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ArcCabView + PinCabView : Display your arcade games just as you want!


Houb

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48 minutes ago, Manass94 said:

 

je viens de tester dans tous les sens, en fait ca ne marchera pas mis à part via un script comme pour sonic dash, en tout cas c'est mon impression... avis aux experts :-)

 

Il faut utiliser la ligne de commande rotate pour tourner l'ecran avant de lancer le jeu, et ensuite activer 90 CCW dans ArcCabView

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1 hour ago, Manass94 said:

 

Well done, he did what I coudn't figure !!! a little tuto on this game would be very nice to understand how to do it

 

This is how I launch the game

 

start /b /wait .\rotate.exe 270 1080 1920
start /b /wait .\amdaemon.exe
start /b /wait .\rotate.exe 0 1920 1080

 

and in CabView.ini  I have

 

NO_ROTATE=2

 

 

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Il y a 3 heures, ducon2016 a dit :

 

This is how I launch the game

 

start /b /wait .\rotate.exe 270 1080 1920
start /b /wait .\amdaemon.exe
start /b /wait .\rotate.exe 0 1920 1080

 

and in CabView.ini  I have

 

NO_ROTATE=2

 

 

Merci mais je ne comprend comment utiliser ces parametres... Je suppose qu'il ne suffit pas de les mettre dans un fichier .bat ... et comment est géré le jconfig?

J'ai essayé aussi d'utiliser le script de houb en remplaçant ce qui va bien dedans mais ca ne veut pas, et je ne suis pas sur de comprendre le script entierement.

 

Je vais attendre que quelqu'un post le script qui va bien , car je ne suis vraiment pas à l'aise avec ça (mais j'aurais essayé :-) )

 

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il y a 25 minutes, Manass94 a dit :

Merci mais je ne comprend comment utiliser ces parametres... Je suppose qu'il ne suffit pas de les mettre dans un fichier .bat ... et comment est géré le jconfig?

J'ai essayé aussi d'utiliser le script de houb en remplaçant ce qui va bien dedans mais ca ne veut pas, et je ne suis pas sur de comprendre le script entierement.

 

Je vais attendre que quelqu'un post le script qui va bien , car je ne suis vraiment pas à l'aise avec ça (mais j'aurais essayé :-) )

 

J'ai parlé trop vite, et insisté un peu... ca fonctionne avec le script de Houb !!! par contre mon bezel est à l'envers, et je ne comprend pas comment le mettre à l'endroit sauf en inversant le bezel directement...

 

bezel.png.791af32b8d8dbb6c35474f513e25a690.png

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il y a 10 minutes, Manass94 a dit :

 

J'ai parlé trop vite, et insisté un peu... ca fonctionne avec le script de Houb !!! par contre mon bezel est à l'envers, et je ne comprend pas comment le mettre à l'endroit sauf en inversant le bezel directement...

 

 

Ca arrive quand le jeu est tourné dans le mauvais sens et qu'on utilise R180° pour palier au problème. Du coup le bezel est lui aussi retourné de 180°.

C'est donc "normal" qu'il soit affiché à l'envers et faut dans ce cas effectivement retourner l'image du bezel pour qu'il s'affiche comme souhaité :)

Mais c'est plutot ponctuel comme probleme, ca n'arrive que rarement donc c'est bon comme ca je pense ;)

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il y a 1 minute, Houb a dit :

 

Ca arrive quand le jeu est tourné dans le mauvais sens et qu'on utilise R180° pour palier au problème. Du coup le bezel est lui aussi retourné de 180°.

C'est donc "normal" qu'il soit affiché à l'envers et faut dans ce cas effectivement retourner l'image du bezel pour qu'il s'affiche comme souhaité :)

Mais c'est plutot ponctuel comme probleme, ca n'arrive que rarement donc c'est bon comme ca je pense ;)

 

Par contre, ca ne marche pas super en fait, le début fonctionne mais des le lancement d'une épreuve j'ai un effet "tunnel" !!!

 

bezel.jpg.700406483c491a97c3be9f1487745a89.jpg

 

Pas gloup !!!

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Effectivement c'est pas top :P Mais c'est pas mal comme effet B)

j'ai pas testé ce jeu et en ce moment je bosse sur autre chose...

mais je suis sur que vous allez y arriver ;)

 

Edit: juste une piste, tu aurais pas activé les options de redimensionnement dans l'ini? parcequ'avec le launcher dont j'avais posté le code ca sert à rien et ca peut créer ce genre de problème ;)

Donc assure toi que t'as bien mis :

DoubleResolution=0

ForcedResolution=0

FullResolution=0

 

 

Modifié par Houb
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il y a 39 minutes, Houb a dit :

Effectivement c'est pas top :P Mais c'est pas mal comme effet B)

j'ai pas testé ce jeu et en ce moment je bosse sur autre chose...

mais je suis sur que vous allez y arriver ;)

 

Edit: juste une piste, tu aurais pas activé les options de redimensionnement dans l'ini? parcequ'avec le launcher dont j'avais posté le code ca sert à rien et ca peut créer ce genre de problème ;)

Donc assure toi que t'as bien mis :

DoubleResolution=0

ForcedResolution=0

FullResolution=0

 

 

Trop fort, c'était bien ça !!! ca marche nickel maintenant :-)

Merci et bonne soirée

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Thanks for everyone's hard work on this. Was finally able to get Sonic up and working with everyone's notes from earlier.

 

Has anyone had any success with Luigi's Mansion? For some reason I can't get the menu to appear and I've tried multiple configurations of the DLLs which were included.

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I use this even when using a crt , why because the model i have i cant adjust brightness , contrast , gamma  colour settings  its due to the software is a basic , no menu to setup this 

So i use this handy plugin just for adjusting those settings & i set the games up with the right settings 

 

It doesnt work with Teknoparrot right ? for i might want it to use for some Lindbergh games ....

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Il y a 11 heures, mezzb a dit :

I created a little 4k bezel.png designed around the 16x9 games, the default curvature, and 75% screen (does not use the frame).  It's silly but I like it for games with the NES aesthetic.
image.png.8be99fe7f1eeb4e64946c1ece40fef2c.png
here's a link to the file.

 

 

Nice bezel! :)

You can use your bezel and your frame and get reflection on it like that for example :

snes9x.png

 

You just need to do that :

- In ArcCabView textures folder :

bezel.png

frame.png

- In ArcCabView\Presets\ArcCabView.ini :

Frame_size=0.018000,0.060000
InGame_ratio=4.000000,3.000000
InGame_scale=1.015000,0.782000

:very-good:

PS : with "frame reflection" it would be better to use a "square" frame image because of the "ReflectionFallOff" factor... but even with your frame image (as done here) it looks quite good using these settings :)

Modifié par Houb
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1 hour ago, Houb said:

 

Nice bezel! :)

You can use your bezel and your frame and get reflection on it like that for example :

Thanks so much for these tips - I'll experiment later today - and, since this is a mod of a 4:3 bezel I had - I'll make a version at that aspect as well.

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Hello people.  Just looking for some quick tips to get me started.  I want to be able to play model 2 emulation by incorporating both bezels and also applying shaders.

 

Is ArcCabView the program which will allow me to do that?  Is ArcCabView a totally new tool or is it basically a version of Reshade?  Would I still need Reschade or is ArcCabView all that I need?

Also, when I click download folder there are 8 different rar files.  Which one do I grab? The one with generic in the name?

 

I'm using Launchbox as a front end.

 

Thank you, I will try to get started using the instructions on the first page.

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il y a une heure, Morris Schaffer a dit :

Hello people.  Just looking for some quick tips to get me started.  I want to be able to play model 2 emulation by incorporating both bezels and also applying shaders.

 

Is ArcCabView the program which will allow me to do that?  Is ArcCabView a totally new tool or is it basically a version of Reshade?  Would I still need Reschade or is ArcCabView all that I need?

Also, when I click download folder there are 8 different rar files.  Which one do I grab? The one with generic in the name?

 

I'm using Launchbox as a front end.

 

Thank you, I will try to get started using the instructions on the first page.

 

ArcCabView is mainly a reshade's shader, its goal is to be able to set your game display as you want (using mostly ratio, orientation/rotation, crops, scales, zooms, offsets,... settings and also curvature, crt effect, bloom... and the ability to put a frame, a bezel, a background, an overlay,... and also the ability to get a reflection... And for Pinball games to add a backglass to export the DMD,... etc

The ReShade dll used are just a little customized mostly to be able to resize directly most d3d games.

Also they are included with a "reshade.ini" already set to make the solution fully portable and nearly ready to use.

 

So Yes we can say "ArcCabView" is " totally new tool (shader)" using reshade to work.

In fact it's not "totally new" as most ArcCabView's main features were for most of them already available in the last version of its predecessor "CRTGeomMOD"

BTW the main goal with CRTGeomMOD was to put a CRT effect, now it's more to resize and to customize the display

 

The generic archive is the one you can use and set as you want for any game/emulator/app

The other ones are just already set for a few specific games.

 

I hope it's more clear :)

 

For my part I now use ArcCabView nearly with all my games/emulators at least to resize the display to my native screen resolution (I have a 16:10 screen 1920x1200 in my cab)

So for example with this tool I can run any recent 16:9 game in 1920x1200 without having black bars. I can also enlarge a little the display for some tate games... Or to improve the display area for some others.

And as a bonus (due to how ArcCabView works) when I play these same games in an other screen with a different resolution (my 16:9 tv for example) all my settings are still good and I don't have to change anything :) 

In some way It can also be used to rotate the display according to your screen orientation :) (very usefull in a cab with a rotating screen)

Modifié par Houb
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Thanks Houb.  Just one thing.  When I download the generic rar file, I should extract entire contents to the folder where my model 2 emulator app is ?  What if I want to use ArcCabView later with another emulator, say supermodel for sega model 3, do I then extract the entire rar file again to the folder where my supermodel app is ? Gonna experiment tomorrow. Merci

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il y a une heure, Morris Schaffer a dit :

Thanks Houb.  Just one thing.  When I download the generic rar file, I should extract entire contents to the folder where my model 2 emulator app is ?  What if I want to use ArcCabView later with another emulator, say supermodel for sega model 3, do I then extract the entire rar file again to the folder where my supermodel app is ? Gonna experiment tomorrow. Merci

yes you will have to extract the full archive next to your game/emu exe and to rename the correct dll (32 or 64 bit) as needed (d3d9.dll, d3d11.dll or opengl32.dll) if it works, you should get a .log file (same name as the dll) and the frame arround your screen, next you will have to set the shader as you want ingame in the ReShade's UI using "home" key.

 

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I played around with this and sega model 2 emulator.  Two things:

 

* It needs a pretty beefy PC.  Once I have crt and such activated, my framerate drops.  My notebook is definitely old but I guess I hoped for a miracle.  IS there a way to activate CRT without it being a hit on the performance?   A new PC is coming later this year anyway.

* How can I add a custom bezel?  I did not see this in the front end.

 

thanks

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il y a 24 minutes, Morris Schaffer a dit :

I played around with this and sega model 2 emulator.  Two things:

 

* It needs a pretty beefy PC.  Once I have crt and such activated, my framerate drops.  My notebook is definitely old but I guess I hoped for a miracle.  IS there a way to activate CRT without it being a hit on the performance?   A new PC is coming later this year anyway.

* How can I add a custom bezel?  I did not see this in the front end.

 

thanks

By luck by default ArcCabView is really faster than our old CRTGeomMOD :)

But you can get even better performances :)

 

In ArcCabView\Shaders\ArcCabView.fx (open with notepad)

//#define PERF_MODE

to

#define PERF_MODE

The visual quality should be still ok.

 

If it's not enough, you can also disable the frame reflection :

#define FRAME_RFLX

to

//#define FRAME_RFLX

I hope it will be enough...

 

 

Edit: Sorry I didn't remember but in fact the "PERF_MODE" option is still not in the 1.0a version available for now... 

I will check a few other things and release a small update soon.

Modifié par Houb
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il y a 55 minutes, Houb a dit :

Yes it should work and even more ducon fixed BudgieLoader a few weeks ago to get it working with Lindbergh games too :)

ah ça c'est le genre de truc cool que je kiffe. c'est deja fonctionnel ou vous avez besoin de testeurs?! Moi je veux bien faire le cobaye

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il y a 15 minutes, XxTookie38xX a dit :

ah ça c'est le genre de truc cool que je kiffe. c'est deja fonctionnel ou vous avez besoin de testeurs?! Moi je veux bien faire le cobaye

Perso j'ai jamais testé, j'utilise pour ainsi dire jamais tp... Mais je crois que c'est déjà dispo depuis plusieurs semaines... Faudrait que @ducon2016 confirme ;)

 

@Morris Schaffer A new 1.0b version is now available, only a very few smal changes but the "performance mode" is present. for the next version I have a few things in mind but it's not ready for now...

 

Enjoy :)

 

 

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1 hour ago, Houb said:

 @ducon2016

@Morris Schaffer A new 1.0b version is now available, only a very few smal changes but the "performance mode" is present. for the next version I have a few things in mind but it's not ready for now...

 

Enjoy :)

 

 

I will grab the new version tomorrow and try the modifications but my notebook is really old (2009) :) but Thanks anyway, looks like a great app.

 

Ah yes, so can I add a bezel or does ArcCabView only come with standard bezels ?  

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il y a une heure, Morris Schaffer a dit :

I will grab the new version tomorrow and try the modifications but my notebook is really old (2009) :) but Thanks anyway, looks like a great app.

 

Ah yes, so can I add a bezel or does ArcCabView only come with standard bezels ?  

Just read the readme and the first post and the demo videos.

You can put a bezel (bezel.png in textures folder) you can set its ratio, ajust its size, display it in front or behind your game display, you can also set it to follow every settings applied to the game display...

And you can put some other images too..

so yes you can do nearly everything to get your game displayed as you want :)

 

Modifié par Houb
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For information I just added these few important tips to the second post of this thread. I will try to add some more later...

 

A Few Important Tips

 

- Input Image Resolution (GameVideo_resolution)

If your game is displayed in the top-left corner you have to set its size in "Input Image Resolution"

(it happens very often with d3d games resized with our custom dll)

Example here with a game sized "640x480" :

GameVideo_resolution.png

The original ratio is kept by default

The display outside the area defined here won't be kept at all

If you are using CRT-Effect the "Texture Size" defined should match only this defined area

The "InGame Ratio" set will be applied only for this area.

 

- Center Locked Ratio (CenterLocked_ratio)

If your game is displayed centered with a predefined ratio you have to set this ratio in "Center Locked Ratio"

(It happens very often with emulators and most recent games are very often 16:9 locked)

Example here with a "4:3" center locked display :

CenterLocked_ratio.png

The ratio is kept and the frame will now match this area

The display outside the area defined here won't be kept at all

If you are using CRT-Effect the "Texture Size" defined should match only this defined area

The "InGame Ratio" set will be applied only for this area.

 

- Crop Ratio (Crop_ratio)

This is nealy the same as the "CenterLocked Ratio" explained just above but the remaining area is kept and can be displayed or not with "External Graphics Display"

(this is very useful when the game features a built-in bezel or when the useful game area is surrounded)

Example still with a "4:3" area :

Crop_ratio.png

The ratio is kept and the frame will now match this area

The display outside the area defined is kept and can be displayed or not using "External Graphics Display"

If you are using CRT-Effect the "Texture Size" defined should match the full display by default. If you want to set it only for this area you have to enable "Crop Sized Texture Size"

The "InGame Ratio" set is still applied to the full display.If present the "background.png" image will be displayed over the external displayed area (over the yellow areas in this example)

This area can be expanded to the maximum size available on your screen using "Expand Cropped Display" option. Its ratio will be kept but the "external graphics" can be lost.

This option can be used in addition with the option "CenterLocked Ratio" or "GameImage Resolution" described above.

 

 

Here Some more complete examples using the options above:

 

-Example 1 (3:4 gameplay in a not stretched 4:3 game) :

example.png

The first thing to do is to set the "Input Image Resolution" to 800x600 to get my game maximized to my screen display. The 4:3 ratio of the 800x600 area is kept.

Then I have to set "Crop Ratio" to 3:4 in order to define and catch the useful game area. The game itself (full yellow area) is still sized 4:3.

 

-Example 2 (16:9 gameplay in a 4:3 game) :

example2.png

The first thing to do is to set "CenterLocked Ratio" to 4:3 to catch only the game area

Then I have to set "Crop Ratio" to 16:9 in order to catch the useful game area. The game itself (full yellow area) is still sized 4:3 and by default displayed on my screen.

Then, if I want, I can expand the useful area to the maximum size available in my screen display using "Expand Cropped Display". Here it will be fullscreen sized if I have a 16:9 screen. The yellow parts (external graphics) are lost.

 

-Example 3 (15:9 not stretched game to 16:9) :

example3.png

The first thing to do is to set the "Input Image Resolution" to 1280x768 to get my game maximized to my screen display. The 15:9 ratio of the 1280x768 area is kept.

Then, if I want, I can set "InGame Ratio" to 16:9 to get if 16:9 sized or I can enable "Full Stretch" to match my screen ratio and get it fullscreen sized.

 

-Example 4 (3:4 portrait game to lanscape mode):

example4.png

The first thing to do is to set "CenterLocked Ratio" to 4:3 to catch only the game area

Then I can set "Rotation 90°CCW" to forced (No_Rotate=2) to get a landscape display. Again the ratio is kept (4:3 rotated to 3:4)

 

-Example 5 (3:4 landscape gameplay in a 16:9 game to portrait mode):

example5.png

The first thing to do is to set "Crop Ratio" to 3:4 to catch the useful game area. (the game itself here in yellow is still sized 16:9)

(/!\ if the game itself is 16:9 locked you would also have to set "CenterLocked Ratio" to 16:9 to get your settings working with any other screen ratio)

Then I can set "Rotation 90°CCW" to forced (No_Rotate=2) to get a portrait display. Again the ratio is kept (16:9 rotated to 9:16)

Then I can enable "Expand Cropped Display" to maximize the useful area (here in magenta 3:4 rotated to 4:3) to my screen display (the external graphics in yellow are now lost)

Then I can use "Rotate 180°" to get a standard oriented arcade portrait mode

Then, If I want, I can use "Full Stretch" to stretch the useful area to my screen ratio.

 

 

I hope it will help :)

Modifié par Houb
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  Here a nice new release:   

ArcCabView BGFX for MAME

And a custom MAMEUI build to work with! :)

 

ArcCabView BGFX_Chain 2.0a For MAME by Aubrel
(MOD of CRTGeom-Deluxe BGFX Chain by cgwg)


Here a new ArcCabView MAME BGFX shader chain release !!
- aperture mask code changed to match the grill and to look like our Reshade's Shader
- support for 2x2 and 1x1 slot mask textures (auto switch)
- native frame display support (with and without curvature)
- screen reflection on frame added
- frame size setting added (so you can change the frame image and resize according to the new one)
- curvature without CRT effect added
- better overscan support and offsets support added (so now you can resize and crop your games correctly :)
- many settings and details improved
- native overlay image support added (from 1.1 the overlay image alpha value is exponential)
- improved brightness and black dots render (1.1)
- halation effect improved to catch the screen dots and to look more realistic (1.1)
- big performance improvement (1.2)
- brightness, contrast, halation, reflection and overlay adjustements (1.2a)
- half-curv & half-frame added for 2 screens games (1.3)
- small typo in reflexion code fixed, curvature effect settings slightly reduced (1.4)
- moire effect reduced, frame reflection contrast improved (1.4a)
- many things rewritten from scratch, many small issues fixed (2.0)
- even more performance improvements (2.0)
- the overall display result should be improved (2.0)
- the previous annoying moire effect issue should be now fully fixed (2.0)
- the mask texture 1x1 is now used by default (2.0)
- many default settings updated and improved (2.0)
- CRT brightness increased (2.0a)
...

Nota :
The 2.0 version needs previous ArcCabView's setting chains to be removed from the folder "bgfx/chains"
(to be more clean, they are now put in the "bgfx/chains/ArcCabView" folder)
The chain setting "ArcCabView_Dot" has been removed (this is now the "ArcCabView" chain default)
The old default chain setting is now called "ArcCabView_Mask2"


- BGFX Chains presets :
- "ArcCabView_Mask2" : it adds an alternate pixel effect (to use only with low-res games or with High-Res screens)
- "ArcCabView_ResX2" : it doubles the horizontal resolution and adds the alternate pixel effect (to use only with low-res games or with big High-Res screens)
- "ArcCabView_Flat" : it removes the curvature, the raster-bloom effect and the frame (good to use with multi-screens games)
- "ArcCabView_NoCurv" : it removes the curvature effect
- "ArcCabView_NoFrame" : it removes the screen frame
- "ArcCabView_NoCRT" : it removes the CRT effect and the overlay (but the curvature, and the frame are still enabled)
- "ArcCabView_HalfLeft,ArcCabView_HalfRight" : for 2 screens games, it will do half-curv and half-frame on each screen (artwork examples included for darius2d and warriorb)
- "ArcCabView_Neo304" : it fixes the display size for 304 pixels width NeoGeo games. Also it doubles the horizontal resolution and adds an alternate pixel effect.
- "ArcCabView_xxxx" : special game settings with overscan and offsets already set (mostly here as examples, do you own ones for other games)


The pack contains :
- ArcCabView's BGFX Chains
- Some chain settings examples
- A few artwork examples
- Some pre-configured ini for a few games as examples

As this pack is already "set" please do a clean install!!!!
The folder "artwork\ArcCabView" is requiered to get ArcCabView's BGFX chains working.


Here what you need to set in mame's ini files (when not already done) :

#
# CORE SEARCH PATH OPTIONS
#
artpath                   artwork

#
# OSD VIDEO OPTIONS
#
video                     bgfx

#
# OSD ACCELERATED VIDEO OPTIONS
#
filter                    0
prescale                  1

#
# BGFX POST-PROCESSING OPTIONS
#
bgfx_path                 bgfx
bgfx_backend              glsl
bgfx_screen_chains        ArcCabView



For me "bgfx_backend" set to "glsl" works really better than the others options. 
For information the d3d9 bgfx_backend is broken with most CRT shaders (don't use it).
For example: 
-To use the shader without the curvature effect you can set instead in the ini file :
bgfx_screen_chains        ArcCabView_NoCurv
-To use the shader without the CRT effect you can set instead in the ini file :
bgfx_screen_chains        ArcCabView_NoCRT
-To use the shader on multi-screens games you can set instead in the ini file :
bgfx_screen_chains        ArcCabView_Flat,ArcCabView_Flat,ArcCabView_Flat
...


Enjoy!

Info / Support : http://www.emuline.org/topic/2598-arccabview-display-your-arcade-games-just-as-you-want/

 

Ready to use ArcCabView pack with the custom MAMEUI 0.242 included (do a clean install and use the full archive content) :

https://www.mediafire.com/file/e4imr9cbkvn9nto/ArcCabView_MAMEUI64_0.242_BGFX_Chain_2.0a.7z/file

 

ArcCabView BGFX Shader only (to use with any recent MAME versions) :

https://www.mediafire.com/file/gz4webae4ztfc3o/ArcCabView_MAME_BGFX_Chain_2.0a.7z/file

 

 

Here how it looks :

 

halfway.png

 

darius.png

 

ibaracs.png

 

samsh5pf.png

 

 

Enjoy!! 😎

Modifié par Houb
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il y a une heure, sebetanne a dit :

Bonjour tout le monde. 

Est ce que ca ne le fais que a moi mais certains jeux comme par exemple akai katana, progear, ou deathsmiles, la musique se coupe en plein jeu et se remet par la suite... Par contre, sur une autre version de mame 0.240, ca marche nickel... 

étrange... Pour akai katana et deathsmiles ça pourrait venir de l'underclock mais pour progear il y a aucune raison que ca ne marche pas comme sur la version normale de MAME 0.240.

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