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05-04-22 12:41:05 AM
Jul - Gaming - SNES emulation/bsnes thread New poll - New thread - New reply
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Ninji

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Posted on 01-04-10 06:16:02 PM Link | Quote
I tried out the pixel shader, it's pretty cool but I still prefer the non aspect corrected version. Playing emulated 2D games with anything other than an exact pixel scaling bugs me.

Originally posted by byuu
Quite a mess, but I have been considering expanding the widget further and then making a simple standalone hex editor since all of the Linux ones suck.

Seriously? I wouldn't call that a mess. I looked at the code, it seems pretty tidy, especially compared to mine. (Especially considering that it's done using C++, which I find a lot harder to use than Python/PyQt because of all the memory management that needs to be done )


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byuu
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Posted on 01-04-10 07:43:45 PM (last edited by byuu at 01-04-10 04:53 PM) Link | Quote

Playing emulated 2D games with anything other than an exact pixel scaling bugs me.


Hmm, you can tell the difference here? http://img512.imageshack.us/img512/5963/aapoint.png

And that's only at 2x scale. At 5x I have to use a paint program and zoom in to see the differences.

I wish we didn't have to use non-square pixels, too; but it distorts the video pretty badly if you use exact multiples of 256. People look super thin, the moon in Chrono Trigger looks like an oval, etc
I kind of miss CRT monitors and their ability to display 8:7 resolutions directly. But I don't miss the geometry distortion along the corners.


Seriously? I wouldn't call that a mess. I looked at the code, it seems pretty tidy, especially compared to mine.


Mostly meaning that it's heavily tailored to bsnes' specific needs, instead of being more general purpose. Same thing with my custom file dialog.


(Especially considering that it's done using C++, which I find a lot harder to use than Python/PyQt because of all the memory management that needs to be done )


I don't usually mind memory management, and I actually cheat a bit -- I don't always delete "permanent" objects that are created at startup like I should. My reasoning is that the OS process termination cleans them up anyway

But Qt is downright scary. It "acquires" all the pointers you feed into it, and deletes them all for you. It's ... very disorienting when you're not used to it. But you can literally throw new Q[ObjectName]'s all around and you won't leak memory, so long as you delete the grandparent. It actually makes it a real treat to use.

Example:

  for(unsigned i = 0; i < mapper().size() i++) {

InputGroup &group = *(mapper()[i])

QTreeWidgetItem *grandparent = map[group.category];
if(!grandparent) continue;

QTreeWidgetItem *parent = new QTreeWidgetItem(grandparent)
parent->setData(0, Qt::UserRole, QVariant(-1))
parent->setText(0, group.label)

for(unsigned i = 0; i < group.size() i++) {
QTreeWidgetItem *child = new QTreeWidgetItem(parent)
child->setData(0, Qt::UserRole, QVariant(inputTable.size()))
inputTable.add(group[i])
}
}



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Posted on 01-05-10 05:11:49 AM Link | Quote




#51
Originally posted by byuu

- I was playing Top Gear 3000 (I remember it being glitchy in other emulators although it seems fine now) and couldn't use savestate hotkeys or rewind, but the State Manager worked fine


That was actually a bug, heh. DSP-3, DSP-4, ST-011 and ST-018 (each used by one game) don't support save states just yet. Next release disables the state manager for them as well, and adds proper SuperFX and SA-1 save states.
Ah, so that'd explain why loading the savestate sometimes didn't work (game stuck) until I reset the game and tried again


A few more things I forgot to list earlier:
- The cheat search only seems to search by exact value (or relative to it) ... which doesn't work so well when the value is unknown
- Screenshots are messed up when I use the Direct3D driver, but work fine on OpenGL, not sure whether that's bsnes's fault though

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Posted on 01-05-10 09:28:51 PM Link | Quote
Originally posted by byuu

Playing emulated 2D games with anything other than an exact pixel scaling bugs me.


Hmm, you can tell the difference here? http://img512.imageshack.us/img512/5963/aapoint.png

And that's only at 2x scale. At 5x I have to use a paint program and zoom in to see the differences.

I wish we didn't have to use non-square pixels, too; but it distorts the video pretty badly if you use exact multiples of 256. People look super thin, the moon in Chrono Trigger looks like an oval, etc
I kind of miss CRT monitors and their ability to display 8:7 resolutions directly. But I don't miss the geometry distortion along the corners.


I use a CRT because I prefer image quality and zero lag on them. I can actually tell the AA on that picture without zooming in or anything, but it's probably a monitor thing. But yeah, distortion on edges SIGH.

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Posted on 01-05-10 10:04:03 PM Link | Quote




#51
On a large CRT or LCD that can run 1600x1200, stretching it to 1536x1120 (6x width, 5x height) would be close enough to a 4:3 ratio


I always use the NTSC filter, at full resolution and smoothed, so the pixels don't really look like squares here

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Posted on 01-06-10 12:41:32 AM Link | Quote
I don't bother using any filters or anything like that with my emulators... just ordinary 2x zoom

I used to love using TV filters, but I figured they would get in the way if I were recording video...

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Posted on 01-06-10 12:44:45 AM Link | Quote
Originally posted by Schala
I don't bother using any filters or anything like that with my emulators... just ordinary 2x zoom

I used to love using TV filters, but I figured they would get in the way if I were recording video...

I like HQx filters, although they only look good in games that don't use 3d models (ie. NOT Donkey Kong Country!)
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Posted on 01-06-10 12:45:31 AM Link | Quote
I should try a filter. Sometimes I've wanted to play ROM hacks of old games in a way that looked like playing them on a real NES

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Posted on 01-06-10 12:48:38 AM Link | Quote
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Posted on 01-06-10 01:04:57 AM Link | Quote
Well here is an example of where to use filters, imho:



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Posted on 01-06-10 01:07:23 AM Link | Quote
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Posted on 01-06-10 01:10:09 AM Link | Quote
I use an even number of pixels, like 2x or 3x, so no, I don't get blurry pixels or anything like that

I could try using an NTSC filter again if I'm not recording anything, though

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Posted on 01-06-10 01:10:31 AM Link | Quote
Originally posted by Shadic
I'd much rather prefer the pixel look over either. But yes, the top is better looking than the blurry second shot.

Yes, I still kept bilinear resizing when I disabled the filter; I could have made the blockier image too, but I didn't feel like it.
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Posted on 01-06-10 01:15:03 AM Link | Quote
Here it is:
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Posted on 01-06-10 01:17:15 AM Link | Quote
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Posted on 01-06-10 04:16:02 PM Link | Quote
Paulguy's Post configuration
Would be good if the pixels weren't all uneven. Ick.

My preference is clean but even pixels when available, but since that's almost never the case on any of these old 8:7 -> 4:3 systems, I stick to bilinear. The wobbly dither patterns and other things as they scroll are just way too distracting to me.

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Posted on 01-09-10 10:18:41 PM (last edited by byuu at 01-09-10 07:24 PM) Link | Quote
Ooooh, 6x width to 5x height sounds very intriguing. Let's see ...

The aspect correction ratios are:
NTSC: width * 54 / 47
That gives 1536x1120 when we want 1471x1120 -> 6x5

PAL: width * 32 / 23
That gives 1792x1200 when we want 1781x1200 -> 7x5

PAL is much wider than NTSC for some reason.

This is indeed wonderful for 1920x1200 monitors. Kind of a shame the market is heading toward 1920x1080.

EDIT: I'll update my "Scale 5x" option to do 6:5 NTSC and 7:5 PAL. Thanks for the idea!

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Posted on 01-10-10 12:42:17 AM Link | Quote
I'm a 1920x1200 user. 5x scaling fits the screen resolution, but Windows' large GUI elements make it not ideal.

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byuu
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Posted on 01-10-10 01:15:59 AM Link | Quote
Yeah, it would only be ideal for fullscreen use. I always leave windowed mode at 2x scale.

I've implemented the change. Here are some example pictures:

http://byuu.org/temp/ntsc-1.png
http://byuu.org/temp/ntsc-2.png
http://byuu.org/temp/pal-1.png

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Jul - Gaming - SNES emulation/bsnes thread New poll - New thread - New reply


Rusted Logic

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