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@alice@mk.nyaa.place

Post #3434625

2025-11-08 00:14 UTC

I noticed that 32X header parsing didn't work so all games were detected as using the 6-button controller. Fixed. Also fixed a bunch of places looking wrong in light style - e.g. error page in standalone windows. And more TV filter changes: - I noticed PAL MegaDrive actually alternates which lines are used for color correction between fields: https://www.youtube.com/watch?v=RaE9Lc5x7-4 - so we do too now, and for 32X as well even though I'm unable to verify that. It would make sense though, and I also wonder if SMS, Atari 2600 and 7800 are supposed to do it too. I know that NES and SNES don't at least. - The CRT filter now smoohly scales down to small sizes without moiré patterns - the mask and then the scanline gaps just fade out on smaller sizes - The CRT filter also operates in sRGB colorspace now (properly, not just gamma=2.2) instead of using gamma 2.0 (which it was using instead of 2.2 for performance reasons). Remains to be seen how much performance degrades like this, but it does look significantly better in some cases.

Replies (1)

  • @alice@mk.nyaa.place 2025-11-22 02:47

    No updates in a while, things are going slow right now (I was on a break in general, and catching up with work this week) First, I switched to 49 SDK. 2 reasons: - there's a decent chance the app will be released before 50, so better not to get tempted by new APIs until then - GTK has a pretty bad VRAM leak in main where Highscore happens to be the best reproducer I have (read: playing a game fills it to the point I have to hold power button in about a minute), related to the recent copy/paste nodes and backdrop-filter work, and I'm yet to debug/report it, so let's just not Next, I tested the CRT filter on my built-in laptop display (so 4K resolution + iGPU), so reverted sRGB and a couple more things and optimized it a bit. There's not much that can be done here, CRT filters are annoyingly complex (unless we don't have a mask, then I suspect it can be optimized quite a lot by splitting it into vertical/horizontal passses). So - now it's faster. It also blurs image horizontally again, I found a much faster way of doing it that also looks better than what it was before. On-screen rumble indicator has a new icon - jimmac made one a while ago and I forgot to switch to it. And I think I managed to make a workable design for keyboard remapping, that presents bindings as control->key. Because - I checked a lot of emulators, and not a single one did key->control, so I think it would just be confusing, even if it is how it's stored internally. Didn't implement it yet though, other than quick experiments.

    Open ##3434624