Software Support > GroovyMAME
CRT Emudriver 2.0 - Emulator compatibility list
Recapnation:
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.
Anomaly682:
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.
Recapnation:
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.
Anomaly682:
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.
Recapnation:
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.
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