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Advancemame 3.5: overlays & resolution problem



  • I'm trying to find the way to install overlays, bezel and backdrop (.art mame file standard) in advancemame.
    Already tried last year with no success with Advancemame 1.4 as detailed in this thread.
    The issue is that I can't get settings to display the artwork @1080p correctly (+backdrop).
    Now that advmame is at version 3.5 I tried again with Space Invaders.

    Basic Information:
    Pi 3, Retropie updated yesterday (all installed emulators+kernel) (4.2.14), Advmame 3.5, default advmame.rc.

    Relevant video settings (as far as I know) in the .rc file are:

    device_video fb
    device_video_cursor off
    device_video_doublescan yes
    device_video_fastchange no
    device_video_interlace yes
    device_video_output auto
    device_video_overlaysize auto
    device_video_singlescan yes
    
    display_adjust none
    display_antialias yes
    display_artwork_backdrop yes
    display_artwork_bezel no
    display_artwork_crop no
    display_artwork_overlay yes
    display_aspect auto
    display_beam 1
    display_brightness 1
    display_buffer no
    display_color auto
    display_expand 1.25
    display_flicker 0
    display_flipx no
    display_flipy no
    display_frameskip auto
    display_gamma 1
    display_intensity 1.5
    display_interlaceeffect none
    display_magnify 1
    display_magnifysize 640
    display_mode auto
    display_pausebrightness 1
    display_resize integer
    display_resizeeffect none
    display_restore yes
    display_rgbeffect none
    display_rol no
    display_ror no
    display_scanlines no
    display_skipcolumns auto
    display_skiplines auto
    display_translucency yes
    display_vsync no
    

    Test 1)
    Using default settings and no artwork installed you get this:
    0_1502061013160_IMG_20170806_103759088_HDR~2.jpg

    Already this unclear as video resolution is 1712x960 and not 1920x1080. Or does 1712 refers only to the actual game area ?
    Anyway the game area looks ok in terms of quality.

    Test 2.
    Installed Space Invaders artwork zip ("old" format) from Mr Do's Mame artwork site.

    display_artwork_backdrop yes
    display_artwork_bezel no
    display_artwork_crop no
    display_artwork_overlay no
    

    you get this:
    0_1502061428913_IMG_20170806_111037368~2.jpg

    with this resolution:
    0_1502061475348_IMG_20170806_110835426_HDR~2.jpg
    The backdrop image is 1142 × 1046 but resolution now is 2208x1240 (!!). How can this be on a 1080p display ??
    You may think it's the bezel image, even if set to off and not shown, that makes it so big... but that image is just 800 × 770 (!!). Also game area is not centered horizontally (it's off to the right)
    Again quite confusing.



  • Test 3
    Created own .art file to include just the bezel (a 1920x1080 image this time).
    You would expect to have 1080p resolution... but you get:
    0_1502062438194_udb_ovl.jpg



  • Any suggestions on how to force the screen resolution to 1920x1080 and load the corresponding (same size) overlay/bezel in the right position ?
    Maybe @amadvance can bring some light here?
    Thanks



  • @udb23 I appreciate your second run at this. You’ve done more with the art files than I ever have, especially trying to add your overlays.

    I am going to watch what happens here—I would help but my setup is so different, we would have different goals. I need the art file working in rotated mode (vertically oriented display). In any case, having artwork flexibility in AdvanceMAME is good for everyone, so I have my fingers crossed!



  • @caver01 Sure. Apart finding out how to set 1080p and backdrops, the idea is to clearly understand the logic and how the options in the .rc work. I could then create a general mini guide on how to create overlays for advmame and how the different setting impact the actual display. Like you did for vectors ;-)



  • Just found this on another forum:

    Add the following line to /home/pi/.advance/advmame.rc
    device_video_modeline 1920x1080_60.00 153.234 1920 1968 2121 2168 1080 1127 1130 1178 +hsync +vsync

    Also comment (put a # before) the line with 720p setting, so you get this:
    #device_video_modeline ATSC-720-60p 73.44 1280 1312 1368 1632 720 722 728 728 +hsync +vsync



  • @udb23 that’s interesting. There was another thread here that I can’t find from just a few weeks ago where someone was using modelines to setup a CRT I think. Interesting that these are coming back. For a while, I remember BuZz saying that the AdvMAME modelines did not really make sense because you can’t control the Pi's video that way (video card control at this level was more applicable on other platforms). Anyway, I guess the latest AdvMAME 3.5 enables more control.



  • @caver01 said in Advancemame 3.5: overlays & resolution problem:

    In any case, having artwork flexibility in AdvanceMAME is good for everyone, so I have my fingers crossed!

    I'll second that for the games that require AdvMAME to run and support seeing this work would be a great enhancement. I forgot Rampage doesn't work in lr-mame2003 when messing this weekend (service mode) and they don't work in mame4all-pi(?) so I wasn't able to see Rampage with Overlay. If you need anything tested just let me know.

    I think I have display_expand shut off which auto expands vertical games on horizontal monitors. Here's a link to the "Display Configuration Options" for AdvMAME if it helps any.

    http://www.advancemame.it/doc-advmame#8.3



  • @riverstorm As long as we are throwing out titles, I am also interested in Star Castle. This is a vector game (so AdvMAME is the ticket) that is monochrome by design, but has cellophane overlay on the actual cabinet. However, it gets VERY dark on my system. I have not messed with anything, but might be one for the list.

    Also, bzone has a nice bezel overlay. There might be something to learn regarding the artwork for this title. I am just brainstorming.



  • @riverstorm said in Advancemame 3.5: overlays & resolution problem:

    If you need anything tested just let me know.

    if you have a 1080p display too (e.g. TV), could you simply install invaders.zip (old artwork from Mr Do's site) into the artwork subfolder of advmame rom's folder and enable bezel, overlay and backdrop in the .rc and let me know how it is displayed and what resolution is used?



  • @caver01 said in Advancemame 3.5: overlays & resolution problem:

    This is a vector game (so AdvMAME is the ticket) that is monochrome by design, but has cellophane overlay on the actual cabinet. However, it gets VERY dark on my system.

    It is on mine also but I think I tweaked it several times and it's acceptable but I agree it's dark. Solar Quest with it's star background I just couldn't get a decent compromise. It's either to bright and you loose the ship or to dim so you can see what you're playing.

    if you have a 1080p display too (e.g. TV), could you simply install invaders.zip (old artwork from Mr Do's site) into the artwork subfolder of advmame rom's folder and enable bezel, overlay and backdrop in the .rc and let me know how it is displayed and what resolution is used?

    I have a regular 1080p TV. I can try this tonight and get you the results. Does it matter if scanlines are on? I have scan2horz (2 horizontal) which works for most games (non-vector) but a few look pretty rough.



  • @riverstorm said in Advancemame 3.5: overlays & resolution problem:

    @caver01 said in Advancemame 3.5: overlays & resolution problem:
    This is a vector game (so AdvMAME is the ticket) that is monochrome by design, but has cellophane overlay on the actual cabinet. However, it gets VERY dark on my system.

    It is on mine also but I think I tweaked it several times and it's acceptable but I agree it's dark. Solar Quest with it's star background I just couldn't get a decent compromise. It's either to bright and you loose the ship or to dim so you can see what you're playing.

    if you have a 1080p display too (e.g. TV), could you simply install invaders.zip (old artwork from Mr Do's site) into the artwork subfolder of advmame rom's folder and enable bezel, overlay and backdrop in the .rc and let me know how it is displayed and what resolution is used?

    I have a regular 1080p TV. I can try this tonight and get you the results. Does it matter if scanlines are on? I have scan2horz (2 horizontal) which works for most games (non-vector) but a few look pretty rough. I think it's pixel dimensions something throws a few games off and they have like a window blinds shutter gradient look.



  • How about this option on or off in your settings or doesn't matter?

    display_artwork_crop yes



  • @UDb23 - when I run Space Invaders with the options set you specified my resolution is 544x240. I think the option that is changing the resolution so drastically is "Mode...generate-quad" in your screen shot. My defaults to Mode 1. There's 5 modes 1-4 and auto. I couldn't find how to set a static resolution.

    display_artwork_crop yes With this setting I can see a small garbled mess of colors and curvy lines on the very edge of the bottom (where the credits and ships show in your screenshot). It's like the bezel is expanded at it's full resolution and just the edge is showing. Basically 99% of the bezel is clipped except the inside bottom is showing on the bottom of the screen. Mode 1 stretches it to fit vertically and it's ok on Auto it looks real good.

    Mode 1 - 544x240
    Mode 2 - 1072x480
    Mode 3 - 1600x720
    Mode 4 - 2128x960
    Auto - 1600x720 (Mode 3)


    display_artwork_crop no With this setting I can see the whole bezel but the resolution of the game is (1104x492) and makes it look pretty rough.

    Mode 1 - 1104x492
    Mode 2 - 2192x984
    Mode 3 - 3280x1476
    Mode 4 - 4368x1968
    Auto - 1104x492 (Mode 1)

    EDIT: With artwork & overlay on and bezel off with Mode set to Auto it looks great.



  • @riverstorm Thanks a lot for detailed testing.
    So basically you too get the weird resolutions instead of 1920x1080 we're supposed to get.
    I'm going to ask on this issue also on sourceforge's advmame forum as I noticed the developer of advmame usually replies there.



  • @riverstorm Have also tried if this setting has any influence on resolution ?

    Add the following line to /home/pi/.advance/advmame.rc
    device_video_modeline 1920x1080_60.00 153.234 1920 1968 2121 2168 1080 1127 1130 1178 +hsync +vsync

    Also comment (put a # before) the line with 720p setting, so you get this:
    #device_video_modeline ATSC-720-60p 73.44 1280 1312 1368 1632 720 722 728 728 +hsync +vsync



  • @riverstorm said in Advancemame 3.5: overlays & resolution problem:

    I wasn't able to see Rampage with Overlay.

    Rampage should work with lr-mame2010.
    Rampage World Tour with FBA.



  • @udb23 said in Advancemame 3.5: overlays & resolution problem:

    @riverstorm Thanks a lot for detailed testing.
    So basically you too get the weird resolutions instead of 1920x1080 we're supposed to get.
    I'm going to ask on this issue also on sourceforge's advmame forum as I noticed the developer of advmame usually replies there.

    Yeah it was all over depending on the Mode setting. I never could find the setting that is showing up in your screenshot (mode... generate-quad). I had just the 5 modes (1-4 and auto) so it would look like Mode... [1]. Also the higher resolutions pushed the game right and down to the point it wasn't playable. So I would only see the top left corner of the play area.

    I think the AdvMAME forums would be great. Maybe @caver01 knows how to set a static resolution that doesn't change so dynamically. You would think it would be a fairly straight forward thing to do but apparently not.

    The other option I change is display_expand 1.25. I change it to a factor 1 so it's ratio is more accurate vs. 1.25 which fills the screen.

    @riverstorm Have also tried if this setting has any influence on resolution ?

    Add the following line to /home/pi/.advance/advmame.rc
    device_video_modeline 1920x1080_60.00 153.234 1920 1968 2121 2168 1080 1127 1130 1178 +hsync +vsync

    Also comment (put a # before) the line with 720p setting, so you get this:
    #device_video_modeline ATSC-720-60p 73.44 1280 1312 1368 1632 720 722 728 728 +hsync +vsync

    You want me to give this a try and see what kind of results they produce?

    Rampage should work with lr-mame2010.

    I will give this a try at some point. lr-mame2010 is one emulator I haven't even tried loading yet but I do have FBA loaded. :)



  • @riverstorm No, I don't know how to set a specific resolution of the game. It seems that advancemame works a little differently. On traditional hardware (desktop PCs etc) you would use the included utilities like advv to figure out the best modeline for your display. As you can tell by the params, specifying a modeline gives you extremely precise control over the frequencies of the video signal (or an allowable range). From what I have read, this was designed to exert direct control over the video output in order to generate the most authentic (more most desired) video signal for a given display. Once you have the display configured (and this has been automatic for the most part on the Pi), you can use commands or in-game GUI menus to generate the magnification factor (like generate double, quad etc) to double or triple etc. the resolution of the game. If the modeline accommodates a given game resolution, it switches on the fly (like changing resolutions on a multi-sync monitor). Finally, the game window can be scaled with effects (I like filter or mean, as it does some smoothing).

    Needless to say, all of these settings combine for what can be an extremely confusing experience. Not bothering with modelines is really helpful to remove a level of confusion from the equation, but the apparent recent updates that bring them back on the Pi can also be extremely helpful if you are driving a CRT.

    I don't think there is a solid rule of thumb or a universal use case because we are all using different displays. For example, I use a Sony 19" 1280x1024 display while others might be using HDTVs. In the earlier days of Advmame compiled for the Pi, it was pretty challenging getting all of this worked out for vector games to run at native resolution. It as improved a lot since then, but I feel like the recent deep dive back into modelines is making it harder again.



  • @riverstorm said in Advancemame 3.5: overlays & resolution problem:

    You want me to give this a try and see what kind of results they produce?

    If you have time and it's not a big effort, yes please.
    I can't currently do that.



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