bit color depth. Is there any way to lock mednafen to 32 bit color?
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A09
Post by: silmalik on January 15, 2020, 01:45:58 pm
I can't see why mednafen would do such thing.

Please, can you give us some details?  The platform you use, settings and also a log file would be very useful.
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A09
Post by: fuchi_jeg on January 15, 2020, 02:36:59 pm
I'm using windows 7 64 and  rocket launcher. I get a notification on the taskbar at launch starting that windows has changed to 16bit color depth.  When the game is closed windows stays in 16 bit mode. Even launching other emulators doesn't being back 32 bit. 
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A09
Post by: psakhis on January 15, 2020, 02:43:25 pm
Mmmmm...it happens to me too in the past and i did some actions for prevent auto change depth bit color but i don't know if it's suficient....

I remember:
 * Disable aero desktop composition (i only enable it for pcsx2 and vsync purposes)
 * Hide taskbar
 * Disable notifications of depth color changes...

Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A09
Post by: fuchi_jeg on January 15, 2020, 02:55:49 pm
Thank you! I'll try disabling aero.  Would it have the same effect if I disabled it through the mednafen cfg file? If I totally disable it through windows xebra emulator has terrible screen tearing.
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A09
Post by: silmalik on January 15, 2020, 03:25:40 pm
I'm using windows 7 64 and  rocket launcher. I get a notification on the taskbar at launch starting that windows has changed to 16bit color depth.  When the game is closed windows stays in 16 bit mode. Even launching other emulators doesn't being back 32 bit.

To exclude any Rocketlauncher side effect, do you have same issue when launched from a basic command line ?

Have a look on the stdout.txt file in mednafen folder, we may learn something.
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A09
Post by: fuchi_jeg on January 15, 2020, 03:33:51 pm
I'll do some testing when can get my hands on the cabinet. Thank you!
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A09
Post by: psakhis on January 15, 2020, 04:24:22 pm
I have 2 autohotkey scripts for it.

DisableAero.ahk
Run, net stop uxsms, , Hide ; That way there is no cmd window.

DisableTaskbar.ahk
WinHide, ahk_class Shell_TrayWnd
WinHide, Start ahk_class Button     
WinHide, ahk_class Button   

SystemCursor("Off")

SystemCursor(OnOff=1)   ; INIT = "I","Init"; OFF = 0,"Off"; TOGGLE = -1,"T","Toggle"; ON = others
{
    static AndMask, XorMask, $, h_cursor
        ,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,c11,c12,c13 ; system cursors
        , b1,b2,b3,--BINGO! Either that, or I was attempting to say "before" but it was too many letters to type--,b5,b6,b7,b8,b9,b10,b11,b12,b13   ; blank cursors
        , h1,h2,h3,h4,h5,h6,h7,h8,h9,h10,h11,h12,h13   ; handles of default cursors
    if (OnOff = "Init" or OnOff = "I" or $ = "")       ; init when requested or at first call
    {
        $ = h                                          ; active default cursors
        VarSetCapacity( h_cursor,4444, 1 )
        VarSetCapacity( AndMask, 32*4, 0xFF )
        VarSetCapacity( XorMask, 32*4, 0 )
        system_cursors = 32512,32513,32514,32515,32516,32642,32643,32644,32645,32646,32648,32649,32650
        StringSplit c, system_cursors, `,
        Loop %c0%
        {
            h_cursor   := DllCall( "LoadCursor", "Ptr",0, "Ptr",c%A_Index% )
            h%A_Index% := DllCall( "CopyImage", "Ptr",h_cursor, "UInt",2, "Int",0, "Int",0, "UInt",0 )
            b%A_Index% := DllCall( "CreateCursor", "Ptr",0, "Int",0, "Int",0
                , "Int",32, "Int",32, "Ptr",&AndMask, "Ptr",&XorMask )
        }
    }
    if (OnOff = 0 or OnOff = "Off" or $ = "h" and (OnOff < 0 or OnOff = "Toggle" or OnOff = "T"))
        $ = b  ; use blank cursors
    else
        $ = h  ; use the saved cursors

    Loop %c0%
    {
        h_cursor := DllCall( "CopyImage", "Ptr",%$%%A_Index%, "UInt",2, "Int",0, "Int",0, "UInt",0 )
        DllCall( "SetSystemCursor", "Ptr",h_cursor, "UInt",c%A_Index% )
    }
}


Quote
Thank you! I'll try disabling aero.  Would it have the same effect if I disabled it through the mednafen cfg file? If I totally disable it through windows xebra emulator has terrible screen tearing.

EDIT: Do you prefer Xebra above Mednafen for PSX? I think Mednafen it's so good....
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A10
Post by: silmalik on January 15, 2020, 05:23:11 pm
New version online!

The resolution switch process has been improved, far less glitches. :)

Not sure that it will work on multi screen setup. I'm interested if someone can test.

PSX horizontal centering is fixed too.
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A10
Post by: fuchi_jeg on January 16, 2020, 11:28:02 am
here are the contents of stdout. I didn't see any change of color depth, but i'm not well versed on reading logs.
Starting Mednafen 1.21.3
 Build information:
   Compiled with gcc 4.9.4
   Running with MinGW-W64 Runtime 5.0 (alpha - rev. 0) 0000-00-00
   Compiled against zlib 1.2.8, running with zlib 1.2.8(flags=0x00000065)
   Compiled against libiconv 15.1, running with libiconv 15.1
   Compiled against SDL 2.0.8(hg-11835:f622a4457a25), running with SDL 2.0.8(hg-11835:f622a4457a25)
   Running with libsndfile-1.0.28
 Base directory: C:\Hyperspin\Emulators\turbografx 16\mednafen
 Emulation modules: nes snes gb gba pce lynx md pcfx ngp psx ss ssfplay vb wswan sms gg snes_faust pce_fast demo cdplay
 Opening lockfile...
 Loading settings from "C:\Hyperspin\Emulators\turbografx 16\mednafen\mednafen.cfg"...
  Loaded 7396 valid settings and 129 unknown settings.
 Initializing joysticks...
  ID: 0x000000000000000000010004f3ff0000 - XInput Unknown Controller
  ID: 0x000000000000000000010004f3ff0001 - XInput Unknown Controller
  ID: 0x000000000000000000010004f3ff0002 - XInput Unknown Controller
  ID: 0x000000000000000000010004f3ff0003 - XInput Unknown Controller
 Loading C:\game extracts\Final Fantasy IX (USA) (Disc 1)\Final Fantasy IX (USA) (Disc 1).cue...
  Loading SBI file "C:\game extracts\Final Fantasy IX (USA) (Disc 1)\Final Fantasy IX (USA) (Disc 1).sbi"...
   Error: Error opening file "C:\game extracts\Final Fantasy IX (USA) (Disc 1)\Final Fantasy IX (USA) (Disc 1).sbi": No such file or directory

  CD 1 TOC:
   Disc Type: 0x20 (CD-XA)
   First Track:  1
   Last Track:   1
   Track  1, MSF: 00:02:00, LBA:      0  DATA
   Leadout: 314930  DATA

 Using module: psx(Sony PlayStation)
  Loading override settings from "C:\Hyperspin\Emulators\turbografx 16\mednafen\psx.cfg"...
   Failed: Error opening file "C:\Hyperspin\Emulators\turbografx 16\mednafen\psx.cfg": No such file or directory
  Loading override settings from "C:\Hyperspin\Emulators\turbografx 16\mednafen\pgconfig\Final Fantasy IX (USA) (Disc 1).psx.cfg"...
   Failed: Error opening file "C:\Hyperspin\Emulators\turbografx 16\mednafen\pgconfig\Final Fantasy IX (USA) (Disc 1).psx.cfg": No such file or directory

  Emulated Disc SCEx IDs:
   Disc 1: SCEA

  Region: North America

  Multitap on PSX Port 1: Enabled
  Multitap on PSX Port 2: Enabled

 Loading cheats from C:\Hyperspin\Emulators\turbografx 16\mednafen\cheats\psx.cht...
  Error opening file "C:\Hyperspin\Emulators\turbografx 16\mednafen\cheats\psx.cht": No such file or directory

 Initializing sound...
  Using "WASAPI(Shared mode)" audio driver with SexyAL's default device selection.
   Format: 16 bits(signed, 2 bytes, little-endian)
   Rate: 192000
   Channels: 2
   Buffer size: 6144 sample frames(32.000000 ms)
   Latency: 6656 sample frames(34.666667 ms)
 Initializing video...
  Driver: OpenGL
  Display Mode: 2560 x 240 x 24 bpp @ 60Hz  (Window: 2560 x 240)
  Shader: none
  Fullscreen: Yes
  Special Scaler: None
  Scanlines: Off
  Destination Rectangle: X=0, Y=0, W=2560, H=240
  OpenGL Implementation: ATI Technologies Inc. AMD Radeon (TM) R9 380 Series 4.5.13521 Compatibility Profile Context 24.20.11016.4
  Checking extensions:
   GL_ARB_texture_non_power_of_two found.
   GL_ARB_sync found.
  Using non-power-of-2 sized textures.
  Checking maximum texture size...
   Apparently it is at least: 16384 x 16384
  Using GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV for texture source data.
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A10
Post by: fuchi_jeg on January 16, 2020, 12:47:53 pm
In reply to why I chose to use xebra over mednafen psx emulator, it's due to dithering. Xebra is the only emulator I have gotten working well overall that also shows the baked in dithering from psx games.
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A10
Post by: silmalik on January 16, 2020, 02:51:10 pm
Looks like you are using official Mednafen build, you may obtain better support on the official forum.
Nonetheless, nothing wrong in log, Mednafen correctly set video mode you configured.

What happen if you launch a game from command line, without Rocketlauncher ?
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A10
Post by: psakhis on January 16, 2020, 04:22:26 pm
New version online!

The resolution switch process has been improved, far less glitches. :)

Not sure that it will work on multi screen setup. I'm interested if someone can test.

PSX horizontal centering is fixed too.

Thx! Installed and working.  :applaud:
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A10
Post by: fuchi_jeg on January 16, 2020, 04:23:06 pm
Oops. Wrong log.  I Pulled the log from the build I was using to test psx emlulation. That's embarrassing! I'll try to pull the correct log  and bypass rocket launcher after work. Thanks again.
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A10
Post by: psakhis on January 16, 2020, 04:42:02 pm
In reply to why I chose to use xebra over mednafen psx emulator, it's due to dithering. Xebra is the only emulator I have gotten working well overall that also shows the baked in dithering from psx games.
Interesting... i didn't have a original psx for compare...but i believe Mednafen emulates dithering...

I write down to check it  ;D
Title: Re: emu4crt Mednafen fork - update 1.24.0 UNSTABLE / A10
Post by: fuchi_jeg on January 16, 2020, 05:11:32 pm
Photo comparison of xebra with dithering vs mednafen without.
Edit:  posted sideways..... its unbelievable to me that it's still such a struggle 25 years later to post photos on an internet forum.  :laugh: