Search found 376 matches

by FirebrandX
Thu Mar 12, 2009 3:57 am
Forum: bsnes Dev Talk
Topic: Snes controller progress:
Replies: 212
Views: 221301

Could be my monitor. Its fairly bright. I'll adjust them brighter until we get more of an agreement. btw, byuu I just like the old design you had better. A matter of personal preference Edit: I've increased the saturation on the green, yellow, and red buttons by 15 units. Let me know if this is clos...
by FirebrandX
Wed Mar 11, 2009 6:46 pm
Forum: bsnes Dev Talk
Topic: Snes controller progress:
Replies: 212
Views: 221301

New update: I started visually inspecting my new SFC controllers and made note of how the color "actually" looks on the buttons. This works so much better than looking at photos because there are no artifacts or interpretations going on, so I'm able to compare and adjust on the fly. These ...
by FirebrandX
Wed Mar 11, 2009 11:43 am
Forum: bsnes Dev Talk
Topic: Custom resolutions possible in the future?
Replies: 10
Views: 27910

Sync Video seems to have helped but I hadn't been experiencing tearing before, just that the scrolling would jerk every so many seconds. This sounds like you need to adjust the sample input rate. On my system in order to prevent jumps, I had to lower the input rate from 32000 to 31870 while the lat...
by FirebrandX
Wed Mar 11, 2009 7:35 am
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

Yes, I still intend to. Fitz is speaking of a change I did to the buttons, but not the actual reflection concept we talked about.. I'll be starting back up on the modeling tomorrow, but it may be a few days before I have an updated version ready.
by FirebrandX
Wed Mar 11, 2009 4:39 am
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

...if you want it to look like the original SNES controller, why not use the color grabbing tool to grab each true color off the SNES controller pic then use as appropriate? :? News flash: That's exactly what I've been doing. Both versions Fitz posted are from 2 different color-grabbed photos. The ...
by FirebrandX
Wed Mar 11, 2009 3:43 am
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

Hey, so are you still going to redo the button reflections? Now that I have an actual controller in my hands to work from, there are going to be corrections and updates of course. Actually its very strange holding one in my hands after working with photos for so long. For one thing, it seems so tin...
by FirebrandX
Tue Mar 10, 2009 8:07 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

Ah my apologies then. You should work on these two, which will be up to byuu on which he uses: The pic version with sleek black border: http://www.firebrandx.com/downloads/bsnescontroller512.png The transparency version with no cord: http://www.firebrandx.com/downloads/bsnescontroller480transparent....
by FirebrandX
Tue Mar 10, 2009 7:39 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

Jipcy wrote:

Code: Select all

122957 bytes.png /c6 /f5
111729 bytes
-11228 bytes ( 90% of original)
Image
I'm talking about compared to the one in v040. I believe it was 180kb.
by FirebrandX
Tue Mar 10, 2009 7:38 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

Its easy enough, but I want byuu to decide:

No background, but with transparency.

or

Backgound & cord, but no transparency.

Frankly I'm more inclined to have background & cord, but that's just one opinion.
by FirebrandX
Tue Mar 10, 2009 6:10 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

HOT DAMN! Look what arrived today after being lost in the mail by USPS:

Image

Image

My nice minty fresh Super Famicom! Now I can do SFC controllers!
by FirebrandX
Tue Mar 10, 2009 5:27 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

I just finished the gradiant edge version. It seems to work well enough in any color background: http://www.firebrandx.com/downloads/bsnescontroller480gradiantedge.png Edit: And I also cut the borders down. I think this should be the version byuu uses. Its slightly smaller than the one in v040, and ...
by FirebrandX
Tue Mar 10, 2009 4:36 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

Or blend them with a transparent background? I had to giggle a little bit over that. You can't blend something that doesn't exist. What you're really asking is if I can remove the antialiasing. As I stated, you end up with a horribly blocky edge when you do that. The closest compromise I can give y...
by FirebrandX
Tue Mar 10, 2009 2:49 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

Here are the same versions with black background masking:

(images deleted)

byuu should be able to find something of use from all these versions :wink:
by FirebrandX
Tue Mar 10, 2009 2:37 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

Its the antialiasing effect. If you render the alpha channel without it, the image becomes horribly blocky around the masked edge. Its sort of the give-and-take. You can either have a blocky edge that will blend with any background color, or have a smoothly sampled edge that requires a background sp...
by FirebrandX
Tue Mar 10, 2009 1:57 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

Ok I learned some basic use of alpha channel rendering in 3DS Max, but I could not figure out how to get it to exclude the cord from the alpha channel. It doesn't seem to have an option for that because objects cast shadows and so it doesn't know how to interpret the masking for the shadowed area. A...
by FirebrandX
Tue Mar 10, 2009 12:51 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

Any chance of a height of 512 width of matching aspect ratio version with cord/no-cord on transparent for high quality icon use? :P I'll have to actually learn how to do the whole alpha channel rendering thing, but I'll give it a try. 3DS Max does support PNG output with alpha channels, and the abo...
by FirebrandX
Tue Mar 10, 2009 12:43 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

Weird. I keep getting some sort of active X warning every time I open this thread... :? Anyway, I made a 420 version for byuu with the latest model in case he wants to go smaller. The image is only about 75kb too: (image deleted) As I told byuu, my only problem with using such a small version is all...
by FirebrandX
Tue Mar 10, 2009 12:26 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

Ah don't worry about it, byuu. I just get pissed off sometimes and want to get away from it all. I've seen that happen to you as well :wink: Anyway, If you're still interested in a getting a smaller version of the graphic, I'll go ahead and render one. I need to anyway as the current verion you have...
by FirebrandX
Tue Mar 10, 2009 6:53 am
Forum: bsnes Dev Talk
Topic: Fullscreen on startup
Replies: 41
Views: 73135

Just bumping this back up in that the latest official release (v.040) now works correctly with powerstrip's application profile feature. I'm now able to launch bsnes into fullscreen and powerstrip is able to set the resolution to 1440x1050 without any problems.
by FirebrandX
Tue Mar 10, 2009 6:35 am
Forum: bsnes Dev Talk
Topic: Idea: bsnes logo contest
Replies: 414
Views: 303249

Nah, Fitz. Your other font entry looks much better I think.

Actually to be honest, I like byuu's current logo he has in version 040
by FirebrandX
Tue Mar 10, 2009 5:01 am
Forum: bsnes Dev Talk
Topic: Custom resolutions possible in the future?
Replies: 10
Views: 27910

Set your bsnes to D3D, 4xscale, fullscreen, & point filtering. Try to always use fullscreen for playing bsnes or most any emulator for that matter. Window mode can have vsync problems for some emulators, and I've heard of vista users having vsync issues in window mode before. I'm on Vista 64 Ult...
by FirebrandX
Tue Mar 10, 2009 2:04 am
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

Here are a couple of examples of my skill with PSP. These are "digibashes" I did for the Transformers collector community, which I was told were some of the very best quality PSP work they've ever seen: http://www.firebrandx.com/graphics/anithundercracker.jpg http://www.firebrandx.com/grap...
by FirebrandX
Tue Mar 10, 2009 1:38 am
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

No I mean I use paint shop pro to save in various formats, and from there it claims the transparency version has to be 256 color format. So that super expensive rendering program can't output different file types? It can for the last time, I just use other programs to manipulate images as I have it...
by FirebrandX
Mon Mar 09, 2009 5:46 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

No I mean I use paint shop pro to save in various formats, and from there it claims the transparency version has to be 256 color format.

It doesn't matter anyway since byuu wants to keep the backgound.
by FirebrandX
Mon Mar 09, 2009 5:06 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.040 released
Replies: 135
Views: 190668

well if jpg ever gets working right, we can always do another version in that format. It would save a lot of room, and wouldn't screw up the buttons. on 256 color PNG, I tried all sorts of dithering settings, but nothing worked. It was just too low a color count.