Open GoogleCodeExporter opened 8 years ago
Original comment by ekeeke31@gmail.com
on 22 Apr 2010 at 2:25
Original comment by ekeeke31@gmail.com
on 22 Apr 2010 at 2:25
Original comment by ekeeke31@gmail.com
on 25 May 2010 at 6:49
openbor has graphic filters maybe their source will help
Original comment by Gamewiza...@gmail.com
on 25 Jun 2010 at 1:56
OpenTyrian had graphic filters as well but the way they've implemented it, it
doesn't work too well on the Wii in terms of speed and efficiency, this is why
I'm not totally optimistic about this sort of thing happening, but if it is
possible for eke-eke to implement such a function it'd make the emulator a real
crown jewel, you know? :D
Original comment by bpze@outlook.com
on 25 Jun 2010 at 4:59
Thank you but most software filters are open-source and I already have the
sourcecode for the ones I need (hq2x, scale2x, sai2x).
That's said, I think original mode already IS the crown jewel for this
emulator, it's something you cannot find on any other platform (incl. Xbox
emulators I think, correct me if i'm wrong) and make all these destructive
filters useless (providing your TV can support it off course hence why I'm
planning to eventually add software filtering options). Personnaly it hurts my
eyes when playing an emulator with HQ2X or Super Eagle enabled after having
played on the real thing ;-)
Original comment by ekeeke31@gmail.com
on 25 Jun 2010 at 6:39
I dont have the real thing myself anymore since it refuses to turn on after
plugging in the RF cable (which looks like it has a lot less prongs than what
it should).
I can't say for Super Eagle but I mentioned Crue Ball before because it really
does look better using HQ2X, I really think visually how it is depends on
brightness settings of the PC, speed handling and the actual game itself
(graphic filters wont make better graphics out of graphics that were crap to
begin with).
As for XBOX Emulators, I wouldn't even try comparing this project to theirs -
this one is clearly superior. It is easier to obtain and run (no hax needed to
install homebrew) and is easier to set up and use, is still in development and
probably has more functionality. A quick look at trying to get homebrew on my
own XBOX some time ago showed that without even needing to get it running.
Original comment by bpze@outlook.com
on 28 Jun 2010 at 6:12
Couldn't agree more with comment 6. I use original (240p) mode with a Micomsoft
XRGB-Mini and it's wonderful. In my view, a much better option would be for
Genesis Plus to allow for the simulation of scanlines in 480p mode so that
1080p LCD users can enjoy a more authentic look without necessarily having to
buy an specialized upscaler. All it would need to do is to perform
pixel-perfect 2x scaling and darken the odd lines, preferably with the
brightness being under user control.
Original comment by kerfra...@gmail.com
on 12 Apr 2012 at 12:28
That's more-or-less the idea I had. Original mode is definitely the way to go
but it looks nasty IMHO on newer TVs especially ones with that weird
interpolation thing. Not sure why that happens because nothing else looks
interpolated but the games and stuff tend to show afterimages as a result.
Probably a local issue but I imagine some more options to tinker with couldn't
hurt.
Original comment by bpze@outlook.com
on 12 Apr 2012 at 1:37
There are various problems that can occur with modern TVs. Ideally, a 1080p TV
should upscale in a linear fashion i.e. neatly doubling 480 pixels to 960 and
vertically centering. On Sony models that is possible provided that one sets
"Display Area" to +1. Otherwise, it will vertically stretch to 1080 and that's
really not desirable in terms of trying to preserve the nuances of 240p
graphics, *especially* when scanlines are being emulated (even if the scaling
is good, artifacts will occur in many games). I think another issue is that
some TVs treat 240p as 480i and apply crappy de-interlacing where it is simply
not necessary, leading to strange effects. I've seen evidence of that when
using the SCART input on my Sony TV, whereas 480p over component is fine.
In any case, the Wii is effectively limited to 480p and there's no magic that
an emulator can pull off to fix a bad TV. Still, the mechanics of having an
emulator line-doubling the framebuffer and inserting pixel-perfect scanlines
prior to output aren't overly complex though. That would be great for anyone
with a half-decent TV without having to splash out for a Micomsoft upscaler
like I did ;) I really wish that more emulator authors would take care of these
nuances. Hats off to eke-eke for being ahead of the curve and supporting true
240p in all his emulators. The only other emulator I know of that gets it right
is wii-mednafen.
Original comment by kerfra...@gmail.com
on 12 Apr 2012 at 3:11
For a somewhat CRT-like experience, I suggest looking into this thread:
http://board.byuu.org/viewtopic.php?f=10&t=147
Some of the samples, especially in the first post, look amazing, and the look
should be preferable to simple scanlines. I still haven't seen a real
filter/shader that replicates this look, but if any coder is interested it
would be really awesome if he/she could pull it off. I find filters that try to
curve the picture odd though. I still won't use the CRT TV that I have because
the flat glass on top of the curved glass makes it look odd.
Original comment by swsparkl...@gmail.com
on 9 Jul 2012 at 3:17
Re: Comment 11 - that's an interesting filter but I don't see how it can be
implemented in a Wii emulator because it relies upon being able to scale the
original image by 3x. If the Wii happened to support 720p, it would be a
different matter (3 x 240 = 720).
Original comment by kerfra...@gmail.com
on 9 Jul 2012 at 3:27
I'm not a coder, nor a painter, by any means, but this sample includes
phosphor2x: http://img199.imageshack.us/img199/627/phosphornxgng.png
That should theoretically work for 240 games upscaled to 480, if the number of
pixels is doubled, although how it will work in practice considering there is
no real filter/shader that is actually usable in an emulator yet and that
replicates this well (That I'm aware of), I don't know. Having it relatively
flexible could also make a difference, since some games use a smaller
resolution than 320x240, plus the fact that pretty much all LCD's that are
released today are 16:9, and 480p in widescreen is 720x480 if I'm not mistaken.
Original comment by swsparkl...@gmail.com
on 9 Jul 2012 at 4:00
Ah, I didn't notice that there was a 2x variant! Yes, that would work with 480p
- assuming the Wii has the horsepower to pull it off. The sample looks quite
good, given the limited resolution. If you try that particular filter with a PC
based emulator running at 640x480 over VGA, it should be a good indicator of
what an implementation might look like on the Wii.
16:19 support on the Wii is anamorphic; the display merely stretches the image
along the horizontal axis if configured to do so. That's neither useful nor
desirable for emulation of 240p consoles. The maximum framebuffer resolution
remains the same which, if I recall correctly, can be 640x528 at the most.
Original comment by kerfra...@gmail.com
on 9 Jul 2012 at 4:52
Yes, if there's an implementation for RetroArch I could definitely try it on my
PC. Component is almost as good as VGA, plus there's a port of Genesis Plus GX
for RetroArch, so that should certainly be quite an accurate indicator of what
it might look like. And I agree that the sample looks good even with 2x,
definitely better than plain bilinear filtering or scanlines.
Oh, I never noticed. I'm always using the 16:9 mode if I can, and the games
that support it don't look stretched or anything to me (Rather they look like
they are in a higher resolution), and menus in some games for example seem to
have more unused space in 16:9 mode. Maybe there's some sort of compensation
going on? Or I just didn't analyze it enough. Anyway, if what you're saying is
true then it would indeed not be useful or desirable. There are still games
that are in a lower resolution than 320x240 though. Sonic the Hedgehog 2 for
example uses a lower resolution with different proportions in the special
stages, and this I think would normally be stretched to 4:3 on an SDTV. I just
thought it'd be good to mention this, since a lot of filters in emulators seem
to break whenever an "odd" resolution is used. I've seen this with SNES
emulators whenever a game goes into "hi-res" mode for example.
Original comment by swsparkl...@gmail.com
on 10 Jul 2012 at 10:14
Original comment by ekeeke31@gmail.com
on 12 Jul 2012 at 8:32
Re: Comment 15, for confirmation that 16:9 mode is not a good thing, look at
eke-eke's comments in Issue 24 and Issue 66. In native Wii games that support
it, what you get is an increased field of vision but not an increased
resolution (the opposite, in effect). That's a reasonable tradeoff for 3D games.
Original comment by kerfra...@gmail.com
on 28 Jul 2012 at 12:14
You're probably right. I guess I haven't been paying enough attention to
notice. I won't change the setting for my native Wii games though because the
16:9 proportions outweigh the benefit of using a higher resolution in this
case. I can see how 16:9 would be bad for MD emulation however, since they are
originally made in 4:3.
Original comment by swsparkl...@gmail.com
on 30 Jul 2012 at 6:23
There's a modified version of the Retroarch port that supports scanlines via an
overlay:
https://gbatemp.net/threads/retroarch-wii-updated-cores-and-stuff.362826/
I tried out the genplus-gx core in this version, using the "scanlines.png"
overlay. With the resolution set to 640x480p in retroarch, the results are
really good for as long as the image is still. Unfortunately, there are scaling
artifacts as soon as there is any motion, especially along the vertical axis. I
wasn't surprised because scaling is handled really badly in the Wii port.
Still, it is a tantalizing example of what might be possible if it were
implemented correctly.
Original comment by kerfra...@gmail.com
on 14 Nov 2014 at 1:05
Original issue reported on code.google.com by
bpze@outlook.com
on 22 Apr 2010 at 11:15