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PostPosted: Fri Nov 29, 2013 5:38 am 
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New bug in sega li and nestopia ue's ntsc filter
The old bug has been fixed,but it cause a new bug. :(


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PostPosted: Fri Nov 29, 2013 8:21 am 
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And the bug is what exactly? And even so is it so debilitating that you cannot play the game?

Personally, why not just use no filter and have a crisp, digital image with no loss.

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PostPosted: Fri Nov 29, 2013 8:22 am 
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The bug might be that blue line on the left and right.
Anyway, this is just a cropping problem. A full TV picture would include the blue stuff, since that is the color of the overscan.

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PostPosted: Fri Nov 29, 2013 12:17 pm 
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fcism wrote:
New bug in sega li and nestopia ue's ntsc filter
The old bug has been fixed,but it cause a new bug. :(

Your post has a bug: it doesn't tell us what observations you've made and what in particular you've concluded. I don't read your mind so I don't know what you're posting about and am just ignoring it until you provide the above information.


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PostPosted: Fri Nov 29, 2013 12:59 pm 
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fcism wrote:
Bug: My game is stuck in Japanese!!!


:roll:

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PostPosted: Fri Nov 29, 2013 2:29 pm 
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If the bug is about the blue lines at the far left and right of the window where the backdrop color used for the side border doesn't match the background color, then it's probably accurate to the hardware behavior. For example, the border in Concentration Room is white, causing noticeable white vertical bars at left and right on my HDTV. And in a Ninja Gaiden series cut scene, a blue backdrop color might not match the black background color of the text.

There is a possibility to enhance games by assuming the border equals the leftmost or rightmost pixel of the background, but before implementing it in an emulator, I'd like to see how it might implemented in hardware. The left side would involve starting the rendering process at x=337 when the PPU normally idles for a few pixels, shifting the idling a pixel later. The right side would involve sample-and-hold of the last background pixel.


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PostPosted: Fri Nov 29, 2013 2:56 pm 
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tepples wrote:
There is a possibility to enhance games by assuming the border equals the leftmost or rightmost pixel of the background

That would look like crap with busy, scrolling gameplay graphics...


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PostPosted: Fri Nov 29, 2013 5:08 pm 
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tepples wrote:
The left side would involve starting the rendering process at x=337 when the PPU normally idles for a few pixels, shifting the idling a pixel later.
No need, just use a small n-sample FIFO and delay all video including the hsync pulse, except for the overscans which will look ahead or hold the last value.


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PostPosted: Fri Nov 29, 2013 8:39 pm 
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Yes,I mean that blue line on the left and right.
Is it exist in real machine?I forget it.


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PostPosted: Fri Nov 29, 2013 8:43 pm 
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Try Concentration Room. If it has white lines on the left and right when the game board is showing, then it probably is "exist in real machine". Likewise if cut scenes in Thwaite have sky blue lines on the left and right even in the black areas above and below the pic of the village.


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PostPosted: Sat Nov 30, 2013 4:31 pm 
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fcism wrote:
Yes,I mean that blue line on the left and right.
Is it exist in real machine?I forget it.

I think it does exist on real consoles, but it doesn't suddenly cut back to black, the blue should continue until the end of the visible picture. As I see it, the problem is that the emulator crops the picture to 256 pixels while it should be displaying more of the border on both sides.


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