@@ -6,17 +6,17 @@ how you should configure MAME with the new rendering system in place.
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The New Video Landscape
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- Since its inception 9 years ago, MAME� s video system has defaulted to
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+ Since its inception 9 years ago, MAME' s video system has defaulted to
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a mode where it tries to change resolutions on you. And since the
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first port of the core to Windows 5 years ago, it has defaulted to
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using your graphics card to stretch the video to that resolution.
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- I� m sure a lot of you out there have taken a lot of time to tweak the
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+ I' m sure a lot of you out there have taken a lot of time to tweak the
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current set of video options to make them work the way you like. But
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every once in a while, you need to take a step back and re-evaluate
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the situation. The current video system has been in place for 5 years
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now without much substantial change. And with the recent rewrite,
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- you� re almost certainly going to want to rethink the way you have
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+ you' re almost certainly going to want to rethink the way you have
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things configured.
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At the highest level, there are really three different ways you can
@@ -28,7 +28,7 @@ you can tweak with the settings to figure out what works best.
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Category 1: Bells and whistles. People who fall into this category
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would include anyone with a modern system and a decent video card
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(decent in this context means at least 16MB of VRAM and built in the
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- last 5 years or so � we� re not talking cutting edge here). Any decent
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+ last 5 years or so � we' re not talking cutting edge here). Any decent
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video card will be able to render the simple MAME graphics at pretty
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much any resolution without breaking a sweat. Configure your desktop
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to the video mode you want (preferably something high like 1024�768
@@ -37,7 +37,7 @@ fixed-mode LCD, in which case just match what your LCD panel is),
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and tell MAME to leave the resolution alone. In this day and age,
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there is little reason to switch resolutions at all, unless you
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fall into Category 3, below. In this mode, you will have full access
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- to artwork options, and you� ll get your artwork scaled to full
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+ to artwork options, and you' ll get your artwork scaled to full
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resolution and with full alpha blending effects. Vector games will
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look crisp, you can use decent fonts, and you can see a whole lot
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more of the world when using the graphics/tilemap viewer. This mode
@@ -47,28 +47,28 @@ uses Direct3D, so you should configure yourself like this:
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The -noswitchres option tells MAME to just run at the current
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resolution. Although you can let MAME pick a resolution for you, it
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- doesn� t really make much sense in D3D mode, and in fact I may even
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+ doesn' t really make much sense in D3D mode, and in fact I may even
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remove that feature altogether. To avoid tearing artifacts, I
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recommend using the -triplebuffer option as well. Just make sure your
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- monitor� s refresh rate is higher than the game you are running. If
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+ monitor' s refresh rate is higher than the game you are running. If
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you dislike the blurry look of the graphics, you can specify the
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-nofilter option to disable bilinear filtering, though that will
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produce blocky artifacts. Alternatively, you can use the -prescale
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option which is described at the end of this article.
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- Category 2: Like the old days. I really didn� t even want to support
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+ Category 2: Like the old days. I really didn' t even want to support
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this mode at all, but certain vocal MAMEdevs would have skinned me
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alive otherwise. People who fall into this category include those who
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have weak systems that worked fine with previous versions of MAME,
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- but who don� t run well with Direct3D rendering. (Note that just
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+ but who don' t run well with Direct3D rendering. (Note that just
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because Space Invaders runs unthrottled at 2000fps with DirectDraw
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- and 1000fps with Direct3D doesn� t mean that Direct3D is going to be
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- a serious issue when playing at a regular 60fps, so if you� re unsure,
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+ and 1000fps with Direct3D doesn' t mean that Direct3D is going to be
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+ a serious issue when playing at a regular 60fps, so if you' re unsure,
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give the Direct3D route a try for a while.) In this mode, MAME will
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- draw the game screen and artwork at the game� s resolution, just like
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+ draw the game screen and artwork at the game' s resolution, just like
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it did in MAME 0.106 and earlier; however, some artwork options,
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- such as -artcrop, won� t work as you might expect, and some alpha
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+ such as -artcrop, won' t work as you might expect, and some alpha
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blending artwork modes (specifically overlays) will operate with a
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performance penality. MAME will then use your video card to stretch
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the video to the proper aspect ratio.
@@ -79,9 +79,9 @@ The -switchres is optional here. If your video card is really ancient
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and struggles expanding the screen to fit your desktop resolution,
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you might want to turn it on. Again, to avoid tearing artifacts, I
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recommend using the -triplebuffer option as well, but make sure your
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- monitor� s refresh rate is higher than the game you are running
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+ monitor' s refresh rate is higher than the game you are running
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(-switchres will do that for you if you use it). If your video card
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- produces blurry pixels which you don� t like, try the -prescale option
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+ produces blurry pixels which you don' t like, try the -prescale option
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described at the end of this article.
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@@ -90,15 +90,15 @@ generally built their own cabinets and set them up with a CRT display
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where they have several dozen carefully hand-tweaked video modes that
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approximate the original video modes the games ran at. They want MAME
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to pick that hand-tweaked mode and use it, drawing one pixel on the
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- screen for each pixel in the original game. They don� t give a whit
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+ screen for each pixel in the original game. They don' t give a whit
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about artwork or anything other than the raw pixels going to the
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right place. Fortunately, you can still configure MAME for this case
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as well:
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-video ddraw -nohwstretch -switchres [-triplebuffer]
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Obviously in this case, the -switchres is required. You also want to
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- disable hardware stretching, otherwise you won� t get that � perfect�
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+ disable hardware stretching, otherwise you won' t get that " perfect"
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1:1 pixel mapping. Triple buffering may or may not help.
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@@ -136,11 +136,11 @@ If you are running in Category 3 (-video ddraw -nohwstretch), then
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factor times the raw screen resolution, and then MAME will, in
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software, compose the screen graphics at the specified scale factor.
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This has all the advantages of the Category 2 case, except that since
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- there wasn� t any pixel blurring to begin with, there is no additional
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+ there wasn' t any pixel blurring to begin with, there is no additional
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crispness that comes about as a result.
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Finally, you may be wondering about effects (and yes, scanlines are
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- an � effect� ). Effects are no longer hard-coded into the system.
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+ an " effect" ). Effects are no longer hard-coded into the system.
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Rather, you can provide a PNG file in the artwork directory that will
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be loaded and overlaid on top of screen bitmaps. See the description
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of -effect in windows.txt for more details.
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