I Got Gpsp (gba) Running With Sound!


Phil posted on Dec 5 2006 at 06:24 PM said:
I think What he was trying to show was how it would look on the2x as the resolution of the screen doesn't go that high as the doubled image.

Neither does it go to 360x240. Doing hq2x (240x160 -> 480x320) would be wasting a lot of pixels, when you're then going back down to 320x213, and of course it'd look worse than the shots given.

I really have almost no faith that hq2x can be done quickly enough, on either CPU. Straight bilinear filtering would probably be much faster, but even then I don't see it happening.
 
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yes,
but this is the best quality to get, its scaled with hq3x and divided by 2 on both axi's, on the h axis a few pixels would need to be cut off, but that looks better then scaling by a uneven amount and can be done easily and fast..
The pixel doubled image was given with the same res as the hq3x/2 result for better comparison.
 
DaveC posted on Dec 5 2006 at 06:17 PM said:
PokeParadox posted on Dec 5 2006 at 03:43 PM said:
I know this idea would be yet more filter overhead but... would it be possible to smooth over those dithered gradients? If you look at the hills in the background of Vimacs screenshots they are dithered, may look nicer if the colours could be smoothed over to remove the staggered pixels.
Such filtering, if possible, would be beneficial to MegaDrive emulation since it uses this type of dithering a lot.


The problem with that is that it wouldn't know if it is dithering that it is blending or graphics details. So it would blend EVERYTHING not just dither which would result in loss of detail in many places.
Of course... that's a given with pretty much every filtering technique. It's just an idea and I'm just wondering if the pros would outway the cons, so to speak. (That's presuming there is any CPU 'juice' left to perform any filtering)
 
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Probably best to leave at 1:1 for now. It looks the best and there is no overhead. It isn't that bad on the GP2X as the pixel size is not too small. I think the main thing is to get to a playable speed. If it is slow it won't much matter how large the image is displayed.

Exophase: Do you think an option could be added to display a border like I posted a few pages back? The way it would work is if you have a file with a certain name in the directory it would display it. If you don't have the pic there it would just be a plain black border like now.
 
What, out of interest, happens if you use the HW scalar to first scale a bit of selected memory to 1024x1068 (high as it supports), dump at memory A and then re-scale it's own output back down to 320x240? Does it effectively remove the same pixels, or might it actually do a better job, if slower?

Ok, maybe the 940 would be better, but if doing it all in the scalar works, then maybe the 940 could be used for something else?
 
Tobriand posted on Dec 5 2006 at 06:42 PM said:
What, out of interest, happens if you use the HW scalar to first scale a bit of selected memory to 1024x1068 (high as it supports), dump at memory A and then re-scale it's own output back down to 320x240? Does it effectively remove the same pixels, or might it actually do a better job, if slower?

Ok, maybe the 940 would be better, but if doing it all in the scalar works, then maybe the 940 could be used for something else?


It would look like crap doing that. You would end up with a distorted mess. There is no magic bullet. Scaling will always give artifacts of some kind.
 
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DaveC posted on Dec 5 2006 at 06:41 PM said:
Probably best to leave at 1:1 for now. It looks the best and there is no overhead. It isn't that bad on the GP2X as the pixel size is not too small. I think the main thing is to get to a playable speed. If it is slow it won't much matter how large the image is displayed.

Exophase: Do you think an option could be added to display a border like I posted a few pages back? The way it would work is if you have a file with a certain name in the directory it would display it. If you don't have the pic there it would just be a plain black border like now.

Agreed. I dont mind a border at all, I think it adds a little something to the whole retro feel. But only as an option since lots of people dont like distracting borders.
 
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DaveC posted on Dec 5 2006 at 07:17 PM said:
Below is actually doubled:
pixeldouble.png
No thats 4 times bigger than the original.
This is doubled:
2xma5.png


and look at the resolution :p
 
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DaveC posted on Dec 5 2006 at 06:41 PM said:
Probably best to leave at 1:1 for now. It looks the best and there is no overhead. It isn't that bad on the GP2X as the pixel size is not too small. I think the main thing is to get to a playable speed. If it is slow it won't much matter how large the image is displayed.

Exophase: Do you think an option could be added to display a border like I posted a few pages back? The way it would work is if you have a file with a certain name in the directory it would display it. If you don't have the pic there it would just be a plain black border like now.

I think that is an attractive option (and I like your border ^_^), it could at least be added to the SDL video versions (PC, GP2X, Dreamcast, etc). It'll mean linking libpng though (or perhaps, SDL_Image). On the other hand, since most people would just use one border anyway, it wouldn't be that painful to just have it BMP, especially considering whatever you gain making it PNG would be taken away by the extra library code anyway :/
 
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m8ex posted on Dec 5 2006 at 06:47 PM said:
No thats 4 times bigger than the original.

Well it is still doubled, but in both x and y directions. It is basically 2:1 scaling.

Exophase posted on Dec 5 2006 at 06:56 PM said:
DaveC posted on Dec 5 2006 at 06:41 PM said:
Probably best to leave at 1:1 for now. It looks the best and there is no overhead. It isn't that bad on the GP2X as the pixel size is not too small. I think the main thing is to get to a playable speed. If it is slow it won't much matter how large the image is displayed.

Exophase: Do you think an option could be added to display a border like I posted a few pages back? The way it would work is if you have a file with a certain name in the directory it would display it. If you don't have the pic there it would just be a plain black border like now.

I think that is an attractive option (and I like your border ^_^), it could at least be added to the SDL video versions (PC, GP2X, Dreamcast, etc). It'll mean linking libpng though (or perhaps, SDL_Image). On the other hand, since most people would just use one border anyway, it wouldn't be that painful to just have it BMP, especially considering whatever you gain making it PNG would be taken away by the extra library code anyway :/

That would be fine. It wouldn't matter to us what format it was in as long as it displays (when present).

By the way that image uses less than 256 colors. It was made to be efficient. If you wanted to use it I could improve it a bit.

Hippo posted on Dec 5 2006 at 06:47 PM said:
Agreed. I dont mind a border at all, I think it adds a little something to the whole retro feel. But only as an option since lots of people dont like distracting borders.
"If you don't have the pic there it would just be a plain black border like now. "
 
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DaveC posted on Dec 5 2006 at 07:58 PM said:
m8ex posted on Dec 5 2006 at 06:47 PM said:
No thats 4 times bigger than the original.

Well it is still doubled, but in both x and y directions. It is basically 2:1 scaling.
But if you double the size two times it will be four times bigger. (Xx2x2=4X) basic math
:p
^smilie
 
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critical posted on Dec 5 2006 at 05:00 PM said:
I was playing with the scaling a few days ago (I too had been looking at this port a few weeks ago). zodttd: SetVideoMode can be called more than once if you're using paeryn's SDL lib.

I've compiled up my latest noodlings here (with source):

http://criticalhippo.googlepages.com/gpsp0...ical_hack_1.zip

There are unscaled, aspect-correct (hopefully) scaled and fullscreen scaled options. No filtering - just the scaling that the SDL port provides for free. I played around with various other bits and pieces to see if I could get any more performance out of it (asm routines from uclinux via mame, mmuhack, etc.) breaking screen centring, and maybe some other stuff into the bargain. Hope some of it might be of use - if nothing else to examine the state of play w.r.t. scaling.


How do I change the scalings? I mean between fullscreen, not scaled and aspect-correct scaling?


EDIT: Got it.. press y, then us the stick to choose.
 
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Ah! I thought I was using paeryns SDL! I must not be, or using an old version!

I will compile the next release with both Ryo and Critical's modifications using the SDL lib from paeryn. Thanks!
 
on a side note, disable sound and run f-zero, oc to around 260 and using pal version it runs between 43-50fps. Mario Kart U (no sound) runs at about 37fps- :)

its getting better Zodttd, keep up the good work!
 
stormyandcold posted on Dec 5 2006 at 06:25 PM said:
Mario Kart U runs at about 37fps
wtf, is that with or without sound? xD I hope it is with frameskip 1 on.

Has anyone tried madplay with this thing yet? I still need to get new batteries formy gp2x, or I could risk it and use ripped leaky battiers ^^

That's nice with f-zero, anyone tried 300mhz? My unit goes up to that... or was it 305.. nvm cant remember o_O
 
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