Page 2 of 2

Re: CRT artifacts in "Super Mario Bros."

Posted: Mon Jun 11, 2018 6:05 am
by tepples
I don't know how 0.0, 1.0, and 2.0 in Nestopia behave because I don't have Nestopia installed on this PC.

Is 0ldsk00l's fork the correct fork? For the purpose of this post, I am assuming it is. In addition to what I had already installed to build things like FCEUX, I had to install autoconf-archive, libepoxy-dev, and libarchive-dev.

So I built it, and now it won't work. Instead, it prints an error message.

Code: Select all

$ nestopia 240pee.nes
0 joystick(s) found:
Fds: BIOS not found: /home/pino/.nestopia/disksys.rom
Database: 2901 items imported from internal DB
Ines: 64k PRG-ROM set
Ines: vertical mirroring set
Ines: NTSC set
Ines: mapper 2 set
Board: UxROM (non-standard)
Board: 64k PRG-ROM
Board: 8k W-RAM
Board: 8k V-RAM
Could not create glcontext: No OpenGL context has been made current
OpenGL: (null)
nestopia: Couldn't find current GLX or EGL context.
A Google search for Could not create glcontext returned the topic "OpenGL and Nestopia" on Ubuntu Forums, which recommended that I run glxinfo | grep OpenGL

Code: Select all

$ glxinfo | grep OpenGL
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) 965GM 
OpenGL version string: 2.1 Mesa 13.0.6
OpenGL shading language version string: 1.20
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 2.0 Mesa 13.0.6
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 1.0.16
OpenGL ES profile extensions:
However, OpenGL 2.1 is too old for Nestopia, which requires OpenGL 3.2 or later. Is there a recommended way to run my desktop environment (Debian Xfce) on hardware while running Nestopia inside a full software implementation of OpenGL, with full knowledge that it will reduce frame rate to something that is unusable for real-time games but may be usable for something turn-based like 240p Test Suite?

Re: CRT artifacts in "Super Mario Bros."

Posted: Mon Jun 11, 2018 8:08 am
by DRW
tepples wrote:I don't know how 0.0, 1.0, and 2.0 in Nestopia behave because I don't have Nestopia installed on this PC.
Do you have any version of Windows?

Then this should be all you need:
http://prdownloads.sourceforge.net/nest ... p?download

Re: CRT artifacts in "Super Mario Bros."

Posted: Mon Jun 11, 2018 10:53 am
by calima
LIBGL_ALWAYS_SOFTWARE=1 ./nestopia 240pee.nes

Re: CRT artifacts in "Super Mario Bros."

Posted: Mon Jun 11, 2018 12:26 pm
by tepples
calima wrote:LIBGL_ALWAYS_SOFTWARE=1 ./nestopia 240pee.nes
That... actually worked. Thank you.

In ~/.nestopia/nestopia.conf, the ntsc_mode must be set to 4 (Custom), or Nestopia will apply one of its four presets (0=Composite, 1=S-Video, 2=RGB, 3=Monochrome) instead. Then the values for ntsc_sharpness range from -100 to 100. Click to zoom in on the following images:
Nestopia_240pee_sharpness_100.png
Nestopia_240pee_sharpness_0.png
Nestopia_240pee_sharpness_-100.png
Here it looks like 100 is edge enhancement, 0 is neutral, and -100 is blurring.

Re: CRT artifacts in "Super Mario Bros."

Posted: Sat Jun 16, 2018 8:45 am
by tepples
Regarding the description of 240p Test Suite's sharpness test:
On most modern displays, the sharpness control is an edge-enhancement control, and most probably should be set to zero, or in the middle.
I'm guessing "modern" was intended to refer to CRT SDTVs new enough to have a remote control, an on-screen menu, and a composite video and analog audio input (as opposed to RF-only). I've reported this confusion upstream.

Re: CRT artifacts in "Super Mario Bros."

Posted: Thu Jul 05, 2018 8:23 pm
by psycopathicteen
What is the equation for the filter in the above picture?