Search found 110 matches

by MaxSt
Wed Mar 22, 2006 9:29 am
Forum: Development
Topic: Optimal RGB Mix/Clamped Add/Sub
Replies: 52
Views: 40614

blargg wrote:If the MMX version is many times faster, then the same would likely be the case for an AltiVec version for PowerPC.
Yes, I know that some emulators on Mac already use AltiVec-optimized versions of HQ code.
by MaxSt
Wed Mar 22, 2006 9:23 am
Forum: Development
Topic: Optimal RGB Mix/Clamped Add/Sub
Replies: 52
Views: 40614

byuu wrote:Yeah, MMX/SSE/2 is good. I'm just not big on using processor-specific code, though. My code compiles on PowerPC, and blargg is actually using a G(3?) himself.
Sometimes processor-specific code is a very good thing.
by MaxSt
Tue Mar 21, 2006 5:16 am
Forum: Development
Topic: Optimal RGB Mix/Clamped Add/Sub
Replies: 52
Views: 40614

I never really tested the C version for performance. I provided it only as a reference, to better understand the algorithm. Never expected it to be used "as is" in emulators. I only recommend MMX code. After all, that's what MMX was designed for in a first place... So you have a freedom to...
by MaxSt
Tue Mar 21, 2006 2:24 am
Forum: Development
Topic: Optimal RGB Mix/Clamped Add/Sub
Replies: 52
Views: 40614

I was browsing the hq2x author's website and found the filter quite impressive for the example images. I looked at the optimized assembly versions and have a feeling that my optimized C version will outperform it at this point. :) I don't think so. :) If you serious about optimizations, you have to...
by MaxSt
Mon Nov 21, 2005 10:26 pm
Forum: Development
Topic: (pseudo-)hires query
Replies: 15
Views: 13026

Re: (pseudo-)hires query

blending the even and odd pixels together and reducing the width back to 256 for pseudo-hires mode. Obviously reducing the width back to 256 is not a good idea. so what I'm wondering is if anyone has been able to come up with a better formula for matching the TV output Well, TV is perfectly able to...
by MaxSt
Mon Oct 31, 2005 9:11 am
Forum: ZSNES Talk
Topic: zsnes game snapshots
Replies: 15
Views: 5029

invictius wrote:could there have been an easier way to do it?
convert.bat :

Code: Select all

mkdir output
for %%a in (*.bmp) do hq2x.exe %%a output\%%a
by MaxSt
Thu Oct 27, 2005 4:33 am
Forum: Bug Reports/Feature Requests
Topic: Lufia 2 Ending Crashes ZSNES while HQ4x Full is selected
Replies: 38
Views: 15780

Thanks. Fixed.
by MaxSt
Wed Oct 26, 2005 7:17 am
Forum: Bug Reports/Feature Requests
Topic: Lufia 2 Ending Crashes ZSNES while HQ4x Full is selected
Replies: 38
Views: 15780

Deathlike2 wrote:Isn't anyone capable of replicating the bug that I have mentioned?
I would need a savestate.

MaxSt.
by MaxSt
Mon Aug 22, 2005 9:43 am
Forum: Bug Reports/Feature Requests
Topic: Feature Request: Higher Resolutions
Replies: 27
Views: 11633

Soul Colossus wrote:my eyes aren't fucked up
well, they will be.
by MaxSt
Sun Aug 21, 2005 5:46 am
Forum: Bug Reports/Feature Requests
Topic: Feature Request: Higher Resolutions
Replies: 27
Views: 11633

Soul Colossus wrote:it's actually 2048x1536 @ 60hz
You work at 60hz? :shock:

You want to go blind?
by MaxSt
Tue Jun 14, 2005 6:14 pm
Forum: Development
Topic: DirectDraw question
Replies: 2
Views: 4329

Re: DirectDraw question

byuusan wrote:My next idea was that since DDraw can convert a video-memory texture from one format to another, I could create a video memory RGB565 texture and video->video blit to RGB888.
That's how I implemented 32-bit output for windowed modes.

MaxSt.
by MaxSt
Tue Jun 14, 2005 1:24 am
Forum: Development
Topic: Opengl for zsnes under win.
Replies: 166
Views: 107375

bohdy wrote:And what kind of bugs do you see in the top pic? Its the openglhq one, as you seem to have guessed ;)
Magnify to 800% the lower left corner of the image. You'll see some buggy pixels in the heart.

Magnify the word "HEALTH" on your duke image. Plenty of wild crazy pixels there.

MaxSt.
by MaxSt
Mon Jun 13, 2005 7:41 am
Forum: Development
Topic: Opengl for zsnes under win.
Replies: 166
Views: 107375

Can you recognize your original scaler, Max? :wink: :twisted: Well, his both implementations are different from the original, but image quality is not bad in both cases. There are some bugs in the first image, though. As for speed, it runs 40%+ faster than the software equivalent on my card, althou...
by MaxSt
Wed Apr 20, 2005 7:35 am
Forum: ZSNES Talk
Topic: Best Feature of zSNES
Replies: 26
Views: 14388

Now if there was a filter that looked at bitmaps and detected more angles than that, including curves, and rendered them as such, with antialiasing, it would have a lot of potential. HQ filters can detect not only 1:1 (45 degrees) lines, but 1:2 and 2:1 as well. And it renders them with antialiasin...
by MaxSt
Thu Apr 07, 2005 7:58 am
Forum: Development
Topic: Opengl for zsnes under win.
Replies: 166
Views: 107375

if a feature can be coded, someone out there will use it. Coding the features takes effort. If only couple of people will use the feature, it's not worth the effort of the developers. Especially if it requires total rewriting of all windows graphics code. In terms of visual quality, everyone has a ...
by MaxSt
Sun Mar 06, 2005 8:51 pm
Forum: Development
Topic: Opengl for zsnes under win.
Replies: 166
Views: 107375

It may not produce 100% exact copies of the software version, but it's supposedly similar(I haven't seen side by side shots). I guess it's not similar at all. But we'll see. It's also something that could now be added to ZSNES There is no point of doing this right now. It's slower then software hq2...
by MaxSt
Sun Mar 06, 2005 4:19 am
Forum: Development
Topic: Opengl for zsnes under win.
Replies: 166
Views: 107375

Is this proof enough for you, Max? OK, I looked into it, and that's what I found in the comments: This code implements a hardware-accelerated, cross-platform OpenGL based scaler quite similar to the well known Hq2x..Hq4x suite of software scalers. The general idea is exactly the same, but nothing e...
by MaxSt
Sun Mar 06, 2005 12:11 am
Forum: Development
Topic: Opengl for zsnes under win.
Replies: 166
Views: 107375

Clements wrote:OpenGL would also allow hardware bilinear filtering over the top of a software filter at no performance penalty.
That functionality is already exist in ZSNES (Win), even without OpenGL.
In so-called "S" modes.

MaxSt.
by MaxSt
Sat Mar 05, 2005 8:12 pm
Forum: Development
Topic: Opengl for zsnes under win.
Replies: 166
Views: 107375

Reznor007 wrote:And just because something is ASM doesn't mean it's faster than C.
When I choose to implement something in ASM, it's because I know it will be faster. I know the advantages of MMX and SSE, and I can see when some function will benefit from MMX or SSE. It's a matter of experience.

MaxSt.
by MaxSt
Sat Mar 05, 2005 5:46 am
Forum: Development
Topic: Opengl for zsnes under win.
Replies: 166
Views: 107375

Reznor007 wrote:I'm not the one saying it, it's the devs that have written several emulators using both C and ASM.
Show me the quotes.

MaxSt.
by MaxSt
Fri Mar 04, 2005 8:20 am
Forum: Development
Topic: Opengl for zsnes under win.
Replies: 166
Views: 107375

I agree. Just because we have a powerful machines, does that make it so we should all code inefficiently? ZSNES code is very efficient and highly optimized. If an obvious opportunity arises to free some CPU time.. why not take it? It was proven that it's possible to implement 2xSaI in shaders, but ...
by MaxSt
Fri Mar 04, 2005 7:39 am
Forum: Development
Topic: Opengl for zsnes under win.
Replies: 166
Views: 107375

What if I feel like compiling a new MAME build while I play ZSNES? I'd say it's your problem. The way I see it, if you can offload some work onto a separate device, and devote more CPU time to improving emulation then it's an easy answer. Emulation won't be improved automatically just because you'l...
by MaxSt
Fri Mar 04, 2005 3:01 am
Forum: Development
Topic: Opengl for zsnes under win.
Replies: 166
Views: 107375

Reznor007 wrote:Run Gauntlet Legends in MAME then come back and say emulation is not a big task.
Run ZSNES on P2-400 without gfx enhancements.

Then say how P4-3GHz will be terribly busy with ZSNES emulation.

MaxSt.
by MaxSt
Thu Mar 03, 2005 8:23 am
Forum: Development
Topic: Opengl for zsnes under win.
Replies: 166
Views: 107375

Reznor007 wrote:It won't be sitting idle though, it will be busy with emulation.
No, it won't be busy with emulation. Emulation is not a big task.

MaxSt.
by MaxSt
Wed Mar 02, 2005 8:34 pm
Forum: Development
Topic: Opengl for zsnes under win.
Replies: 166
Views: 107375

Reznor007 wrote:Of course, if you can free up main CPU time while still having extra filters, isn't that a good thing overall?
I don't see the point. It's CPU's job - to crunch numbers. Why it should sit idle instead?
Nightcrawler wrote:How large is HQ2x anyway?
hq2x32.obj = 90Kb.

MaxSt.