Viewing Issue Advanced Details
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|05600||Graphics||Trivial||Always||Jun 4, 2014, 19:12||Nov 24, 2019, 23:18|
|Tester||kamilz||View Status||Public||Platform||MAME (Official Binary)|
|Assigned To||couriersud||Resolution||Fixed||OS||Windows Vista/7/8 (64-bit)|
|Version||0.153||Fixed in Version||0.216||Build||64-bit|
|Fixed in Git Commit||Github Pull Request #|
|Summary||05600: popeye and clones: Final game resolution output is different at original game|
Game's resolution on Mame 512x448 60Hz Non-Interlaced
Original PCB game output 512x448 30Hz Interlaced [15Khz] *
* almost confirmed
|Steps To Reproduce|
|Flags||Verified with Original|
|Affected Sets / Systems||popeye and clones|
popeye_01.jpg (191,887 bytes) Jun 4, 2014, 19:12 Uploaded by kamilz
PCB Picture, Scanlines visible
popeye_MainPCB_and_RGB_board.jpg (235,009 bytes) Jun 4, 2014, 19:13 Uploaded by kamilz
Game PCB with RGB sub-board
popeye_zoomedin.jpg (65,615 bytes) Jun 4, 2014, 19:20 Uploaded by kamilz
Another pic, zoomed in on popeye and olive
|There are no relationship linked to this issue.|
Jun 4, 2014, 20:12
|Maybe it was part of conversion kit.|
Jun 4, 2014, 22:35
edited on: Jun 4, 2014, 22:38
Yes, but for an 1982 game, double scan rate is seems unlikely.
Also notice RGB board also Nintendo trademark on it, so it is not 3rd party converter unit which may otherwise added later.
Jun 5, 2014, 18:44
|It's 448 lines interlaced, same as Spy Hunter. Unfortunately MAME currently doesn't have any way to distinguish between interlaced and progressive resolutions.|
Jun 6, 2014, 17:27
edited on: Jun 6, 2014, 17:33
I also think AWJ is right, interlace mode solves 448 lines problem for 15Khz compatibility.
But anyway I asked this to that blog's author (that blog pictures here taken from), this is what he says:
" >> Hi, Kamilz
It's very interesting. At that time, some of Nintendo arcade products had peculiar brightness. Umm,, from my shaky memory, I heard at "2channel" that Popeye's video out put is 512x448 / 15KHz-Interlaced mode. I'm going to investigate it continuously. "
I'll update if anything new comes up.
I updated report accordingly.
Nov 22, 2019, 23:27
From commit comments:
- There are now three rendering modes selectable via machine config:
- false progressive: same as before.
- Interlaced (scanline skip): only the current field is drawn with
the other field's scanlines blacked. This gives the same flickering
impression as interlaced display.
- Interlaced (bitmap): Bitmap is constructed from odd and even fields.
Result is comparable to PAL/NTSC videos played back on progressive
displays without additional processing.
Whilst not perfect the interlaced display is now documented. Closing this.
Nov 22, 2019, 23:30
|Document interlaced display by adding two interlaced modes. See previous comment.|
Nov 24, 2019, 23:18
edited on: Nov 24, 2019, 23:22
That's a great addition but, rather than being selectable via machine config in this particular case, shouldn't it be a global option since there's many systems which use it?
Also, perhaps "false progressive" shouldn't be MAME's default, since that's not how interlaced games looked.