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PostPosted: Wed Oct 22, 2014 4:50 pm 
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I have compiled Blargg's NTSC filter demo for Windows. This may be useful for previewing how an image may look as an NTSC screen.

It's a command line tool. It works on test.bmp by default, but you can use an argument filename, or just drag a BMP onto the EXE.

Original source code by Blargg, available here: http://slack.net/~ant/libs/ntsc.html


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File comment: Blargg's NTSC snes_ntsc demo.c, windows build.
blargg_ntsc.zip [165.17 KiB]
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Last edited by rainwarrior on Thu Oct 23, 2014 7:11 am, edited 3 times in total.
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PostPosted: Thu Oct 23, 2014 2:48 am 
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Very cool indeed.

Why is the colour depth reduced ? Do you force to use the NES palette ? But then what about if we want to test graphics for another platform ?


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PostPosted: Thu Oct 23, 2014 4:06 am 
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There's a different library for each system and each of them take the color depth native to each system (there's also the fact that each system has its own set of artifacts)


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PostPosted: Thu Oct 23, 2014 4:09 am 
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Thanks. I was going to compile it myself, but couldn't bother to install SDL.

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PostPosted: Thu Oct 23, 2014 5:26 am 
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Pretty cool, I'll have a lot of fun with this.


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PostPosted: Thu Oct 23, 2014 6:15 am 
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What would be great is to have this as an option in a tile editor such as Tile Molester or YY-CHR, so that you can preview your BGs or sprites directly with the NTSC fiilter as you draw them.


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PostPosted: Thu Oct 23, 2014 6:37 am 
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Ah, I didn't realize the nes_ntsc one reduced colour like that. I have rebuilt with the snes_ntsc version.


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PostPosted: Thu Oct 23, 2014 6:41 am 
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Awesome! Thanks for compiling this to make things easier on us artsy people. I'll definitely be giving this a shot with a bunch of my NES assets once I get home later. I'll show you my results.

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PostPosted: Thu Oct 23, 2014 7:44 am 
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Bregalad wrote:
What would be great is to have this as an option in a tile editor such as Tile Molester or YY-CHR, so that you can preview your BGs or sprites directly with the NTSC fiilter as you draw them.

Run my graphics editor in Nestopia with the NTSC filter turned on.


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PostPosted: Thu Oct 23, 2014 9:31 am 
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Mmh, sorry, yes I know your editor is impressive and all, but honnestly running it like that is so much less user friendly than a PC program that allows the mouse to be used. Again sorry, but I'd sooner use YY-CHR without NTSC filter than your editor with NTSC filter.


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PostPosted: Thu Oct 23, 2014 10:11 am 
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Here's an image for your first post using the map from my M25 project! I decided to choose something detailed to demonstrate that the NTSC filter isn't too destructive of details. On the left is the unaltered image, the center is FCEUX's filter at 3x zoom and the the right image is Blargg's filter.

Image

Threads are always better with images. :D

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PostPosted: Thu Oct 23, 2014 10:15 am 
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Why'd you squish the NTSC output vertically instead of leaving at its original increased width? The scaling you've applied seems to completely overshadow the NTSC filter.


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PostPosted: Thu Oct 23, 2014 10:53 am 
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Well, the output of the NTSC filter was at a completely different aspect ratio than the other two versions so there wasn't much I could do to help that. I mean, I could have stretched it to force a 0.875 aspect ratio but that would have looked even sillier.

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PostPosted: Thu Oct 23, 2014 11:01 am 
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Why not leave it in its original aspect ratio?


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PostPosted: Thu Oct 23, 2014 11:10 am 
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If I take this 256x224 image (0.875 aspect ratio)...

Image

Then I apply Blargg's filter and don't touch the output at all, I get this 602x448 image (0.744186 aspect ratio)

Image

That's impossible to cleanly resize back down to 256x224 unless I want to stretch the pixels in the process.

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