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  • xxxx in 1 - aspect ratio change for vertical shooters

    I am running an xxxx in 1 killer edition with a 2.8 P4.

    It is awesome and every game works (expect Soul Edge and Tekken 2 which are a bit slow)

    I have made changes to game lists using the great help here: http://www.aussiearcade.com/showthread.php?t=13704


    There are about 10 vertical shooters that stretch to full screen (4:3). Does anyone know how to change the aspect ratio for these to 3:4?

    One example is DoDonPachi. The .ini files I get are below:


    Here is the FB Alpha i586.ini file

    // FB Alpha v0.2.94.98 --- Main Config File

    // Don't edit this file manually unless you know what you're doing
    // FB Alpha will restore default settings when this file is deleted

    // The application version this file was saved from
    nIniVersion 0x029498


    // --- Video ------------------------------------------------------------------

    // The display mode to use for fullscreen
    nVidWidth 640
    nVidHeight 480
    nVidDepth 16

    // Specify the refresh rate, 0 = default (changing this will not work with many video cards)
    nVidRefresh 0

    // If non-zero, use the same fullscreen resolution as the original arcade game
    bVidArcaderes 0

    // If non-zero, do not rotate the graphics for vertical games
    nVidRotationAdjust 0

    // The preset resolutions appearing in the menu
    VidPreset[0].nWidth 400
    VidPreset[0].nHeight 300
    VidPreset[1].nWidth 640
    VidPreset[1].nHeight 480
    VidPreset[2].nWidth 1024
    VidPreset[2].nHeight 768
    VidPreset[3].nWidth 1280
    VidPreset[3].nHeight 960

    // Full-screen size (0 = use display mode variables)
    nScreenSize 0

    // Initial window size (0 = autosize)
    nWindowSize 0

    // Window position
    nWindowPosX 164
    nWindowPosY 99

    // If non-zero, perform gamma correction
    bDoGamma 0

    // If non-zero, use the video hardware to correct gamma
    bVidUseHardwareGamma 1

    // If non-zero, don't fall back on software gamma correction
    bHardwareGammaOnly 1

    // Gamma to correct with
    nGamma 0.800000

    // If non-zero, allow stretching of the image to any size
    bVidFullStretch 0

    // If non-zero, stretch the image to the largest size preserving aspect ratio
    bVidCorrectAspect 0

    // If non-zero, try to use a triple buffer in fullscreen
    bVidTripleBuffer 1

    // Transfer method: 0 = blit from system memory / use driver/DirectX texture management;
    // 1 = copy to a video memory surface, then use bltfast();
    // -1 = autodetect for DirectDraw, equals 1 for Direct3D
    nVidTransferMethod -1

    // If non-zero, draw scanlines to simulate a low-res monitor
    bVidScanlines 0

    // If non-zero, rotate scanlines and RGB effects for rotated games
    bVidScanRotate 1

    // The selected blitter module
    nVidSelect 1

    // Options for the blitter modules
    nVidBlitterOpt[0] 0
    nVidBlitterOpt[1] 1124073472
    nVidBlitterOpt[2] 0

    // The aspect ratio of the monitor
    nVidScrnAspectX 4
    nVidScrnAspectY 3

    // If non-zero, force all games to use a 60Hz refresh rate
    bForce60Hz 0

    // If non-zero, skip frames when needed to keep the emulation running at full speed
    bAlwaysDrawFrames 0

    // If non-zero, use a placeholder image when no game is loaded
    bVidUsePlaceholder 1

    // The filename of the placeholder image to use (empty filename = use built-in)
    szPlaceHolder

    // --- DirectDraw blitter settings --------------------------------------------

    // If non-zero, draw scanlines at 50% intensity
    bVidScanHalf 1

    // --- Direct3D blitter settings ----------------------------------------------

    // If non-zero, use bi-linear filtering to display the image
    bVidBilinear 1

    // If non-zero, simulate slow phosphors (feedback)
    bVidScanDelay 0

    // If non-zero, use bi-linear filtering for the scanlines
    bVidScanBilinear 1

    // Maximum scanline intensity
    nVidScanIntensity 12566463

    // Feedback amount for slow phosphor simulation
    nVidFeedbackIntensity 64

    // Oversaturation amount for slow phosphor simulation
    nVidFeedbackOverSaturation 0

    // Angle at wich the emulated screen is tilted (in radians)
    fVidScreenAngle 0.174533

    // Angle of the sphere segment used for the 3D screen (in radians)
    fVidScreenCurvature 0.698132

    // If non-zero, force 16 bit emulation even in 32-bit screenmodes
    bVidForce16bit 1



    // --- Sound ------------------------------------------------------------------

    // Sample rate
    nAudSampleRate 22050

    // Number of frames in sound buffer (= sound lag)
    nAudSegCount 6

    // DSP module to use for sound enhancement: 0 = none, 1 = low-pass filter
    nAudDSPModule 0

    // The order of PCM/ADPCM interpolation
    nInterpolation 1

    // The order of FM interpolation
    nFMInterpolation 0



    // --- UI ---------------------------------------------------------------------

    // 1 = display pause/record/replay/kaillera icons in the upper right corner of the display
    nVidSDisplayStatus 0

    // Minimum height (in pixels) of the font used for the Kaillera chat function.(used for arcade resolution)
    nMinChatFontSize 12

    // Maximum height (in pixels) of the font used for the Kaillera chat function (used for 1280x960 or higher).
    nMaxChatFontSize 36

    // Make the menu modeless
    bModelessMenu 0

    // Minimum length of time to display the splash screen (in milliseconds)
    nSplashTime 1500

    // If non-zero, load and save all ram (the state)
    bDrvSaveAll 0

    // The thread priority for the application. Do *NOT* edit this manually
    nAppThreadPriority 0

    // If non-zero, process keyboard input even when the application loses focus
    bAlwaysProcessKeyboardInput 0

    // If non-zero, pause when the application loses focus
    bAutoPause 1

    // If non-zero, save the inputs for each game
    bSaveInputs 1

    // --- Load Game Dialog -------------------------------------------------------

    // Which systems to show ROMs for.
    nLoadMenuShowX 0

    // If non-zero, show all clones
    bLoadMenuAutoExpand 0

    // If non-zero, show only available ROMsets
    bAvbOnly 1

    // The paths to search for rom zips. (include trailing backslash)
    szAppRomPaths[0] roms\
    szAppRomPaths[1]
    szAppRomPaths[2]
    szAppRomPaths[3]
    szAppRomPaths[4]
    szAppRomPaths[5]
    szAppRomPaths[6]
    szAppRomPaths[7]



    // --- miscellaneous ---------------------------------------------------------

    // Player default controls, number is the index of the configuration in the input dialog
    nPlayerDefaultControls[0] 16
    szPlayerDefaultIni[0] config\preset\
    nPlayerDefaultControls[1] 1
    szPlayerDefaultIni[1]
    nPlayerDefaultControls[2] 2
    szPlayerDefaultIni[2]
    nPlayerDefaultControls[3] 3
    szPlayerDefaultIni[3]




    Here is the ddonpach.ini file:

    // FB Alpha v0.2.94.98 --- Config File for ddonpach (DoDonpachi (1997 2/5 master ver, international))

    // --- Miscellaneous ----------------------------------------------------------

    version 0x029498

    analog 0x0100
    cpu 0x0100



    // --- Inputs -----------------------------------------------------------------

    input "P1 Coin" switch 0x06
    input "P1 Start" switch 0x4086
    input "P1 Up" switch 0x4002
    input "P1 Down" switch 0x4003
    input "P1 Left" switch 0x4000
    input "P1 Right" switch 0x4001
    input "P1 Button 1" switch 0x4080
    input "P1 Button 2" switch 0x4081
    input "P1 Button 3" switch 0x4082
    input "P2 Coin" switch 0x07
    input "P2 Start" switch 0x4186
    input "P2 Up" switch 0x4102
    input "P2 Down" switch 0x4103
    input "P2 Left" switch 0x4100
    input "P2 Right" switch 0x4101
    input "P2 Button 1" switch 0x4180
    input "P2 Button 2" switch 0x4181
    input "P2 Button 3" switch 0x4182
    input "Reset" switch 0x3D
    input "Diagnostics" switch 0x3C
    input "Service" switch 0x0A


    Here is the play.ini file

    // FB Alpha v0.2.96.75 --- Main Config File

    // Don't edit this file manually unless you know what you're doing
    // FB Alpha will restore default settings when this file is deleted

    // The application version this file was saved from
    nIniVersion 0x029675


    // --- emulation --------------------------------------------------------------

    // If non-zero, use A68K for MC68000 emulation
    bBurnUseASMCPUEmulation 1



    // --- Video ------------------------------------------------------------------

    // The display mode to use for fullscreen
    nVidWidth 640
    nVidHeight 480
    nVidDepth 16

    // Specify the refresh rate, 0 = default (changing this will not work with many video cards)
    nVidRefresh 0

    // If non-zero, use the same fullscreen resolution as the original arcade game
    bVidArcaderes 0

    // If non-zero, do not rotate the graphics for vertical games
    nVidRotationAdjust 1

    // The preset resolutions appearing in the menu
    VidPreset[0].nWidth 400
    VidPreset[0].nHeight 300
    VidPreset[1].nWidth 640
    VidPreset[1].nHeight 480
    VidPreset[2].nWidth 1024
    VidPreset[2].nHeight 768
    VidPreset[3].nWidth 1280
    VidPreset[3].nHeight 960

    // Full-screen size (0 = use display mode variables)
    nScreenSize 0

    // Initial window size (0 = autosize)
    nWindowSize 0

    // Window position
    nWindowPosX 93
    nWindowPosY 5

    // If non-zero, perform gamma correction
    bDoGamma 0

    // If non-zero, use the video hardware to correct gamma
    bVidUseHardwareGamma 1

    // If non-zero, don't fall back on software gamma correction
    bHardwareGammaOnly 1

    // Gamma to correct with
    nGamma 1.000000

    // If non-zero, allow stretching of the image to any size
    bVidFullStretch 1

    // If non-zero, stretch the image to the largest size preserving aspect ratio
    bVidCorrectAspect 0

    // If non-zero, try to use a triple buffer in fullscreen
    bVidTripleBuffer 0

    // If non-zero, try to synchronise blits with the display
    bVidVSync 0

    // Transfer method: 0 = blit from system memory / use driver/DirectX texture management;
    // 1 = copy to a video memory surface, then use bltfast();
    // -1 = autodetect for DirectDraw, equals 1 for Direct3D
    nVidTransferMethod -1

    // If non-zero, draw scanlines to simulate a low-res monitor
    bVidScanlines 0

    // Maximum scanline intensity
    nVidScanIntensity 12566463

    // If non-zero, rotate scanlines and RGB effects for rotated games
    bVidScanRotate 1

    // The selected blitter module
    nVidSelect 0

    // Options for the blitter modules
    nVidBlitterOpt[0] 0
    nVidBlitterOpt[1] 0
    nVidBlitterOpt[2] 0
    nVidBlitterOpt[3] 0

    // The aspect ratio of the monitor
    nVidScrnAspectX 4
    nVidScrnAspectY 3

    // If non-zero, force all games to use a 60Hz refresh rate
    bForce60Hz 0

    // If non-zero, skip frames when needed to keep the emulation running at full speed
    bAlwaysDrawFrames 0

    // If non-zero, use a placeholder image when no game is loaded
    bVidUsePlaceholder 1

    // The filename of the placeholder image to use (empty filename = use built-in)
    szPlaceHolder

    // --- DirectDraw blitter module settings -------------------------------------

    // If non-zero, draw scanlines at 50% intensity
    bVidScanHalf 1

    // --- Direct3D 7 blitter module settings -------------------------------------

    // If non-zero, use bi-linear filtering to display the image
    bVidBilinear 1

    // If non-zero, simulate slow phosphors (feedback)
    bVidScanDelay 0

    // If non-zero, use bi-linear filtering for the scanlines
    bVidScanBilinear 1

    // Feedback amount for slow phosphor simulation
    nVidFeedbackIntensity 64

    // Oversaturation amount for slow phosphor simulation
    nVidFeedbackOverSaturation 0

    // Angle at wich the emulated screen is tilted (in radians)
    fVidScreenAngle 0.000000

    // Angle of the sphere segment used for the 3D screen (in radians)
    fVidScreenCurvature 0.000000

    // If non-zero, force 16 bit emulation even in 32-bit screenmodes
    bVidForce16bit 1

    // --- DirectX Graphics 9 blitter module settings -----------------------------

    // The filter parameters for the cubic filter
    dVidCubicB 0.000000
    dVidCubicC 0.000000



    // --- Sound ------------------------------------------------------------------

    // Sample rate
    nAudSampleRate 11025

    // Number of frames in sound buffer (= sound lag)
    nAudSegCount 6

    // DSP module to use for sound enhancement: 0 = none, 1 = low-pass filter
    nAudDSPModule 0

    // The order of PCM/ADPCM interpolation
    nInterpolation 1

    // The order of FM interpolation
    nFMInterpolation 0



    // --- UI ---------------------------------------------------------------------

    // Filename of the active UI translation template
    szLocalisationTemplate

    // 1 = display pause/record/replay/kaillera icons in the upper right corner of the display
    nVidSDisplayStatus 0

    // Minimum height (in pixels) of the font used for the Kaillera chat function (used for arcade resolution)
    nMinChatFontSize 12

    // Maximum height (in pixels) of the font used for the Kaillera chat function (used for 1280x960 or higher).
    nMaxChatFontSize 36

    // Make the menu modeless
    bModelessMenu 0

    // Minimum length of time to display the splash screen (in milliseconds)
    nSplashTime 1500

    // If non-zero, load and save all ram (the state)
    bDrvSaveAll 0

    // The thread priority for the application. Do *NOT* edit this manually
    nAppThreadPriority 0

    // If non-zero, process keyboard input even when the application loses focus
    bAlwaysProcessKeyboardInput 0

    // If non-zero, pause when the application loses focus
    bAutoPause 0

    // If non-zero, save the inputs for each game
    bSaveInputs 1

    // --- Load Game Dialog -------------------------------------------------------

    // Load game dialog options
    nLoadMenuShowX 0

    // The paths to search for rom zips (include trailing backslash)
    szAppRomPaths[0] C:\game_rom\roms\
    szAppRomPaths[1]
    szAppRomPaths[2]
    szAppRomPaths[3]
    szAppRomPaths[4]
    szAppRomPaths[5]
    szAppRomPaths[6]
    szAppRomPaths[7] roms\



    // --- miscellaneous ---------------------------------------------------------

    // Player default controls, number is the index of the configuration in the input dialog
    nPlayerDefaultControls[0] 0
    szPlayerDefaultIni[0]
    nPlayerDefaultControls[1] 1
    szPlayerDefaultIni[1]
    nPlayerDefaultControls[2] 2
    szPlayerDefaultIni[2]
    nPlayerDefaultControls[3] 3
    szPlayerDefaultIni[3]
    Last edited by Pauly404; 6th November 2009, 09:51 AM. Reason: Auto Merged Double Post.

  • #2
    Just do this, a few changes in your mame.ini will solve all stretching problems:

    http://www.xxxx-in-1.com/modules.php...=viewtopic&t=6
    WANTED: T2 Plastics Set, T2 Speaker Panel, T2 Cabinet Decals, T2 Ramp Entrance Plastics, hell, just sell me a mint T2 and save me some time.

    Comment


    • #3
      My Mame.ini

      Thanks for the link - great help

      I still have aproblem.

      My Mame.ini file is different to those shown in the link. I'll do some more research...... Any more advice would be great!


      Here is my Mame.ini

      ### mame .ini ###

      ### (Global) Screen-Saver Options ###
      delay 0
      slide_duration 3

      ### Audio Options ###
      enable_sounds 1
      sound_volume 100
      music_path
      enable_music 1
      music_volume 100

      ### Movie Options ###
      intro_movie_file
      exit_movie_file
      keep_movie_preview_aspect game_aspect
      delay_before_movie_preview 2
      music_movie_mix mute_movies
      movie_volume 100

      ### Misc Options ###
      layout default
      ctrlr
      wrap_list 0
      keep_image_aspect 0
      refresh_images 0
      correct_orientations horizontal
      show_cursor 0
      winipac_file
      mamewin_ipc_file
      lcd_com_port 1
      lcd_settings
      exit_action choice

      ### Settings used by mamewin ###
      current_emulator game
      locked 0
      last_ipc

      Comment


      • #4
        Update

        An Update.

        I changed the keep_image_aspect setting in the mame.ini file (shown above) from 0 to 1.

        This changed the aspect ratio shown in the menu system to show vertical games 3:4 instead of 4:3 (stretched).

        However, the 10 (approx) vertical games that I am having problems with (stretched) are still opening stretched.

        Any ideas

        Comment


        • #5
          progress

          Last night I spent 3 hours adjusting settings (stretching and aspect ratio) in .ini files. No luck. Any advice would be great......

          Comment


          • #6
            Since you are running an xxxx-in-1, this may not work but I thought I would post it just in case:

            ============
            Create an .ini file for the game in question e.g. 1941.ini

            Edit the ini file and put the following lines in it:

            hwstretch 1
            resolution 384x224
            switchres 0
            keepaspect 0
            volume 0
            skip_gameinfo 0
            skip_validitychecks 0

            Save the file in the ini directory under MAME e.g. C:\MAME\ini\1941.ini

            =============
            Matthew

            Comment


            • #7
              ...

              Thanks I'll give this a try and let you know how it goes

              Comment


              • #8
                No luck yet. I might give up...... I can live with 10 stretched games

                Comment


                • #9
                  Originally posted by Pauly404 View Post
                  No luck yet. I might give up...... I can live with 10 stretched games
                  What version of MAME is it?

                  Matthew

                  Comment

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