09 February 2019, 13:46 | #201 |
Former Amiga game creator
Join Date: Mar 2005
Location: Netherlands
Posts: 212
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Hi,
I'm eager to find a way to upscale pixel art using the ScaleFX(-Hybrid) algorithm. Is there a way I can do this using FS-UAE or WinUAE? Thanks! |
10 February 2019, 19:04 | #202 |
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Join Date: May 2017
Location: EU
Posts: 342
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Hello there,
I guess there is no easy way to scale custom pixel art in files with FS-UAE or WinUAE. It could be possible to run a program in the emulator, an Amiga image viewer running at low resolution for example, load the pixel art there and then make screenshots. The problem is i'm not so proficient with these programs and that they may require special image formats. If you are using directory hard drives for example you might want to copy pixel art there. So in theory, there is a way... |
10 February 2019, 19:54 | #203 |
Former Amiga game creator
Join Date: Mar 2005
Location: Netherlands
Posts: 212
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Thanks. I'll try some things. :-)
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28 March 2019, 11:40 | #204 |
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Location: United Kingdom
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These shaders make a world of difference. Thanks for all your hard work, guest.r. Much appreciated.
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29 March 2019, 15:10 | #205 |
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Location: São Leopoldo / Brazil
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Any chance for them to work on macOS? Or we still have to wait for an update on FS-UAE itself?
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03 April 2019, 19:57 | #206 |
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Location: Sweden
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I tried all of the shaders but i cant seem to find one that looks like CRT.D3D.fx in winuae. Is it possible to convert it to fsuae?
But without the "distortion"? |
03 April 2019, 20:38 | #207 |
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Isn't this the same with that shader (crt-cgwg)? I think they are the same (crt.d3d and crt-cgwg), maybe i am wrong
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03 April 2019, 23:04 | #208 |
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Not really.. I attached screens of winuae crt and the fsuae crt you send me. It is quite difficult to get it to work properly in winuae, you have to disable and enable resolution autoswitch after a start.. sometimes.. i havent bothered to nag about it. This filter looks really close to what is achieved when using the crt royale kurozumi filter in RetroArch, which im really found of. But i guess that one too much to ask for?
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04 April 2019, 17:26 | #209 | |
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Quote:
Has some new parameters that can be adjusted... |
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05 April 2019, 19:55 | #210 |
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It is a bit brighter but don´t fix the colours and smothing of the pixels like the winuae shader. Or did i miss some settings in FSUAE or in the converted shader?
I´ll attach the settings i use. |
05 April 2019, 20:46 | #211 |
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Seems your fs-uae settings are wrong (hires and not proper scaling).
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05 April 2019, 22:17 | #212 |
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If i don´t make it hires (even if its grayed out) it wont work properly. Atleast until a game loads up. It is very confusing. Attached is with lores and hires grayed out.
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05 April 2019, 22:18 | #213 |
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Yeah i wondered about the scaling. What setting did i miss there?
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05 April 2019, 22:50 | #214 |
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I think it is scaling right but the screenshots won´t be representing what i see on screen due to stretching?
Anyway.. more important is the colors and the pixel rounding.. anyone that can mimic those? Guest.r? |
07 April 2019, 15:38 | #215 |
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I can help with colors, but pixel rounding eludes me a bit, since the same formula is used in both cases.
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08 April 2019, 22:25 | #216 |
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Nice, thanx a lot! I think i found something interesting; In WinUAE/display setting i disabled resolution autoswitch and set resolution to hires normal and the line mode to double. That gives the same, for me wrong, look as in FS-UAE. However i cant seem to enable "single" mode in FS-UAE. Ideally I would like to have scanlines in non interlaced screenmodes only. I guess i should ask Frode about this?
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09 April 2019, 20:22 | #217 |
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Apparently you can put
line_doubling = 0 low_resolution = 1 in the advanced setting to get low resolution, which almost all games are anyway. But sure a resolution autoswitch would be better. Now FS-UAE looks really close to the original as well |
29 April 2019, 10:36 | #218 |
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Hi all, great progress with the shaders, but I also can't get them to work in MacOS.
If I have shader = crt-lottes.shader in the config then the shader is not found, but if I remove the .shader extension then it is found, but crashes. I can't find any error message in the log file, in fact the area relating to the shader looks like it should work: [SHADERS] Initialize [SHADERS] Checking shader crt-lottes [SHADERS] Checking shader /Users/wilf/Documents/FS-UAE/Data/Shaders/crt-lottes.shader [SHADERS] GL_INFO_LENGTH was 0 [SHADERS] Compiled vertex shader successfully [SHADERS] GL_INFO_LENGTH was 0 [SHADERS] Compiled fragment shader successfully [SHADERS] linked shader program successfully [SHADERS] Shader OK [SHADERS] Done loading shader I've tried multiple shaders with different games, but always the same result... |
29 April 2019, 15:41 | #219 |
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Location: Middlesex, England
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None of the shaders out there replicate the real CRT McCoy yet so I've never been impressed by any.
TV Off Real Scanlines From Personal Black Tube Flat CRT. https://drive.google.com/file/d/1AqK...w?usp=drivesdk TV On Real AMIGA Scanlines From Somebody Else's CRT. https://drive.google.com/file/d/0B3a...w?usp=drivesdk Make an FS-UAE and MAME shaders out of these and I will be impressed then. Untill then not impressed with any so far not real enough. Last edited by TEOL; 29 April 2019 at 15:50. |
02 May 2019, 12:38 | #220 |
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Location: Preston
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I don't have a CRT anymore and don't intend to start collecting them any time soon and shaders are better than nothing. They don't need to be 100% accurate, just improve the image.
Still can't get any working in MacOS though, they work in bootcamp, but hate having to reboot all the time. First world problems... EDIT: The bundled CRT shader works with MacOS and I can edit this by downloading the file from the repository. So why would this shader work, but no others? Last edited by Wilf; 04 May 2019 at 13:44. |
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