Welcome to AEP Emulation Page - Emulation News
   
Hosting by: Uberspace.de   
Menu
· Home / News
· News Categories
· News Archiv
· Submit news

· My Account
· Search
· Forums
· Online Games
· Weblinks
· Game Reviews
· Translations
· Impressum

Downloads
 


Infos
· Museum
· Infocenter
· Das AEP Team
· Member Liste
· Top 25 Liste
· Glossar
· FAQ

Friends
· Emulation64
· 1Emulation.com
· Emu-France
· progetto-SNAPS


Post new topic   Reply to topic
View previous topic Printable version Log in to check your private messages View next topic
Author Message
kerasiOffline
Post subject: mameui64 auf laptop und 24 zoll  PostPosted: Feb 02, 2014 - 03:26 PM
Retrohling


Joined: Dec 26, 2012
Posts: 18



Highscores in 07/2020

Status: Offline
Hallo

wie sollte man denn mame konfigurieren damit es so wie in der Spielhalle aussieht?

Es gibt dort einen Entrag HLSL aber wenn ich den aktiviere dann passiert nichts muss man den noch was anderes aktivieren?
 
 
 
 View user's profile Visit poster's website  
Reply with quote Back to top
JezzeOffline
Post subject:   PostPosted: Feb 02, 2014 - 11:46 PM
Banned Team Member


Joined: Oct 30, 2004
Posts: 5751



Highscores in 07/2020

Status: Offline
Mit aktivierten HLSL Shadern und den Standard Einstellungen wirst du kein Unterschied erkennen. MAME besitzt drei Voreinstellung, die über die Option hlsl_preset (0, 1, 2) in der mame.ini aktiviert werden können. Allerdings sehen die Ergebnisse mit den Voreinstellungen nicht sehr ansprechend aus.

Vor einiger Zeit habe ich hier eine recht umfangreiche Beschreibung aller Shader Einstellungen zusammengestellt und dem HLSL Shader zusätzlich noch einige Erweiterungen hinzugefügt.

Dies sind die Einstellungen die ich aktuell für fast jedes Spiel verwende; sie müssen in der mame.ini vorgenommen werden.

Code:
#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable               1
hlslpath                  hlsl
hlsl_prescale_x           2
hlsl_prescale_y           2
hlsl_preset               -1
hlsl_write               
hlsl_snap_width           1920
hlsl_snap_height          1440
shadow_mask_alpha         0.150000
shadow_mask_texture       crt_shadow_mask.png
shadow_mask_x_count       -3
shadow_mask_y_count       -2
shadow_mask_usize         0.375000
shadow_mask_vsize         0.250000
curvature                 0.150000
pincushion                0.300000
scanline_alpha            0.250000
scanline_size             1.000000
scanline_height           1.500000
scanline_bright_scale     1.000000
scanline_bright_offset    0.500000
scanline_jitter           0.000000
defocus                   1.000000,1.000000
converge_x                0.000000,0.000000,0.500000
converge_y                0.250000,0.000000,0.000000
radial_converge_x         0.000000,0.000000,0.000000
radial_converge_y         0.000000,0.000000,0.000000
red_ratio                 1.050000,0.000000,0.100000
grn_ratio                 -0.100000,1.000000,0.250000
blu_ratio                 -0.250000,0.250000,1.250000
saturation                1.150000
offset                    0.015000,0.015000,0.015000
scale                     0.900000,0.950000,0.950000
power                     1.300000,1.100000,1.000000
floor                     0.000000,0.000000,0.000000
phosphor_life             0.500000,0.500000,0.500000

#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable                0
yiq_cc                    3.597545
yiq_a                     0.500000
yiq_b                     0.500000
yiq_o                     0.000000
yiq_p                     1.000000
yiq_n                     1.000000
yiq_y                     6.000000
yiq_i                     1.200000
yiq_q                     0.600000
yiq_scan_time             52.600000
yiq_phase_count           2

#
# VECTOR POST-PROCESSING OPTIONS
#
vector_length_scale       0.800000
vector_length_ratio       500.000000

#
# BLOOM POST-PROCESSING OPTIONS
#
vector_bloom_scale        0.300000
raster_bloom_scale        0.150000
bloom_lvl0_weight         1.000000
bloom_lvl1_weight         0.320000
bloom_lvl2_weight         0.280000
bloom_lvl3_weight         0.240000
bloom_lvl4_weight         0.200000
bloom_lvl5_weight         0.160000
bloom_lvl6_weight         0.120000
bloom_lvl7_weight         0.080000
bloom_lvl8_weight         0.040000
bloom_lvl9_weight         0.020000
bloom_lvl10_weight        0.010000


Die negativen shadow_mask_x/y_count Werte setzen die angesprochenen Erweiterungen im verlinkten Thread voraus.

Wenn dir das Ergebnis zu unscharf erscheinen sollte, musst du den hlsl_prescale_x/y erhöhen, was allerdings je nach Hardware zu Performance Einbrüchen führen kann.

_________________
Test your limits and break through! 


Last edited by Jezze on Feb 06, 2014 - 01:11 PM; edited 1 time in total 
 
 View user's profile Visit poster's website ICQ Number 
Reply with quote Back to top
kerasiOffline
Post subject:   PostPosted: Feb 04, 2014 - 10:35 AM
Retrohling


Joined: Dec 26, 2012
Posts: 18



Highscores in 07/2020

Status: Offline
Hi und danke für die Antwort

ich trage diese Einstellungen in der MAMEUI64.ini ein aber nach einem Start des Spieles sind sie wieder weg meine ini sieht so aus
Code:
#
# APPLICATION OPTIONS
#
version                   "0.152 (Dec 24 2013)"

#
# DISPLAY STATE OPTIONS
#
default_game              3wonders
default_folder_id         2
show_image_section        1
full_screen               0
current_tab               flyer
show_tool_bar             1
show_status_bar           1
hide_folders             
show_folder_section       1
show_tabs                 1
hide_tabs                 "marquee, title, cpanel, pcb, history"
history_tab               0
sort_column               0
sort_reversed             0
window_x                  0
window_y                  0
window_width              800
window_height             600
window_state              3
text_color                255,255,255
clone_color               128,128,255
custom_color              0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
list_mode                 4
splitters                 152,362
list_font                 "-8,0,0,0,400,0,0,0,0,1,2,1,34,MS Sans Serif"
column_widths             185,78,84,84,64,88,74,108,60,144,84,60
column_order              0,2,3,4,5,6,7,8,9,1,10,11
column_shown              1,0,1,1,1,1,1,1,1,1,0,0

#
# INTERFACE OPTIONS
#
language                  english
check_game                0
joystick_in_interface     1
keyboard_in_interface     0
random_background         0
broadcast_game_name       0
hide_mouse                0
inherit_filter            0
offset_clones             0
stretch_screenshot_larger 0
cycle_screenshot          0
screenshot_bordersize     11
screenshot_bordercolor    -1
exec_command             
exec_wait                 0

#
# SEARCH PATH OPTIONS
#
flyer_directory           flyers
cabinet_directory         cabinets
marquee_directory         marquees
title_directory           titles
cpanel_directory          cpanel
pcb_directory             pcb
background_directory      bkground
folder_directory          folders
icons_directory           icons

#
# FILENAME OPTIONS
#
history_file              history.dat
mameinfo_file             mameinfo.dat

#
# NAVIGATION KEY CODES
#
ui_key_up                 KEYCODE_UP
ui_key_down               KEYCODE_DOWN
ui_key_left               KEYCODE_LEFT
ui_key_right              KEYCODE_RIGHT
ui_key_start              "KEYCODE_ENTER NOT KEYCODE_LALT"
ui_key_pgup               KEYCODE_PGUP
ui_key_pgdwn              KEYCODE_PGDN
ui_key_home               KEYCODE_HOME
ui_key_end                KEYCODE_END
ui_key_ss_change          KEYCODE_INSERT
ui_key_history_up         KEYCODE_DEL
ui_key_history_down       "KEYCODE_LALT KEYCODE_0"
ui_key_context_filters    "KEYCODE_LCONTROL KEYCODE_F"
ui_key_select_random      "KEYCODE_LCONTROL KEYCODE_R"
ui_key_game_audit         "KEYCODE_LALT KEYCODE_A"
ui_key_game_properties    "KEYCODE_LALT KEYCODE_ENTER"
ui_key_help_contents      KEYCODE_F1
ui_key_update_gamelist    KEYCODE_F5
ui_key_view_folders       "KEYCODE_LALT KEYCODE_D"
ui_key_view_fullscreen    KEYCODE_F11
ui_key_view_pagetab       "KEYCODE_LALT KEYCODE_B"
ui_key_view_picture_area  "KEYCODE_LALT KEYCODE_P"
ui_key_view_status        "KEYCODE_LALT KEYCODE_S"
ui_key_view_toolbars      "KEYCODE_LALT KEYCODE_T"
ui_key_view_tab_cabinet   "KEYCODE_LALT KEYCODE_3"
ui_key_view_tab_cpanel    "KEYCODE_LALT KEYCODE_6"
ui_key_view_tab_flyer     "KEYCODE_LALT KEYCODE_2"
ui_key_view_tab_history   "KEYCODE_LALT KEYCODE_8"
ui_key_view_tab_marquee   "KEYCODE_LALT KEYCODE_4"
ui_key_view_tab_screenshot "KEYCODE_LALT KEYCODE_1"
ui_key_view_tab_title     "KEYCODE_LALT KEYCODE_5"
ui_key_view_tab_pcb       "KEYCODE_LALT KEYCODE_7"
ui_key_quit               "KEYCODE_LALT KEYCODE_Q"

#
# NAVIGATION JOYSTICK CODES
#
ui_joy_up                 1,1,1,1
ui_joy_down               1,1,1,2
ui_joy_left               1,1,2,1
ui_joy_right              1,1,2,2
ui_joy_start              1,0,1,0
ui_joy_pgup               2,1,2,1
ui_joy_pgdwn              2,1,2,2
ui_joy_home               0,0,0,0
ui_joy_end                0,0,0,0
ui_joy_ss_change          2,0,3,0
ui_joy_history_up         2,0,4,0
ui_joy_history_down       2,0,1,0
ui_joy_exec               0,0,0,0


habe auch das in der post.fx eingetragen
Code:
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Effect
//-----------------------------------------------------------------------------

texture DiffuseTexture;

sampler DiffuseSampler = sampler_state
{
  Texture   = <DiffuseTexture>;
  MipFilter = LINEAR;
  MinFilter = LINEAR;
  MagFilter = LINEAR;
  AddressU = CLAMP;
  AddressV = CLAMP;
  AddressW = CLAMP;
};

texture ShadowTexture;

sampler ShadowSampler = sampler_state
{
  Texture   = <ShadowTexture>;
  MipFilter = LINEAR;
  MinFilter = LINEAR;
  MagFilter = LINEAR;
  AddressU = WRAP;
  AddressV = WRAP;
  AddressW = WRAP;
};

//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------

struct VS_OUTPUT
{
  float4 Position : POSITION;
  float4 Color : COLOR0;
  float2 TexCoord : TEXCOORD0;
};

struct VS_INPUT
{
  float4 Position : POSITION;
  float4 Color : COLOR0;
  float2 TexCoord : TEXCOORD0;
  float2 Unused : TEXCOORD1;
};

struct PS_INPUT
{
  float4 Color : COLOR0;
  float2 TexCoord : TEXCOORD0;
};

//-----------------------------------------------------------------------------
// Scanline & Shadowmask Vertex Shader
//-----------------------------------------------------------------------------

uniform float2 ScreenDims;
uniform float2 SourceDims;
uniform float2 SourceRect;

VS_OUTPUT vs_main(VS_INPUT Input)
{
  VS_OUTPUT Output = (VS_OUTPUT)0;
 
  Output.Position = float4(Input.Position.xyz, 1.0f);
  Output.Position.xy /= ScreenDims;
  Output.Position.y = 1.0f - Output.Position.y;
  Output.Position.xy -= 0.5f;
  Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
  Output.Color = Input.Color;
  Output.TexCoord = Input.TexCoord + 0.5f / SourceDims;

  return Output;
}

//-----------------------------------------------------------------------------
// Post-Processing Pixel Shader
//-----------------------------------------------------------------------------

uniform float PI = 3.14159265f;
uniform float Epsilon = 0.00000001f;

uniform float CurvatureAmount = 0.0f;
uniform float PincushionAmount = 0.0f;

uniform float ScanlineAlpha = 1.0f;
uniform float ScanlineScale = 1.0f;
uniform float ScanlineBrightScale = 1.0f;
// uniform float ScanlineBrightOffset = 1.0f;
uniform float ScanlineOffset = 1.0f;
uniform float ScanlineHeight = 0.5f;

uniform float ShadowAlpha = 0.0f;
uniform float2 ShadowCount = float2(320.0f, 240.0f);
uniform float2 ShadowUV = float2(0.375f, 0.375f);
uniform float2 ShadowDims = float2(8.0f, 8.0f);

uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);

static const float MagicConst = 0.5f;

float4 ps_main(PS_INPUT Input) : COLOR
{
  float2 UsedArea = 1.0f / SourceRect;
  float2 HalfRect = SourceRect * 0.5f;
  float2 R2 = 1.0f / pow(length(UsedArea), 2.0f);
 
  // Warning: Magic constant
  float2 CoordCorrection0 = float2(UsedArea.x * (MagicConst) / SourceDims.x, UsedArea.y * (MagicConst) / SourceDims.y);
  float2 CoordCorrection1 = float2(UsedArea.x * (1.0f + MagicConst) / SourceDims.x, UsedArea.y * (1.0f + MagicConst) / SourceDims.y);
 
  // Reduce Pincushion Amount
  float CurvatureAmountReduced = CurvatureAmount * 0.25f;

  // -- Screen Pincushion Calculation --
  float2 PinUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f;
  float CurvatureR2 = pow(length(PinUnitCoord), 2.0f) * R2;
  float2 CurvatureCurve = PinUnitCoord * CurvatureAmountReduced * CurvatureR2;
  float2 BaseCoord = Input.TexCoord;
  float2 ScanCoord = BaseCoord - 0.5f / ScreenDims;
 
  BaseCoord -= HalfRect;
  BaseCoord *= 1.0f - CurvatureAmountReduced * UsedArea * 0.2f; // Warning: Magic constant
  BaseCoord += HalfRect;
  BaseCoord += CurvatureCurve;

  ScanCoord -= HalfRect;
  ScanCoord *= 1.0f - CurvatureAmountReduced * UsedArea * 0.2f; // Warning: Magic constant
  ScanCoord += HalfRect;
  ScanCoord += CurvatureCurve;

  float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord);
 
  // BaseTexel.r = 0.5f; // debug
  // BaseTexel.g = 0.5f; // debug
  // BaseTexel.b = 0.5f; // debug
  // BaseTexel.a = 1.00f; // debug

  // -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
  clip((BaseCoord < 1.0f / SourceDims) ? -1 : 1);
  clip((BaseCoord > (SourceRect + 1.0f / SourceDims)) ? -1 : 1);

  // -- Scanline Simulation --
  float InnerSine = ScanCoord.y * SourceDims.y * ScanlineScale;
  float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * SourceDims.y);
  float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAlpha);
  float3 Scanned = BaseTexel.rgb * ScanBrightness;

  // -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
  Scanned = Floor + (1.0f - Floor) * Scanned;

  float2 ShadowMaskSize = float2(
    ShadowCount.x < 0.0f ? SourceDims.x * SourceRect.x / ShadowCount.x * -1.0f : ShadowCount.x,
    ShadowCount.y < 0.0f ? SourceDims.y * SourceRect.y / ShadowCount.y * -1.0f : ShadowCount.y);
  float2 ShadowFrac = frac(BaseCoord * ShadowMaskSize * UsedArea);
  float2 ShadowCoord = ShadowFrac * ShadowUV + 1.5f / ShadowDims;
  float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, ShadowAlpha);
 
  // -- Final Pixel --
  float4 Output = float4(Scanned * ShadowTexel, BaseTexel.a) * Input.Color;
 
  Output.r = pow(Output.r, Power.r);
  Output.g = pow(Output.g, Power.g);
  Output.b = pow(Output.b, Power.b);
  Output.a = 1.0f;
 
  // Output.r = 0.25f; // debug
  // Output.g = 0.25f; // debug
  // Output.b = 0.25f; // debug
 
  float2 DefaultUsedArea = float2(10.0f / 7.0f, 1.0f);
  // float2 DefaultUsedArea = float2(4.0f / 3.0f, 1.0f);
 
  float2 CurvatureCoord = Input.TexCoord;
  CurvatureCoord -= HalfRect;
  CurvatureCoord *= 1.0f - CurvatureAmountReduced * UsedArea * MagicConst; // Warning: Magic constant
  // CurvatureCoord += HalfRect;
  CurvatureCoord += CurvatureCurve;
 
  // CurvatureCoord *= UsedArea * DefaultUsedArea;
  // CurvatureCoord *= UsedArea * DefaultUsedArea * 1.5f;
  CurvatureCoord *= UsedArea * DefaultUsedArea * 1.25f;
 
  // -- Vignetting --
  float2 VignetteCoord = CurvatureCoord;
 
  float VignetteAmount = 1.0f - saturate(dot(VignetteCoord, VignetteCoord));
  float VignetteDarkness = pow(1.0f - PincushionAmount, 2.0f);
  float VignetteRadius = PincushionAmount * 2.0f + 1.0f;
  float Vignette = pow(VignetteAmount, VignetteRadius) + VignetteDarkness;
 
  Output.rgb *= saturate(Vignette); 
 
  // Output.r = 0.25f; // debug
  // Output.g = 0.25f; // debug
  // Output.b = 0.25f; // debug
 
  // -- Light Spot -- 
  float2 SpotCoord = CurvatureCoord;
  SpotCoord += float2(-0.25f, 0.25f) * DefaultUsedArea;
 
  // float SpotAmount = 1.0f - saturate(pow(dot(SpotCoord, SpotCoord), 0.5f));
  // float SpotRadius = CurvatureAmount * 2.0f + 4.0f;
  // float Spot = pow(SpotAmount, SpotRadius) * 0.25f;
  float SpotAmount = 1.0f - saturate(pow(dot(SpotCoord, SpotCoord), 0.25f));
  float SpotRadius = CurvatureAmount * 4.0f + 2.0f;
  float Spot = pow(SpotAmount, SpotRadius) * 0.5f;
 
  // -- Light Reflection --
  float2 ReflectionCoord = BaseCoord * UsedArea;
 
  ReflectionCoord.x = 1.0f + CoordCorrection1.x - ReflectionCoord.x;
  ReflectionCoord.y = 0.0f + CoordCorrection0.y + ReflectionCoord.y;
 
  float ReflectionAmount = pow(ReflectionCoord.x * ReflectionCoord.y, 0.25f);
  float Reflection = ReflectionAmount * 0.125f;
 
  Output.rgb += (saturate(Reflection) + saturate(Spot)) * CurvatureAmount;
 
  // -- Round Corners --
  float2 CornerCoords = BaseCoord * UsedArea;
 
  float radius = 0.0f;
 
  if (CurvatureAmount > 0.0f)
  {
    radius = pow(CurvatureAmount, 0.125f) * 0.125f;
  }
 
  float threshold = pow(radius, 4.0f);
 
  if (
    (CornerCoords.x - CoordCorrection0.x) * (CornerCoords.y - CoordCorrection0.y) <= threshold ||
    (1.0f + CoordCorrection1.x - CornerCoords.x) * (CornerCoords.y - CoordCorrection0.y) <= threshold ||
    (CornerCoords.x - CoordCorrection0.x) * (1.0f + CoordCorrection1.y - CornerCoords.y) <= threshold ||
    (1.0f + CoordCorrection1.x - CornerCoords.x) * (1.0f + CoordCorrection1.y - CornerCoords.y) <= threshold
  )
  {
    Output.rgb = float3(0.0f, 0.0f, 0.0f);
  }
 
  return Output;
}

//-----------------------------------------------------------------------------
// Scanline & Shadowmask Effect
//-----------------------------------------------------------------------------

technique ScanMaskTechnique
{
  pass Pass0
  {
    Lighting = FALSE;

    //Sampler[0] = <DiffuseSampler>;

    VertexShader = compile vs_3_0 vs_main();
    PixelShader  = compile ps_3_0 ps_main();
  }
}


hlsl habe ich unter default ausgewählt select effect habe ich none stehen

was mache ich falsch? geht das vielleicht nicht mit diesem mame?

ich habe das hierher

http://www.mameui.info
 
 
 
 View user's profile Visit poster's website  
Reply with quote Back to top
JezzeOffline
Post subject:   PostPosted: Feb 04, 2014 - 11:33 AM
Banned Team Member


Joined: Oct 30, 2004
Posts: 5751



Highscores in 07/2020

Status: Offline
Die mame.ini - in die du die Shader Einstellungen übertragen musst - wird bei MAMEUI im Unterverzeichnis .\ini gespeichert. Die Effekt Einstellung kannst du außer acht lassen, diese ist für Pixel-Filter vorgesehen.

_________________
Test your limits and break through! 
 
 
 View user's profile Visit poster's website ICQ Number 
Reply with quote Back to top
kerasiOffline
Post subject:   PostPosted: Feb 04, 2014 - 12:14 PM
Retrohling


Joined: Dec 26, 2012
Posts: 18



Highscores in 07/2020

Status: Offline
habe das jetzt in der mame.ini eingetragen Smile aber wo kann ich die shader Einstellungen vornehmen?

kann es sein das es auf meinem 24 zoll TFT nicht so gut ausshene kann?
 
 
 
 View user's profile Visit poster's website  
Reply with quote Back to top
JezzeOffline
Post subject:   PostPosted: Feb 04, 2014 - 02:24 PM
Banned Team Member


Joined: Oct 30, 2004
Posts: 5751



Highscores in 07/2020

Status: Offline
Die Einstellungen kannst du im Tab-Menü (Tabulator-Taste während das Spiel gestartet ist) unter dem Eintrag Slider Controls vornehmen.

Die negativen shadow_mask_x/y_count Werte kannst du dort allerdings nicht ändern, zumindest nicht in andere negative Werte.

Damit die Änderungen die du dort tätigst wieder zurück in die mame.ini geschrieben werden, musst du hlsl_write in der mame.ini zuvor auf 1 setzen.

Ich lasse es bei mir u.a. auf einem 16'' Notebook bei einer Auflösung von 1440x900 laufen und es sieht noch recht gut aus. Natürlich nicht so gut wie auf den Screenshots im verlinkten Thread, da die niedrigere Auflösung meines Notebooks einfach zu viele Details "weg-interpoliert".

_________________
Test your limits and break through! 
 
 
 View user's profile Visit poster's website ICQ Number 
Reply with quote Back to top
kerasiOffline
Post subject:   PostPosted: Feb 05, 2014 - 02:02 AM
Retrohling


Joined: Dec 26, 2012
Posts: 18



Highscores in 07/2020

Status: Offline
ich habe auch ein Laptop 14' ThinkPad T420 mit 1600x900

was hast du da für Einstellungen vorgenommen
 


Last edited by kerasi on Feb 14, 2014 - 12:03 AM; edited 1 time in total 
 
 View user's profile Visit poster's website  
Reply with quote Back to top
JezzeOffline
Post subject:   PostPosted: Feb 05, 2014 - 08:10 AM
Banned Team Member


Joined: Oct 30, 2004
Posts: 5751



Highscores in 07/2020

Status: Offline
Die kompletten Shader Einstellungen - die du später unter Slider Controls ändern kannst - sind die aus meiner ersten Antwort.

Schritt für Schritt:
  1. Ersetze die post.fx Daten im .\hlsl Verzeichnis durch die aus dem verlinkten Thread.
  2. Ersetze die vorhandenen Teile der Einstellungen in der mame.ini mit mit den Einstellungen aus meiner ersten Antwort.
  3. Kopiere die crt_shadow_mask.png aus dem verlinkten Thread in das .\artwork Verzeichnis.

Mehr muss eigentlich nicht gemacht werden um ein ähnliches Ergebnis wie im verlinkten Thread zu erhalten. Was jede einzelne Einstellung bewirkt ist dort ja beschrieben.

_________________
Test your limits and break through! 
 
 
 View user's profile Visit poster's website ICQ Number 
Reply with quote Back to top
kerasiOffline
Post subject:   PostPosted: Feb 06, 2014 - 11:01 AM
Retrohling


Joined: Dec 26, 2012
Posts: 18



Highscores in 07/2020

Status: Offline
Hi ich habe das so gemacht wie du geschrieben hast aber es ändern sich leider nicht de Grafik wie in der Arcade wenn ich unter Effect crt_shadow_mask.png auswähle dann kommt das der Spielhalle schon sehr nahe aber ist aber nicht sehr transparent
 
 
 
 View user's profile Visit poster's website  
Reply with quote Back to top
kerasiOffline
Post subject:   PostPosted: Feb 06, 2014 - 11:07 AM
Retrohling


Joined: Dec 26, 2012
Posts: 18



Highscores in 07/2020

Status: Offline
das ist meine mame.ini unter /INI
Code:
#
# CORE CONFIGURATION OPTIONS
#
readconfig                1
writeconfig               0

#
# CORE SEARCH PATH OPTIONS
#
rompath                   C:\Users\spock\Documents\MameUI64\ROMs
hashpath                  hash
samplepath                samples
artpath                   artwork
ctrlrpath                 ctrlr
inipath                   ini
fontpath                  .
cheatpath                 cheat
crosshairpath             crosshair

#
# CORE OUTPUT DIRECTORY OPTIONS
#
cfg_directory             cfg
nvram_directory           nvram
memcard_directory         memcard
input_directory           inp
state_directory           sta
snapshot_directory        C:\Users\spock\Documents\MameUI64\Snap
diff_directory            diff
comment_directory         comments

#
# CORE STATE/PLAYBACK OPTIONS
#
state                     
autosave                  0
playback                 
record                   
mngwrite                 
aviwrite                 
wavwrite                 
snapname                  %g/%i
snapsize                  auto
snapview                  internal
statename                 %g
burnin                    0

#
# CORE PERFORMANCE OPTIONS
#
autoframeskip             0
frameskip                 0
seconds_to_run            0
throttle                  1
sleep                     1
speed                     1.0
refreshspeed              0

#
# CORE ROTATION OPTIONS
#
rotate                    1
ror                       0
rol                       0
autoror                   0
autorol                   0
flipx                     0
flipy                     0

#
# CORE ARTWORK OPTIONS
#
artwork_crop              0
use_backdrops             1
use_overlays              1
use_bezels                1
use_cpanels               1
use_marquees              1

#
# CORE SCREEN OPTIONS
#
brightness                1.0
contrast                  1.0
gamma                     1.0
pause_brightness          0.65
effect                    none

#
# CORE VECTOR OPTIONS
#
antialias                 1
beam                      1.0
flicker                   0

#
# CORE SOUND OPTIONS
#
sound                     1
samplerate                48000
samples                   1
volume                    0

#
# CORE INPUT OPTIONS
#
coin_lockout              1
ctrlr                     
mouse                     0
joystick                  1
lightgun                  0
multikeyboard             0
multimouse                0
steadykey                 0
ui_active                 0
offscreen_reload          0
joystick_map              auto
joystick_deadzone         0.3
joystick_saturation       0.85
natural                   0
joystick_contradictory    0
coin_impulse              0

#
# CORE INPUT AUTOMATIC ENABLE OPTIONS
#
paddle_device             keyboard
adstick_device            keyboard
pedal_device              keyboard
dial_device               keyboard
trackball_device          keyboard
lightgun_device           keyboard
positional_device         keyboard
mouse_device              mouse

#
# CORE DEBUGGING OPTIONS
#
log                       0
verbose                   0
update_in_pause           0
debug                     0
debugscript               
debug_internal            0

#
# CORE MISC OPTIONS
#
drc                       1
drc_use_c                 0
bios                     
cheat                     0
skip_gameinfo             0
uifont                    default
ramsize                   
confirm_quit              0
ui_mouse                  0
autoboot_command         
autoboot_delay            2
autoboot_script           
http                      0
http_port                 8080
http_path                 web

#
# WINDOWS DEBUGGING OPTIONS
#
oslog                     0
watchdog                  0
debugger_font             "Lucida Console"
debugger_font_size        9

#
# WINDOWS PERFORMANCE OPTIONS
#
priority                  0
multithreading            0
numprocessors             auto
profile                   0
bench                     0

#
# WINDOWS VIDEO OPTIONS
#
video                     d3d
numscreens                1
window                    0
maximize                  0
keepaspect                1
unevenstretch             1
prescale                  1
waitvsync                 0
syncrefresh               0
menu                      0

#
# DIRECTDRAW-SPECIFIC OPTIONS
#
hwstretch                 1

#
# DIRECT3D-SPECIFIC OPTIONS
#
filter                    1

#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_enable               1
hlslpath                  hlsl
hlsl_prescale_x           2
hlsl_prescale_y           2
hlsl_preset               -1
hlsl_write               
hlsl_snap_width           1920
hlsl_snap_height          1200
shadow_mask_alpha         0.150000
shadow_mask_texture       crt_shadow_mask.png
shadow_mask_x_count       -3
shadow_mask_y_count       -2
shadow_mask_usize         0.375000
shadow_mask_vsize         0.250000
curvature                 0.150000
pincushion                0.300000
scanline_alpha            0.250000
scanline_size             1.000000
scanline_height           1.500000
scanline_bright_scale     1.000000
scanline_bright_offset    0.500000
scanline_jitter           0.000000
defocus                   1.000000,1.000000
converge_x                0.000000,0.000000,0.500000
converge_y                0.250000,0.000000,0.000000
radial_converge_x         0.000000,0.000000,0.000000
radial_converge_y         0.000000,0.000000,0.000000
red_ratio                 1.050000,0.000000,0.100000
grn_ratio                 -0.100000,1.000000,0.250000
blu_ratio                 -0.250000,0.250000,1.250000
saturation                1.150000
offset                    0.015000,0.015000,0.015000
scale                     0.900000,0.950000,0.950000
power                     1.300000,1.100000,1.000000
floor                     0.000000,0.000000,0.000000
phosphor_life             0.500000,0.500000,0.500000

#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable                0
yiq_cc                    3.597545
yiq_a                     0.500000
yiq_b                     0.500000
yiq_o                     0.000000
yiq_p                     1.000000
yiq_n                     1.000000
yiq_y                     6.000000
yiq_i                     1.200000
yiq_q                     0.600000
yiq_scan_time             52.600000
yiq_phase_count           2

#
# VECTOR POST-PROCESSING OPTIONS
#
vector_length_scale       0.800000
vector_length_ratio       500.000000

#
# BLOOM POST-PROCESSING OPTIONS
#
vector_bloom_scale        0.300000
raster_bloom_scale        0.150000
bloom_lvl0_weight         1.000000
bloom_lvl1_weight         0.320000
bloom_lvl2_weight         0.280000
bloom_lvl3_weight         0.240000
bloom_lvl4_weight         0.200000
bloom_lvl5_weight         0.160000
bloom_lvl6_weight         0.120000
bloom_lvl7_weight         0.080000
bloom_lvl8_weight         0.040000
bloom_lvl9_weight         0.020000
bloom_lvl10_weight        0.010000

#
# PER-WINDOW VIDEO OPTIONS
#
screen                    auto
aspect                    auto
resolution                auto
view                      auto
screen0                   auto
aspect0                   auto
resolution0               auto
view0                     auto
screen1                   auto
aspect1                   auto
resolution1               auto
view1                     auto
screen2                   auto
aspect2                   auto
resolution2               auto
view2                     auto
screen3                   auto
aspect3                   auto
resolution3               auto
view3                     auto

#
# FULL SCREEN OPTIONS
#
triplebuffer              0
switchres                 0
full_screen_brightness    1.0
full_screen_contrast      1.0
full_screen_gamma         1.0

#
# WINDOWS SOUND OPTIONS
#
audio_latency             2

#
# INPUT DEVICE OPTIONS
#
dual_lightgun             0

meine post.fx unter /HLSL
Code:
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Effect
//-----------------------------------------------------------------------------

texture DiffuseTexture;

sampler DiffuseSampler = sampler_state
{
  Texture   = <DiffuseTexture>;
  MipFilter = LINEAR;
  MinFilter = LINEAR;
  MagFilter = LINEAR;
  AddressU = CLAMP;
  AddressV = CLAMP;
  AddressW = CLAMP;
};

texture ShadowTexture;

sampler ShadowSampler = sampler_state
{
  Texture   = <ShadowTexture>;
  MipFilter = LINEAR;
  MinFilter = LINEAR;
  MagFilter = LINEAR;
  AddressU = WRAP;
  AddressV = WRAP;
  AddressW = WRAP;
};

//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------

struct VS_OUTPUT
{
  float4 Position : POSITION;
  float4 Color : COLOR0;
  float2 TexCoord : TEXCOORD0;
};

struct VS_INPUT
{
  float4 Position : POSITION;
  float4 Color : COLOR0;
  float2 TexCoord : TEXCOORD0;
  float2 Unused : TEXCOORD1;
};

struct PS_INPUT
{
  float4 Color : COLOR0;
  float2 TexCoord : TEXCOORD0;
};

//-----------------------------------------------------------------------------
// Scanline & Shadowmask Vertex Shader
//-----------------------------------------------------------------------------

uniform float2 ScreenDims;
uniform float2 SourceDims;
uniform float2 SourceRect;

VS_OUTPUT vs_main(VS_INPUT Input)
{
  VS_OUTPUT Output = (VS_OUTPUT)0;
 
  Output.Position = float4(Input.Position.xyz, 1.0f);
  Output.Position.xy /= ScreenDims;
  Output.Position.y = 1.0f - Output.Position.y;
  Output.Position.xy -= 0.5f;
  Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
  Output.Color = Input.Color;
  Output.TexCoord = Input.TexCoord + 0.5f / SourceDims;

  return Output;
}

//-----------------------------------------------------------------------------
// Post-Processing Pixel Shader
//-----------------------------------------------------------------------------

uniform float PI = 3.14159265f;
uniform float Epsilon = 0.00000001f;

uniform float CurvatureAmount = 0.0f;
uniform float PincushionAmount = 0.0f;

uniform float ScanlineAlpha = 1.0f;
uniform float ScanlineScale = 1.0f;
uniform float ScanlineBrightScale = 1.0f;
// uniform float ScanlineBrightOffset = 1.0f;
uniform float ScanlineOffset = 1.0f;
uniform float ScanlineHeight = 0.5f;

uniform float ShadowAlpha = 0.0f;
uniform float2 ShadowCount = float2(320.0f, 240.0f);
uniform float2 ShadowUV = float2(0.375f, 0.375f);
uniform float2 ShadowDims = float2(8.0f, 8.0f);

uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);

static const float MagicConst = 0.5f;

float4 ps_main(PS_INPUT Input) : COLOR
{
  float2 UsedArea = 1.0f / SourceRect;
  float2 HalfRect = SourceRect * 0.5f;
  float2 R2 = 1.0f / pow(length(UsedArea), 2.0f);
 
  // Warning: Magic constant
  float2 CoordCorrection0 = float2(UsedArea.x * (MagicConst) / SourceDims.x, UsedArea.y * (MagicConst) / SourceDims.y);
  float2 CoordCorrection1 = float2(UsedArea.x * (1.0f + MagicConst) / SourceDims.x, UsedArea.y * (1.0f + MagicConst) / SourceDims.y);
 
  // Reduce Pincushion Amount
  float CurvatureAmountReduced = CurvatureAmount * 0.25f;

  // -- Screen Pincushion Calculation --
  float2 PinUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f;
  float CurvatureR2 = pow(length(PinUnitCoord), 2.0f) * R2;
  float2 CurvatureCurve = PinUnitCoord * CurvatureAmountReduced * CurvatureR2;
  float2 BaseCoord = Input.TexCoord;
  float2 ScanCoord = BaseCoord - 0.5f / ScreenDims;
 
  BaseCoord -= HalfRect;
  BaseCoord *= 1.0f - CurvatureAmountReduced * UsedArea * 0.2f; // Warning: Magic constant
  BaseCoord += HalfRect;
  BaseCoord += CurvatureCurve;

  ScanCoord -= HalfRect;
  ScanCoord *= 1.0f - CurvatureAmountReduced * UsedArea * 0.2f; // Warning: Magic constant
  ScanCoord += HalfRect;
  ScanCoord += CurvatureCurve;

  float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord);
 
  // BaseTexel.r = 0.5f; // debug
  // BaseTexel.g = 0.5f; // debug
  // BaseTexel.b = 0.5f; // debug
  // BaseTexel.a = 1.00f; // debug

  // -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
  clip((BaseCoord < 1.0f / SourceDims) ? -1 : 1);
  clip((BaseCoord > (SourceRect + 1.0f / SourceDims)) ? -1 : 1);

  // -- Scanline Simulation --
  float InnerSine = ScanCoord.y * SourceDims.y * ScanlineScale;
  float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * SourceDims.y);
  float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAlpha);
  float3 Scanned = BaseTexel.rgb * ScanBrightness;

  // -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
  Scanned = Floor + (1.0f - Floor) * Scanned;

  float2 ShadowMaskSize = float2(
    ShadowCount.x < 0.0f ? SourceDims.x * SourceRect.x / ShadowCount.x * -1.0f : ShadowCount.x,
    ShadowCount.y < 0.0f ? SourceDims.y * SourceRect.y / ShadowCount.y * -1.0f : ShadowCount.y);
  float2 ShadowFrac = frac(BaseCoord * ShadowMaskSize * UsedArea);
  float2 ShadowCoord = ShadowFrac * ShadowUV + 1.5f / ShadowDims;
  float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, ShadowAlpha);
 
  // -- Final Pixel --
  float4 Output = float4(Scanned * ShadowTexel, BaseTexel.a) * Input.Color;
 
  Output.r = pow(Output.r, Power.r);
  Output.g = pow(Output.g, Power.g);
  Output.b = pow(Output.b, Power.b);
  Output.a = 1.0f;
 
  // Output.r = 0.25f; // debug
  // Output.g = 0.25f; // debug
  // Output.b = 0.25f; // debug
 
  float2 DefaultUsedArea = float2(10.0f / 7.0f, 1.0f);
  // float2 DefaultUsedArea = float2(4.0f / 3.0f, 1.0f);
 
  float2 CurvatureCoord = Input.TexCoord;
  CurvatureCoord -= HalfRect;
  CurvatureCoord *= 1.0f - CurvatureAmountReduced * UsedArea * MagicConst; // Warning: Magic constant
  // CurvatureCoord += HalfRect;
  CurvatureCoord += CurvatureCurve;
 
  // CurvatureCoord *= UsedArea * DefaultUsedArea;
  // CurvatureCoord *= UsedArea * DefaultUsedArea * 1.5f;
  CurvatureCoord *= UsedArea * DefaultUsedArea * 1.25f;
 
  // -- Vignetting --
  float2 VignetteCoord = CurvatureCoord;
 
  float VignetteAmount = 1.0f - saturate(dot(VignetteCoord, VignetteCoord));
  float VignetteDarkness = pow(1.0f - PincushionAmount, 2.0f);
  float VignetteRadius = PincushionAmount * 2.0f + 1.0f;
  float Vignette = pow(VignetteAmount, VignetteRadius) + VignetteDarkness;
 
  Output.rgb *= saturate(Vignette); 
 
  // Output.r = 0.25f; // debug
  // Output.g = 0.25f; // debug
  // Output.b = 0.25f; // debug
 
  // -- Light Spot -- 
  float2 SpotCoord = CurvatureCoord;
  SpotCoord += float2(-0.25f, 0.25f) * DefaultUsedArea;
 
  // float SpotAmount = 1.0f - saturate(pow(dot(SpotCoord, SpotCoord), 0.5f));
  // float SpotRadius = CurvatureAmount * 2.0f + 4.0f;
  // float Spot = pow(SpotAmount, SpotRadius) * 0.25f;
  float SpotAmount = 1.0f - saturate(pow(dot(SpotCoord, SpotCoord), 0.25f));
  float SpotRadius = CurvatureAmount * 4.0f + 2.0f;
  float Spot = pow(SpotAmount, SpotRadius) * 0.5f;
 
  // -- Light Reflection --
  float2 ReflectionCoord = BaseCoord * UsedArea;
 
  ReflectionCoord.x = 1.0f + CoordCorrection1.x - ReflectionCoord.x;
  ReflectionCoord.y = 0.0f + CoordCorrection0.y + ReflectionCoord.y;
 
  float ReflectionAmount = pow(ReflectionCoord.x * ReflectionCoord.y, 0.25f);
  float Reflection = ReflectionAmount * 0.125f;
 
  Output.rgb += (saturate(Reflection) + saturate(Spot)) * CurvatureAmount;
 
  // -- Round Corners --
  float2 CornerCoords = BaseCoord * UsedArea;
 
  float radius = 0.0f;
 
  if (CurvatureAmount > 0.0f)
  {
    radius = pow(CurvatureAmount, 0.125f) * 0.125f;
  }
 
  float threshold = pow(radius, 4.0f);
 
  if (
    (CornerCoords.x - CoordCorrection0.x) * (CornerCoords.y - CoordCorrection0.y) <= threshold ||
    (1.0f + CoordCorrection1.x - CornerCoords.x) * (CornerCoords.y - CoordCorrection0.y) <= threshold ||
    (CornerCoords.x - CoordCorrection0.x) * (1.0f + CoordCorrection1.y - CornerCoords.y) <= threshold ||
    (1.0f + CoordCorrection1.x - CornerCoords.x) * (1.0f + CoordCorrection1.y - CornerCoords.y) <= threshold
  )
  {
    Output.rgb = float3(0.0f, 0.0f, 0.0f);
  }
 
  return Output;
}

//-----------------------------------------------------------------------------
// Scanline & Shadowmask Effect
//-----------------------------------------------------------------------------

technique ScanMaskTechnique
{
  pass Pass0
  {
    Lighting = FALSE;

    //Sampler[0] = <DiffuseSampler>;

    VertexShader = compile vs_3_0 vs_main();
    PixelShader  = compile ps_3_0 ps_main();
  }
}

und die crt_shadow_mask.png unter /Artworks die 3Kb gross ist

unter Default Gamne Options habe ich unter Advanced nur HLSL und none Effect ausgewählt

was mache ich falsch? oder funktioniert das nur mit Metal Slug?

ich habe unter /INI auch ein 3wonders.ini aber von den anderen Spielen keines die ich starte

Monitor ist ein NEC PA241W 1920x1200 Laptop ist ein ThinkPad T420 1600x900
 
 
 
 View user's profile Visit poster's website  
Reply with quote Back to top
JezzeOffline
Post subject:   PostPosted: Feb 06, 2014 - 12:39 PM
Banned Team Member


Joined: Oct 30, 2004
Posts: 5751



Highscores in 07/2020

Status: Offline
Ich werde es heute Abend mal mit MAMEUI testen, denn ich verwende sonst eigentlich UME (MAME+MESS Vereinigung) mit M+GUI als Frontend; was allerdings für den Shader und die Einstellungen keinen Unterschied machen sollte.

_________________
Test your limits and break through! 
 
 
 View user's profile Visit poster's website ICQ Number 
Reply with quote Back to top
kerasiOffline
Post subject:   PostPosted: Feb 06, 2014 - 01:04 PM
Retrohling


Joined: Dec 26, 2012
Posts: 18



Highscores in 07/2020

Status: Offline
danke
 
 
 
 View user's profile Visit poster's website  
Reply with quote Back to top
kerasiOffline
Post subject:   PostPosted: Feb 06, 2014 - 02:26 PM
Retrohling


Joined: Dec 26, 2012
Posts: 18



Highscores in 07/2020

Status: Offline
Hi

ich habe gerade mess installiert und wollte es starten aber da steht no system found Sad dann habe ich die mess.ini erstellt und den rom pfad angegeben geht aber auch nicht was fehlt denn da noch?

was hast du denn so installiert und wo?
 
 
 
 View user's profile Visit poster's website  
Reply with quote Back to top
JezzeOffline
Post subject:   PostPosted: Feb 06, 2014 - 07:45 PM
Banned Team Member


Joined: Oct 30, 2004
Posts: 5751



Highscores in 07/2020

Status: Offline
Ich habe meine kurze Anleitung gerade selbst einmal unter MAMEUI befolgt und kam zu dem gleichen Ergebnis wie ich es sonst unter UME erhalte.

Die einzigen Einstellungen, die ich zu Anfang vergessen haben zu zeigen, gehören nicht zu den Shader Einstellungen.

Code:
brightness                0.95
contrast                  1.30
gamma                     0.70


Zudem müssen wie schon erwähnt hlsl_prescale_x/y angepasst werden, da der Wert 2 vermutlich recht unscharf wirkt. 3 oder 4 wäre am besten oder auch 0 wodurch automatisch ein passender pre-scale berechnet wird.

Ist das Ergebnis, dass du erhältst, denn völlig unverändert zu dem ohne aktivierte HLSL Shader, oder wie äußern sich die Einstellungen?


Dein Problem mit MESS ist eigentlich ein anderes Thema. MESS und MAME sind zwar sehr ähnlich und verwenden die gleiche Code-Basis, aber sie emulieren nicht die selben Systeme. MAME gehört der Arcade Bereich und MESS quasi der Rest, wie Konsolen, Computer, etc.

_________________
Test your limits and break through! 
 
 
 View user's profile Visit poster's website ICQ Number 
Reply with quote Back to top
kerasiOffline
Post subject:   PostPosted: Feb 07, 2014 - 09:56 AM
Retrohling


Joined: Dec 26, 2012
Posts: 18



Highscores in 07/2020

Status: Offline
Hi

ich würde auch sehr gerne MESS + MAME ausprobieren was benötige ich da genau welche Files?
habe ich dann auch eine Grafische Oberfläche? benutzt du ein Frontend wen ja welches?
könntest du mir bitte zeigen wie deine Ordnerstruktur von MESS aussieht und welche files da drin sind und man benötigt
wo kommt die erstellte mess.ini ?

kann man mit MESS alle diese Systeme so emulieren wie auf den genannten Programmen?

ich habe früher mit ATARI 7600 angefangen,Super Famicom importiert, Sega Saturn und dann habe ich aufgehört mit Konsolen

so werde das mal probieren was du geschrieben hast

edit: ich habe das geändert dieses crt_shadowmask.png wird nicht genommen erst wenn ich es unter effecte auswähle wird es genommen dann kommt es der Spielhalle schon näher werde mal ein bild machen

ohne effect er nimmt hier kein shadow_mask aus der mame.ini



mit crt_shadow.png selbst ausgewählt unter effekte




was meinst du?

wieso wird mir kein Fullscreen gezeigt? ich habe start out maximized ausgewählt macht er aber nicht auch nicht wenn ich nur meine Laptop Auflösung habe 1600x900


http://www.youtube.com/watch?v=QMadleDT1FU
http://www.youtube.com/watch?v=SUXPpL19ve8

es sieht zwar gut aus aber ist sehr gerastert auf dem video sieht man das nicht so gut
 
 
 
 View user's profile Visit poster's website  
Reply with quote Back to top
Display posts from previous:     
Jump to:  
All times are GMT + 1 Hour
Post new topic   Reply to topic
View previous topic Printable version Log in to check your private messages View next topic
Powered by PNphpBB2 © The PNphpBB Group
Credits
All logos and trademarks in this site are property of their respective owner. The comments are property of their posters, all the rest © 1998 - 2018 AEP Emulation Page.
You can syndicate our news via RSS using the file rss_en.xml for English headlines and rss_de.xml for German headlines.