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GTS3 DMD brightness low on VPX standalone #346

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francisdb opened this issue Oct 18, 2024 · 7 comments
Open

GTS3 DMD brightness low on VPX standalone #346

francisdb opened this issue Oct 18, 2024 · 7 comments
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@francisdb
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francisdb commented Oct 18, 2024

10.8.1 vpinball brach / Linux and Mac standalone
PINMAME_SHA=65cdbf58bc7be6ef414ea273d1bb8d4cb42471c8

Previously reported in #332

GTS3 DMD based games have low brightness (Street Fighter II / Waterworld / Barb Wire)

Example for Street Fighter II on Linux
image

@francisdb
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Maybe @jsm174 can confirm this?

@jsm174
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jsm174 commented Oct 18, 2024

Last nights builds of standalone and 10.8.1 are built with the latest pinmame. I don't have this table set up at the moment, but I can check.

@francisdb
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This has been the case for at least 2 weeks. Could of course have been like this for a while already.

@vbousquet vbousquet changed the title GTS3 DMD brightness low GTS3 DMD brightness low on VPX standalone Oct 18, 2024
@jsm174
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jsm174 commented Oct 18, 2024

did you test with last nights builds? It has the pinmame from last night.

@francisdb
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francisdb commented Oct 18, 2024

yes, mentioned pinmame commit in the issue decription, still very dim here (and blurry since SDL3)

Barb Wire on macOS
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@jsm174
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jsm174 commented Oct 18, 2024

@jsm174
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jsm174 commented Oct 18, 2024

So I'm not quite sure how to fix this with all the latest changes to pinmame, but there used to be code like this:

pinmame/src/wpc/core.c

Lines 1987 to 1990 in 65cdbf5

// Backward compatibility: 16 shades mode has no colorization and fixed lighting levels ranging from 0 to 100
//static const UINT8 levelgts3[16] = {0/*5*/, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100}; // GTS3 and AlvinG brightness seems okay
//static const UINT8 levelsam[16] = {0/*5*/, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 90, 100}; // SAM brightness seems okay
//const UINT8* const level = (core_gameData->gen & (GEN_SAM|GEN_SPA)) ? levelsam : levelgts3;

I had this copied in libdmdutil, since it uses a LevelDMD:

https://github.com/vpinball/libdmdutil/blob/8e110d87edab1b843d97ba831743c79519e07ad8/include/DMDUtil/LevelDMD.h#L29-L34

 private:
  static constexpr uint8_t LEVELS_WPC[] = {0x14, 0x21, 0x43, 0x64};
  static constexpr uint8_t LEVELS_GTS3[] = {0x00, 0x1E, 0x23, 0x28, 0x2D, 0x32, 0x37, 0x3C,
                                            0x41, 0x46, 0x4B, 0x50, 0x55, 0x5A, 0x5F, 0x64};
  static constexpr uint8_t LEVELS_SAM[] = {0x00, 0x14, 0x19, 0x1E, 0x23, 0x28, 0x2D, 0x32,
                                           0x37, 0x3C, 0x41, 0x46, 0x4B, 0x50, 0x5A, 0x64};

I can adjust libdmdutil accordingly, I would just need to know the level values or formula, etc.

@toxieainc toxieainc added the bug label Oct 22, 2024
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