ARpiCADE_5 - for Pi4 or Pi5
Moderator: dee2eR
Re: ARpiCADE_5 - for Pi4 or Pi5
having a look at vector games now. I've changed the logic so they always use 480i, even when 480i isn't enabled. Does anyone know if there any way to thicken vertical vector lines? Most of the vectors look OK but vertical lines are almost invisible on my bench PVM.
- FrizzleFried
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Re: ARpiCADE_5 - for Pi4 or Pi5
It's been years since I messed with vector games on MAME... nothing quite like a real vector monitor...
IIRC there should be a file called vector.ini ... and within that file are the settings you're looking for.
EDIT: Sure enough...
Here is what's within....
#
# CORE VECTOR OPTIONS
#
beam_width_min 1.00
beam_width_max 4.00
beam_intensity_weight 0.75
flicker 0.15
#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_oversampling 0
shadow_mask_tile_mode 0
shadow_mask_alpha 0.5
shadow_mask_texture shadow-mask.png
shadow_mask_x_count 12
shadow_mask_y_count 6
shadow_mask_usize 0.5
shadow_mask_vsize 0.5
shadow_mask_uoffset 0.0
shadow_mask_voffset 0.0
distortion 0.0
cubic_distortion 0.0
distort_corner 0.0
round_corner 0.0
smooth_border 0.0
reflection 0.0
vignetting 0.0
scanline_alpha 0.0
defocus 0.0,0.0
converge_x 0.0,0.0,0.0
converge_y 0.0,0.0,0.0
radial_converge_x 0.0,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 1.0,0.0,0.0
grn_ratio 0.0,1.0,0.0
blu_ratio 0.0,0.0,1.0
saturation 1.0
offset 0.0,0.0,0.0
scale 1.0,1.0,1.0
power 1.0,1.0,1.0
floor 0.0,0.0,0.0
phosphor_life 0.5,0.5,0.5
chroma_mode 3
chroma_a 0.630,0.340
chroma_b 0.310,0.595
chroma_c 0.155,0.070
chroma_y_gain 0.2124,0.7011,0.0866
#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable 0
#
# VECTOR POST-PROCESSING OPTIONS
#
vector_beam_smooth 0.0
vector_length_scale 0.5
vector_length_ratio 0.5
#
# BLOOM POST-PROCESSING OPTIONS
#
bloom_blend_mode 0
bloom_scale 0.75
bloom_overdrive 1.00,1.00,1.00
bloom_lvl0_weight 1.00
bloom_lvl1_weight 0.48
bloom_lvl2_weight 0.32
bloom_lvl3_weight 0.24
bloom_lvl4_weight 0.16
bloom_lvl5_weight 0.24
bloom_lvl6_weight 0.32
bloom_lvl7_weight 0.48
bloom_lvl8_weight 0.64

It's located in each emulators ini/presets folder...
IIRC there should be a file called vector.ini ... and within that file are the settings you're looking for.
EDIT: Sure enough...
Here is what's within....
#
# CORE VECTOR OPTIONS
#
beam_width_min 1.00
beam_width_max 4.00
beam_intensity_weight 0.75
flicker 0.15
#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlsl_oversampling 0
shadow_mask_tile_mode 0
shadow_mask_alpha 0.5
shadow_mask_texture shadow-mask.png
shadow_mask_x_count 12
shadow_mask_y_count 6
shadow_mask_usize 0.5
shadow_mask_vsize 0.5
shadow_mask_uoffset 0.0
shadow_mask_voffset 0.0
distortion 0.0
cubic_distortion 0.0
distort_corner 0.0
round_corner 0.0
smooth_border 0.0
reflection 0.0
vignetting 0.0
scanline_alpha 0.0
defocus 0.0,0.0
converge_x 0.0,0.0,0.0
converge_y 0.0,0.0,0.0
radial_converge_x 0.0,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 1.0,0.0,0.0
grn_ratio 0.0,1.0,0.0
blu_ratio 0.0,0.0,1.0
saturation 1.0
offset 0.0,0.0,0.0
scale 1.0,1.0,1.0
power 1.0,1.0,1.0
floor 0.0,0.0,0.0
phosphor_life 0.5,0.5,0.5
chroma_mode 3
chroma_a 0.630,0.340
chroma_b 0.310,0.595
chroma_c 0.155,0.070
chroma_y_gain 0.2124,0.7011,0.0866
#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable 0
#
# VECTOR POST-PROCESSING OPTIONS
#
vector_beam_smooth 0.0
vector_length_scale 0.5
vector_length_ratio 0.5
#
# BLOOM POST-PROCESSING OPTIONS
#
bloom_blend_mode 0
bloom_scale 0.75
bloom_overdrive 1.00,1.00,1.00
bloom_lvl0_weight 1.00
bloom_lvl1_weight 0.48
bloom_lvl2_weight 0.32
bloom_lvl3_weight 0.24
bloom_lvl4_weight 0.16
bloom_lvl5_weight 0.24
bloom_lvl6_weight 0.32
bloom_lvl7_weight 0.48
bloom_lvl8_weight 0.64
It's located in each emulators ini/presets folder...
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Re: ARpiCADE_5 - for Pi4 or Pi5
thanks. Got it a little better, playable at least.
- FrizzleFried
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Re: ARpiCADE_5 - for Pi4 or Pi5
You're never going to get vector games to look "good" on a standard resolution raster CRT monitor.
You can get somewhat close with a high resolution display... but even then, the natural "glow" of a real vector display simply can't be properly simulated... ESPECIALLY the black & white vectors IMHO.
You can get somewhat close with a high resolution display... but even then, the natural "glow" of a real vector display simply can't be properly simulated... ESPECIALLY the black & white vectors IMHO.
Visit my arcade blog ... www.idahogaragecade.com (Updated: 10/28/21)
Re: ARpiCADE_5 - for Pi4 or Pi5
On my main arcade machine i want to use the pi5 build with, nothing will boot until i hit the little reset button on the Pi5. In my astro city it boots everytime normally. Did anyone find a fix for this?
Also, where are the snaps for the consoles supposed to go. Ive put them in the prospective folders in the previews folder but none are showing.
Also, where are the snaps for the consoles supposed to go. Ive put them in the prospective folders in the previews folder but none are showing.
Re: ARpiCADE_5 - for Pi4 or Pi5
Sounds like your 5v may be a bit low on the cab that doesn't start up properly. Or maybe, if it has a modern cheap JAMMA loom, it could need more wire for 5v and GND (the 1x aluminium wire on cheapy looms isn't really good enough).Hashman wrote: ↑Wed Mar 26, 2025 12:18 amOn my main arcade machine i want to use the pi5 build with, nothing will boot until i hit the little reset button on the Pi5. In my astro city it boots everytime normally. Did anyone find a fix for this?
Also, where are the snaps for the consoles supposed to go. Ive put them in the prospective folders in the previews folder but none are showing.
Console snaps go into the consoles folder in the snap folder. If that isn't working I've got a config issue somewhere, in whihch case let me know the details and I'll fix it right up...
Re: ARpiCADE_5 - for Pi4 or Pi5
Yeah, I'll settle for playable for vector games. I suspect my vertical lines arn't as thick as horizontal lines is a bit (at least) to do with the interlacing anyway (each frame is swapped from one line to another, which would make the lines look thicker).FrizzleFried wrote: ↑Tue Mar 25, 2025 12:26 pmYou're never going to get vector games to look "good" on a standard resolution raster CRT monitor.
You can get somewhat close with a high resolution display... but even then, the natural "glow" of a real vector display simply can't be properly simulated... ESPECIALLY the black & white vectors IMHO.
This may be one of the dumber things I've written down, but would it have been possible to make a chassis that worked for both vectors and rasters? My understanding is the tubes are the same, could be wrong of course... Obviously it's not likely to happen either way if it didn't happen during the 80s when vector monitors were still being made (excepting CRT scopes, which were possibly still being made until more recently). A low res + vector chassis/CRT would have been the ultimate MAME monitor.
Re: ARpiCADE_5 - for Pi4 or Pi5
Made some progress automating fullscreen resizing the console and the few other things that don't understand that 1920 wide super resolutions are actually 4:3 aspect ratio. Currently the tradeoff is I had to slow down the initial boot to menu time a bit to avoid causing a new bug. It's working for the console that loads if you exit the service menu, now going to see if I can't do similar with DonutDoDo (as it requires 5xWide and not fullscreen).
Re: ARpiCADE_5 - for Pi4 or Pi5
Im having an issue with games in the 106 folder not scanning and adding to gameslist. Two of my fav games Sunset Riders and Narc, ive added and it doesnt matter how many times i run the rom scan, they dont show up. I cant seem to find updated roms for any of the newer mame builds. Any ideas? Am i missing something?
- FrizzleFried
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Re: ARpiCADE_5 - for Pi4 or Pi5
I've not played DonutDoDo but I have seen some video footage. It looks fun. I would want to try it out and will add it when it's loadable and exitable as normal from Attractmode. Same with Fix-It-Felix... though I think that MAY be working 100% now a days (might be time to look in to that)... am I right in that I could add the launch from within a mixed emulator romlist?dee2eR wrote: ↑Thu Mar 27, 2025 3:01 amMade some progress automating fullscreen resizing the console and the few other things that don't understand that 1920 wide super resolutions are actually 4:3 aspect ratio. Currently the tradeoff is I had to slow down the initial boot to menu time a bit to avoid causing a new bug. It's working for the console that loads if you exit the service menu, now going to see if I can't do similar with DonutDoDo (as it requires 5xWide and not fullscreen).
Visit my arcade blog ... www.idahogaragecade.com (Updated: 10/28/21)


