filter/scaling supereagle implementation

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jemismyname
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filter/scaling supereagle implementation

Postby jemismyname » Sun Mar 17, 2019 6:08 am

So, like, my favorite flavor of kool-aid is supereagle with about 20% scanlines.

is this possible to implement with the current filter coefficient text format?

I'm not super sure that i understand how the filter files are created.

Actually, i can't even find an algorithm for supereagle, does anybody have a link to this?

mahen
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Re: filter/scaling supereagle implementation

Postby mahen » Sun Mar 17, 2019 2:53 pm

I'm no FPGA dev, but I'm pretty sure this cannot be achieved yet ! A similar effect is implemented in the NES core if I'm not mistaken though (super2xsai ?).
My personal favorite is a combination of an xbr-like (or scalefx) effect and CRT/scanline effect. It'll be a dream come true when it can be achieved on FPGA :) I still have much trouble looking at huge pixels onan LCD screen, even with scanlines, it induces much eyestrain as far as I'm concerned :)
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jemismyname
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Re: filter/scaling supereagle implementation

Postby jemismyname » Mon Mar 18, 2019 7:51 am

I agree with this. back when they made this pixel art almost all screens had scanlines and some type of color-bleed fuzziness. the artists must have expected this when making their artwork.

yes, XBR, is my 2nd favorite after Supereagle, and then the 2xSai derivitives are 3rd favorite for pixel scaling algorithms.

I don't have SDRAM expansion yet, so i haven't messed with the NES core, but i will have a look at the Super2xSai implementation... does the author of the NES core live on this forum?

mahen
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Re: filter/scaling supereagle implementation

Postby mahen » Mon Mar 18, 2019 8:33 am

Oops, the filter built-in the NES core is actually "HQ2X". Core is available, it's open source. The original author is probably specified in it. Of course it's far from what we can get with the other aforementioned filters but that's better that nothing !

Of course, all those are processed with pixel shaders and fast GPUs which is has nothing to do with the way filters are implemented here, but have a look at the kind of result we can get with emulators :

compare this default pixellized rendering : http://nuage.tallur.net/index.php/s/BfJv8ev4oth28JJ
with a combination for instance of scalefx and hyllian (not necessarily the best) : http://nuage.tallur.net/index.php/s/dngjpmEixKmuvVE

There are more impressive comparisons / combinations but I don't have them at hand right now :)
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mahen
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Re: filter/scaling supereagle implementation

Postby mahen » Mon Mar 18, 2019 8:37 am

Here is an explanation of the xbr algorithm : https://forums.libretro.com/t/xbr-algor ... torial/123

and here is an explanation of the scalefx one : http://www.scale2x.it/algorithm.html
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