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artwork cropped in Mame32 18.1 but not when run through GameEx GameEx 8.70


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Posted

This is something I can't seem to figure out.

When I launch a game through Mame32 the artwork is cropped correctly, two parts of art on both sides of the game. When I run the same game through GameEx the artwork is displayed in full and the game image is shrunk to the center of the screen. I tried the "use bezel" enable/disable in GameEx but nothing seems to change. Any ideas?

thanks,

BR

Posted
  bobross said:
This is something I can't seem to figure out.

When I launch a game through Mame32 the artwork is cropped correctly, two parts of art on both sides of the game. When I run the same game through GameEx the artwork is displayed in full and the game image is shrunk to the center of the screen. I tried the "use bezel" enable/disable in GameEx but nothing seems to change. Any ideas?

thanks,

BR

Check the command line switches. Ill see what I can dig up.

Video options

-------------

-video <gdi|ddraw|d3d|none>

Specifies which video subsystem to use for drawing. By specifying 'gdi'

here, you tell MAME to render video using standard Windows graphics

drawing calls. This is the slowest but most compatible option.

Specifying 'ddraw' instructs MAME to use DirectDraw for rendering. This

causes MAME to render everything at a lower resolution and then upscale

the results at the end. This produces high performance, especially on

older or low-power video cards, but has a noticeably lower output

quality. Specifying 'd3d' tells MAME to use Direct3D for rendering. This

produces the highest quality output and enables all rendering options.

It is recommended if you have a recent (2002+) video card. The final

option 'none' displays no windows and does no drawing. This is primarily

present for doing CPU benchmarks without the overhead of the video

system. The default is d3d.

-numscreens <count>

Tells MAME how many output windows to create. For most games, a single

output window is all you need, but some games originally used multiple

screens. Each screen (up to 4) has its own independent settings for

physical monitor, aspect ratio, resolution, and view, which can be

set using the options below. The default is 1.

-[no]window

Run MAME in either a window or full screen. The default is OFF

(-nowindow).

-[no]maximize / -[no]max

Controls initial window size in windowed mode. If it is set on, the

window will initially be set to the maximum supported size when you

start MAME. If it is turned off, the window will start out at the

smallest supported size. This option only has an effect when the

-window option is used. The default is ON (-maximize).

-[no]keepaspect / -[no]ka

Enables aspect ratio enforcement. When this option is on, the game's

proper aspect ratio (generally 4:3 or 3:4) is enforced, so you get the

game looking like it should. When running in a window with this option

on, you can only resize the window to the proper aspect ratio, unless

you are holding down the CONTROL key. By turning the option off, the

aspect ratio is allowed to float. In full screen mode, this means that

all games will stretch to the full screen size (even vertical games).

In window mode, it means that you can freely resize the window without

any constraints. The default is ON (-keepaspect).

-prescale <amount>

Controls the size of the screen images when they are passed off to the

graphics system for scaling. At the minimum setting of 1, the screen

is rendered at its original resolution before being scaled. At higher

settings, the screen is expanded by a factor of <amount> before being

scaled. With -video ddraw or -video d3d, this produces a less blurry

image at the expense of some speed. In -video ddraw mode, this also

increases the effective resolution of non-screen elements such as

artwork and fonts. The default is 1.

-effect <filename>

Specifies a single PNG file that is used as an overlay over any game

screens in the video display. This PNG file is assumed to live in the

root of one of the artpath directories. The pattern in the PNG file is

repeated both horizontally and vertically to cover the entire game

screen areas (but not any external artwork), and is rendered at

the target resolution of the game image. For -video gdi and -video d3d

modes, this means that one pixel in the PNG will map to one pixel on

your output display. For -video ddraw, this means that one pixel in the

PNG will map to one pixel in the prescaled game screen. If you wish to

use an effect that requires mapping n PNG pixels to each game screen

pixel with -video ddraw, you need to specify a -prescale factor of n as

well. The RGB values of each pixel in the PNG are multiplied against the

RGB value

Try some of these

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