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CRT artifacts in "Super Mario Bros."
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Author:  tepples [ Mon Jun 11, 2018 6:05 am ]
Post subject:  Re: CRT artifacts in "Super Mario Bros."

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:
$ 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:
$ 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?

Author:  DRW [ Mon Jun 11, 2018 8:08 am ]
Post subject:  Re: CRT artifacts in "Super Mario Bros."

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

Author:  calima [ Mon Jun 11, 2018 10:53 am ]
Post subject:  Re: CRT artifacts in "Super Mario Bros."

LIBGL_ALWAYS_SOFTWARE=1 ./nestopia 240pee.nes

Author:  tepples [ Mon Jun 11, 2018 12:26 pm ]
Post subject:  Re: CRT artifacts in "Super Mario Bros."

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:

Attachment:
Nestopia_240pee_sharpness_100.png
Nestopia_240pee_sharpness_100.png [ 20.79 KiB | Viewed 2009 times ]

Attachment:
Nestopia_240pee_sharpness_0.png
Nestopia_240pee_sharpness_0.png [ 19.61 KiB | Viewed 2009 times ]

Attachment:
Nestopia_240pee_sharpness_-100.png
Nestopia_240pee_sharpness_-100.png [ 18.96 KiB | Viewed 2009 times ]


Here it looks like 100 is edge enhancement, 0 is neutral, and -100 is blurring.

Author:  tepples [ Sat Jun 16, 2018 8:45 am ]
Post subject:  Re: CRT artifacts in "Super Mario Bros."

Regarding the description of 240p Test Suite's sharpness test:
Quote:
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.

Author:  psycopathicteen [ Thu Jul 05, 2018 8:23 pm ]
Post subject:  Re: CRT artifacts in "Super Mario Bros."

What is the equation for the filter in the above picture?

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