|
#1771
|
||||
|
||||
![]()
I am fine without involving money, though I have for several years now lacked a real N64 and an available TV to output through or capture stuff.
And yeah, some of these games have really, really crazy graphics RDP bugs on the real hardware, totally messy stuff you'd think was just a bug in the emulator...when really it's HLE that fixes these bugs and LLE that emulates them!
__________________
http://theoatmeal.com/comics/cat_vs_internet |
#1772
|
||||
|
||||
![]()
Hat is correct.. N64 was not perfect with texture handling by any means.
A good example is Chameleon Twist. The Kitty logo is ass on the REAL HW too. |
#1773
|
|||
|
|||
![]()
I understand your experiment, but I've had bad experiences with resizing images that way. Maybe Mario 64 gives you perfect results, but other games might not.
I can still keep using older versions of the plugin for my 320x240 screenshot needs, no biggie. What interests me the most is seeing a newer version of the plugin 'properly' show games with non-standard resolutions in a non-standard window. Goldeneye was a huge improvement on this latest version, but other games did not fare as well. Although, that might be because of that "issue" I reported a while back, of some games with VI enabled natively encasing the visuals in a black frame, but with the VI disabled they are displayed full screen. I hope someone takes some captures of a real Turok 2 (or any game from that list I made) to see if it's really encased in black frames. |
#1774
|
||||||
|
||||||
![]() Quote:
Quote:
The point is that's because any re-sizing at all gives bad results--which is why probably, you shouldn't do it. It looks better at 640 for some reasons. Quote:
Quote:
Quote:
Quote:
__________________
http://theoatmeal.com/comics/cat_vs_internet |
#1775
|
||||
|
||||
![]()
mylittle-nocomment3.7z had better picture for you because it was still written in DirectDraw back then.
The scaling method used Windows rectangles to do a DirectDraw scaled blit with a hacked (by that I mean wrong, as it was against MSDN documentation) screen width factor by one pixel, which corrected the blurring that half of the image was having on some GPUs (yours and mine) but would make it wrong on others. This again, was another case of GPU-defined behavior when using DirectX to blit the image. mylittle-nocomment4, 5, and the EmuTalk releases you are able to download from my thread are all done in OpenGL in order so that I can have more low-level control over the raster stuff that dictates how the stuff is drawn to the screen on the client's side. So if I am to have any chance of using this information to look at how OpenGL can control the scaling towards what you wanted, I have to be able to compare between 4, 5, and the EmuTalk builds. Anything before mylittle-nocomment4 was still done in DirectDraw.
__________________
http://theoatmeal.com/comics/cat_vs_internet |
#1776
|
|||
|
|||
![]()
So a few games like Rogue Squadron suffer from a weird issue on screens that would normally be interlaced:
![]() ![]() ![]() ![]() The third image is actually in motion, so there's some combing artifacts, which are typically normal, but the others are still images, which should exhibit no such artifacts, and most other games with interlaced screens (Pokemon Stadium and Tony Hawk's Pro Skater 3 for example) indeed have no such issues, displaying perfectly on said screens. For what it's worth, the RetroArch version of this plugin exhibits exactly the same issue. |
#1777
|
||||
|
||||
![]()
I don't know much about programming, but why cant we just leave the resolution at what it's supposed to be 320x237, wasn't the hardware designed to omit those 3 lines of pixels so it could look better on a late-90's CRT?
__________________
Gnash, Gnash, Gnash... |
#1778
|
||||
|
||||
![]()
Not all games run at the same resolution.
|
#1779
|
||||
|
||||
![]()
Ah, that makes sense then.
__________________
Gnash, Gnash, Gnash... |
#1780
|
|||
|
|||
![]() Quote:
Thanks for everything you've done so far by the way ![]() I hope it keeps improving and hopefully one day I'll be able to see a game in a window with its native non-standard resolution (as in, not 320 or 640), with filters enabled, and that it doesn't look garbled or like crap :P Imagine if you take a native resolution screenshot with F3, then apply some filters to it. That's how I'm imagining games would look on the emulator if you apply the VI filters to a game in a non-standard res window. |