1 (edited by cools 2014-10-14 09:43:30)

Topic: Example settings

I have two cabinets set up with CRT_Emudriver + GroovyMAME. Below are the settings I apply that differ from the default files for both of these.

One is a Jaleco Pony Mk III with a Nanao MS8-25 15KHz monitor, vertically oriented. It's running Windows XP Professional x64 with a Radeon HD4350. I run this as a standard arcade monitor. The Radeon is modified by ATOM-15 to output 15KHz VESA modes.
VMMAKER.INI

MonitorHorizontal = 0
MonitorType = "GENERIC"
DotClockMin = 8

RESLLIST.TXT

## Desktop ##

 640 x 240 @ 60.000000 desktop

MAME.INI

gamma 0.8
pause_brightness 1
skip_gameinfo 1
disable_nagscreen_patch 0
disable_loading_patch 0
monitor arcade_15
orientation vertical
dotclock_min 8.0
frame_delay 1
video d3d

The other is a Taito Egret 3 with a Toshiba PF D29C051 15/25/31KHz horizontally oriented monitor, running Windows 7 Home Premium 64-bit on a Radeon HD4350. I ignore the tri-sync ability of this monitor and run it as 31KHz only with fake scanlines - I prefer these softer scanlines over the native 15KHz modes on this monitor, and it saves switching syncs constantly (visibly and audibly unpleasant every time it happens). The Radeon is modified by ATOM-15 for 31KHz VESA modes. Interestingly if it's modified with 25KHz modes the UEFI BIOS and Windows splash screen will be displayed in 1024x768 interlaced.

Note that my super resolutions are chosen based on my monitors capability and MAME requirements - i.e. there's no point having a 2560x512@60 mode because it's not possible to generate it. I've also found that only having 2560x480@60 and 2560x512@57 listed means that games running at the lower refresh rate (terraf is 320x240@57) will pick the higher resolution and not display as tall as they can - this monitor displays 480 and 512 lines at the same refresh rate with the same vertical height. ;)
VMMAKER.INI
Note - the monitor_specs line is simply the GroovyMAME "arcade_31" preset ported to VMMaker format.

ListFromXML = 0
GenerateXML = 0
MonitorType = "CUSTOM"
monitor_specs0  31400-31500, 49.50-65.00, 0.940, 3.770, 1.890, 0.349, 0.064, 1.017, 0, 0, 512, 800

RESLLIST.TXT

## Desktop ##

 640 x 480 @ 60.000000 desktop
1280 x 960 @ 60.000000 hires

## Super resolutions ##
2560 x 480 @ 50.000000 super
2560 x 480 @ 51.000000 super
2560 x 480 @ 52.000000 super
2560 x 480 @ 53.000000 super
2560 x 480 @ 54.000000 super
2560 x 480 @ 55.000000 super
2560 x 480 @ 56.000000 super
2560 x 480 @ 57.000000 super
2560 x 480 @ 58.000000 super
2560 x 480 @ 59.000000 super
2560 x 480 @ 60.000000 super
2560 x 512 @ 50.000000 super
2560 x 512 @ 51.000000 super
2560 x 512 @ 52.000000 super
2560 x 512 @ 53.000000 super
2560 x 512 @ 54.000000 super
2560 x 512 @ 55.000000 super
2560 x 512 @ 56.000000 super
2560 x 512 @ 57.000000 super

MAME.INI

gamma 0.7
effect scanlines
skip_gameinfo 1
disable_nagscreen_patch 0
disable_loading_patch 0
monitor arcade_31
video ddraw
resolution 2560x0

2

Re: Example settings

Hi cools,

Thanks a lot for the sharing your settings, I may add these to Appendix B of the Video Mode Maker documentation.

I've also found that only having 2560x480@60 and 2560x512@57 listed means that games running at the lower refresh rate (terraf is 320x240@57) will pick the higher resolution and not display as tall as they can

Well, this definitely shoudn't happen, and is due to the exiting scoring bug in GroovyMAME when using super resolutions. GroovyMAME should be smart enough to know that it can do that refresh at 480p, but because cleanstretch 2 is being used it simply goes for the higher vertical resolution in the belief that it's good for you.

Once this is fixed, you will be able to actually optimize your mode list to just two super resolutions. By the way, XP drivers have been fixed too removing their internal timings cache with this in mind, because previously it was required to fill them up with 17 video modes in order have dynamic modelines. Now this just works with any number of modelines defined.

3

Re: Example settings

Aha, that explains it. I was wondering why if I switched to ModetableMethod_Custom = 1 it would drop everything, and everything would still work fine except for this one title.

Only bit I'm still confused on is why I'm using d3d on one and ddraw on the other, I know that ddraw was to avoid a throttling bug on the faster machine, but why didn't I change the other one to ddraw as well... I'll figure it out tonight.