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Author Topic: Experiences With Flickering Filter On Mednafenx, Neogenesis, And Other  (Read 315 times)

Cospefogo

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Experiences With Flickering Filter On Mednafenx, Neogenesis, And Other
« Reply #15 on: May 01, 2006, 07:19:00 PM »

QUOTE(Chron Johnson @ May 1 2006, 09:21 PM) View Post

Yeah I knew as a kid that there was stuff going on just beyond my purview.  Knew it.  Sonic 1 was actually the ROM I used to configure my NeoGenesis screen, so I was happy to see everything look right...but until now I had some suspicion I was getting "ripped off".  Heh.  Have you tried Super Mario Bros 3 with these settings?  Mine has a nast area on the left side of the screen suggesting it wants shrinkage.



Chron.

For MednafenX_NES you *must* use 510 as width, and not 638.
Open Megaman3 rom, enter on SnakeMan level, and do the works
with the screen size (and check scrolling too) paying attention to
SnakeMan level background.

It's easy to correct any kind of distortions with 'that' pattern background
on your screen.

Cospefogo.
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foxxfella

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« Reply #16 on: May 17, 2006, 07:23:00 PM »

I found these dimensions to be pretty accurate for use with Mednafenx_nes;

X=31
Y=11
MAXX=577
MAXY=448

Hardware Filter: Point
Software Filter: Simple 2X

I did alot of my testing with Super Mario Bros 1 on my nes(took me forever to get working), I did a side by side comparison while adjusting the dimensions and these look pretty accurate.
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foxxfella

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« Reply #17 on: May 17, 2006, 09:21:00 PM »

forgot to add

no soften and use flicker filter 1 I'm using a non-hd setup.
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dohopoki

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« Reply #18 on: May 18, 2006, 12:04:00 AM »

I don't know if this would be the right place to ask but what settings do people generally use for FBA-XXX? I can't find any setting that will get rid of the flicker in Street Fighter Alpha 3, Super Gem Fighter and Vampire Savior. Those games are the major offenders, I can get them to an alright basis and my other games won't have any problems but the best I can do is everything ends up being blurry. My standard settings that I use on all of my other emulators doesn't work well with FBA-XXX.
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Cospefogo

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Experiences With Flickering Filter On Mednafenx, Neogenesis, And Other
« Reply #19 on: May 18, 2006, 07:31:00 AM »

QUOTE(DaddyLongLegs @ May 17 2006, 08:49 PM) View Post

I tried this. Go into Super Mario Bros 2. and check out before you go into the first door of the game (about halfway through the stage) that brings you inside the "cavern" area. The flickering on those green mountains or whatever they are is INSANE and unbearable.

Is there any way to correct this? I don't remember this being a problem at ALL with fceultra.



Well,

So, use BILINEAR filtering with FLICKER in ZERO.
This way you can, stretch the screen to 638 pixels on width
to have a "full screen" game.

Cospefogo.
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Cospefogo

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Experiences With Flickering Filter On Mednafenx, Neogenesis, And Other
« Reply #20 on: May 18, 2006, 07:43:00 AM »

QUOTE(foxxfella @ May 17 2006, 10:30 PM) View Post

I found these dimensions to be pretty accurate for use with Mednafenx_nes;

X=31
Y=11
MAXX=577
MAXY=448

Hardware Filter: Point
Software Filter: Simple 2X

I did alot of my testing with Super Mario Bros 1 on my nes(took me forever to get working), I did a side by side comparison while adjusting the dimensions and these look pretty accurate.


Opa!

If you use FLICKER FILTER in 1 it will "really mask" the screen distortions, so, you are not
having a "real NES" screen on your TV. It's easy to see that by looking carefully at the
green hills on Super Mario Bros 1. The pixel outlines must have no distortions. It's simple
to notice that. Put your flicker in ZERO and see for yourself.

And, as I said, try Megaman 3 on SnakeMan level. Open the game using the
settings you mentioned --- Put Flickering in 0 and walk around on the level.
You will see that things are wrong. The pattern background will speak
by itself.

Sorry, but after my exhaustive experiences your current coordinates are mathematically wrong.
A NES screen --- to not have ANY DISTORTIONS --- must be at 510x448 or 638x448, on even
coordinates, like 12, 14, 32, 60... If you use positioning coordinates like 31 and 11 you will get
MORE flickering on the pixels. (At least here in my CRT television)

The thing is --- Since you are using Flickering in 1, you can't see the distortions.
If ZERO settings are bothering you too much, use the BILINEAR filter instead of
point.

Believe me.
Regards, Dude,

Cospefogo.
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Cospefogo

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Experiences With Flickering Filter On Mednafenx, Neogenesis, And Other
« Reply #21 on: May 18, 2006, 12:11:00 PM »

QUOTE(Fred_PJ @ May 18 2006, 02:00 PM) View Post

That's real nice and all but you're just thinking about NES' native resolution and forgetting about NES' aspect ratio. You want it to look like a real NES, but a real NES just doesn't display a square (510x448) or an overzoomed picture (638x448) on a tv so all that is pretty useless...


Hey Dude!

Do you have a NES in your home?
Did you used to play a real NES years ago?
Can you plugin side by side a NES and a XBOX running MdenafenX?

This is the only way I (and some other fellows here) found out to have the
NES screen on television to look like the original NES displaying.

Would you please turn off your filters, put your flickering in Zero,
set up point filtering and suggest us something NEW that do
not DISTORT the original NES aspect ratio?

All graphics are bitmapped - the are no polygons, so if one single
column or row of pixel get out of place, everything will be distorted!

If you don't mind, do what I suggest, open MegaMan3, SnakeMane level
a play with screen dimension --- paying attention to the patterned
background.

But, after all my speech --- If you are those guys who enjoy the
super-duper-über software filtering, smoothing, softering
and related plug-ins I must agree with you --- this topic is a real crap
and absolutely bullshit. Forget it, never mind. There is nothing useful
for blurring-people in here.
 biggrin.gif

Please don't get me wrong, we are all nostalgic lunatics!
Regards!
Cospefogo.

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Chron Johnson

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Experiences With Flickering Filter On Mednafenx, Neogenesis, And Other
« Reply #22 on: May 18, 2006, 05:06:00 PM »

QUOTE(Cospefogo @ May 1 2006, 09:26 PM) View Post

Chron.

For MednafenX_NES you *must* use 510 as width, and not 638.
Open Megaman3 rom, enter on SnakeMan level, and do the works
with the screen size (and check scrolling too) paying attention to
SnakeMan level background.

It's easy to correct any kind of distortions with 'that' pattern background
on your screen.

Cospefogo.


I never said I had it sized to such a ridiculous size.  It's as it should be.  The Snake Man level moires unless bilinear filtering is enabled.  Point can't cut it.  Also, the screen glitch I described in Mario 3 is visible in any number of games.  It's area that would usually be off the screen.  So 510 with point filtering causes rainbow distortions on complex patterns and also some games have dead space visible on the left of the display.
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Cospefogo

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« Reply #23 on: May 18, 2006, 05:34:00 PM »

QUOTE(Chron Johnson @ May 18 2006, 08:13 PM) View Post

I never said I had it sized to such a ridiculous size.  It's as it should be.  The Snake Man level moires unless bilinear filtering is enabled.  Point can't cut it.  Also, the screen glitch I described in Mario 3 is visible in any number of games.  It's area that would usually be off the screen.  So 510 with point filtering causes rainbow distortions on complex patterns and also some games have dead space visible on the left of the display.



Matter of fact I am using 510 pixels on NES no more!
638 pixels of width is working wonderfully great!
And yes, sometimes, when the moire is too strong, I switch from point to bilinear.
(c:

Cospefogo.
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nes6502

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« Reply #24 on: May 18, 2006, 08:12:00 PM »

QUOTE(Cospefogo @ May 19 2006, 12:41 AM) View Post

Matter of fact I am using 510 pixels on NES no more!
638 pixels of width is working wonderfully great!
And yes, sometimes, when the moire is too strong, I switch from point to bilinear.
(c:

Cospefogo.



Excellent work with the emulator size calculations. Can you offer me any information that might help me display more usefull resize coordinates in ZsnexBox? Or anything that would make it easier for you to calculate the accurate numbers in a later release. I am displaying the centered (blue border alignment) of SNES rendering at 512x448 (twice the native resolution)
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Cospefogo

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« Reply #25 on: May 19, 2006, 06:04:00 AM »

QUOTE(nes6502 @ May 18 2006, 11:19 PM) View Post

Excellent work with the emulator size calculations. Can you offer me any information that might help me display more usefull resize coordinates in ZsnexBox? Or anything that would make it easier for you to calculate the accurate numbers in a later release. I am displaying the centered (blue border alignment) of SNES rendering at 512x448 (twice the native resolution)


Nes6502,

I just installed the last ZsnesxBox (1.4) and did try to work with the
screen adjustment option. I must confess you that I really can't find
good results as I did for Xport's emulators.

 unsure.gif

I my opinion, it would be great if the left analog stick could work
*only* for screen positioning (X and Y) coordinates and the right
analog stick work *only* for increasing and decreasing the screen
dimensions (just like MednafenX, NeoGenesis, and so on).

Cospefogo.
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Cospefogo

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« Reply #26 on: May 20, 2006, 05:25:00 AM »

QUOTE(slogra @ May 20 2006, 06:19 AM) View Post

I agree with Cospefogo; i also have a lot of trouble getting the right size. The darkened game image isn't helping either. It's very hard to see each pixel with such a dark image.

I've made testscreen that should make the resizing a lot easier.
IPB Image



Slogra,

Fantastic screen! The edges pattern lines (just like the Megaman's energy bar life)
it the best tool to correct screens distortion! Your resize screen is much better than
mine (I have suggested one to Nes6502)!

Hey Nes6502 --- Forget about my PM. This image made by Slogra
works much better!

Cospefogo.
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Hyllian

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Experiences With Flickering Filter On Mednafenx, Neogenesis, And Other
« Reply #27 on: May 20, 2006, 06:54:00 AM »

Interesting results, slogra!

I adjust my screen very fast using scanlines on Xport's emulators, it's because scanlines gets distorted if the resolution isn't native. The only problem is that scanlines only exists horizontally today. If at least I could use scanlines vertically, it would be much more easy for all dimensions!
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