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I can pay 10 times over for emulators that are of DraStic quality.
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https://www.youtube.com/watch?v=AL60WJPxXRg&t=7mYou don't want to make Exophase too rich and go to Bora Bora do you? I would like him to stick around for another awesome emu or two
Technically, it "could" be possible, but there's a lot of things that need to be in order first; and even then it might not work on every game.If you're into vector art, maybe you could answer me a simple yet important question: Is it possible to make a plugin for one of the GB(A)/SNES emulators that vectorizes a whole game ("Zelda: A Link to the past" or "Super Mario World" for example), stores the data somewhere and plays the game in true HD without having to vectorize every sprite in real time? I'd love that and hopefully one day stuff like this will be made for the existent emulators
It was Chinese and Japanese and you should rather rent or buy it.WTH did I just watch there!!? And was it Japanese or Chinese? I'm gonna download that movie (English subs) now!
I'd take that for C64 too! Sounds complicated though.[...]
Not 100% on gameboy, been far too long since I looked at that. However, the NDS development that I did (via devKitPro), it had several layers in a combination of tilemaps (character map) and sprites, so I imagine it could also be done that way for that (in 2D mode only of course).But yes, it certainly wouldn't be "easy" to add.I'd take that for C64 too! Sounds complicated though.
Maybe GameBoy would be easier?
Hey, xBRZ looks really good, I'm using HQx or 2xsal with light scanlines depending on the games.Sorry, couldn't reply earlier.
First I thought you could dump all sprites then vectorize them, but as pmprog said that probably wouldn't work.
Else, some emulators support texture swapping like N64 video plugins, maybe that could work for the more recent consoles as they are less prone to this kind of optimization.
For example, dumping textures from the N64 can sometimes result in the dump of every single variation of a texture. For example, take Mario Kart. Every single character+kart sprite can be darkened or colored according to the situation (in a shadow or under star power). This easily amounts to thousands of dumped textures in total, where there should only be hundreds.
Your reasonable bet would be to customize a high-level renderer for just-in-time texture swapping, so that it loads every texture and vectorizes them, does the needed color swaps and everything and puts them back in the image when the texture is applied. But of course, this'll probably need a lot of resources, and I'm not taking into account the programming difficulties.
The best solution for now comes from filters like xBRZ, which provide vector-like scaling. And this one should run flawlessly on Pyra
The best image I had was ZSNES + Super2xSal + Seiken Densetsu 3 + TV-Out to a big CRT I had back then about 8 years ago.xBRZ and its predecessor xBR are implemented in a few emulators stock. But it's also available as addons on other ones. I know that GLideN64, the latest OpenGL plugin by the creator of Glide64, already supports xBRZ texture filtering.
I also like HQx and 2xSai, but now they're just not as good.
I still use filtering at times, but lately, I've been more and more using the good old pixelated image. Not that it's really the original looks (TV artifacts, scanlines and all), not that everyone likes, but I'm starting to like it anyway.
Let's hope most emulators on Pyra will support this awesome filter.
I'm also looking into getting back a big CRT from my family if I have enough space. Let's hope it will work flawlessly for some time.
The other reason why I still have it is that I'm not moving it...Will most likely sell it with the house if I move.You're gonna make me jealous :lol:
36" ? That's a beast ! I think ours is somewhere near 28. Hope you don't get a hernia if you happen to move it.
All I can remember is that through VGA I guess we could output 1024x768 from a computer. So there are a lot of possibilities...