That's really exciting - this should make the colorizing of GB games relatively straightforward, and allow for much fancier versions of our favorites. Do make any colorized graphics available if they work with the current release.
Programming Discussion Thread
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05-06-2014, 02:48 AM
Well, I've only messed around with Kirby's Dreamland for a video demo I made back in March. It's only the 1st level though. I plan to make a tutorial based around Tetris and release the graphics for reference for others who want to make HD graphics.
05-09-2014, 08:37 AM
I've realized you also wrote this about upscaling the Nintendo DS:
http://6bit.net/shonumi/2013/02/25/true-...emulators/ I had read that awhile back, and I hope that can be done at some point, because that'd be wonderful. The resolution of the DS is so low, and upscaling has done great things for the N64 and PS1 in emulation. 05-09-2014, 08:50 AM
JSeymour - Have you heard about Desmume X432R? It basically increases the internal resolution of the DS. Came out in April-ish. It's pretty amazing, does exactly what I had always hoped to see in Desmume.
I need to start writing articles again :p Anyway, currently trying to get GBC custom graphicss working. The thing is, many fade in/out effects just lighten/darken the palettes. Since GBE uses the palettes to hash the graphics, it ends up dumping a lot of these transitional graphics. For example, Mega Man Xtreme generates some 1000+ unique sprites. Obviously no one wants to edit that many image files, so a better solution is needed :/ 05-09-2014, 07:52 PM
Oh, that's terrific news about Desmume X432R .... someone needs to build it for OSX! Apparently all that is already in the source code, but the creator of Desmume had disabled it on purpose.
You sure you can't run Desmume X432R in WINE on OSX? Works fine in WINE for me (32-bit Slackware, not my main OS, just a testing ground :p). If anything, you could dual-boot Linux and run it in WINE (convoluted, I know, but it would work) if you wanted to avoid Windows. It runs without a hitch for all the games I've played so far.
Zeromus said he is in the process of implementing scalable internal resolutions in Desmume, but he is trying to implement it much more cleanly than the author of the X432R fork. You have to understand that the X432R author is hard to contact (and speaks little if any English from what I've heard, he/she is Japanese apparently) so it's not like Zeromus can just get a hold of the author and ask things like "Why did you do this here? Why is that variable doing this over there?" Essentially, there's a lot of 'foreign' code that the Desmume team has to review, analyze, reformat (to the coding standards the project has), and then optimize so that it can nicely fit with the rest of the Desmume project code. It's not a small patch such as adding a new pixel scaling filter or a new GUI option, and the situation isn't helped by the fact that neither side (Desmume and the X432R fork) is (and can't really) talking to each other. The code is probably there because it's being tested and developed, but still effectively not ready to be used, for the time being any way. I know a lot of people in the emulation community have been clamoring for Zeromus to merge the changes, but it's not an arbitrary or trivial matter from the perspective of an emulator developer. Having said all that, Desmume X432R is a wonderful thing to have in the meantime. To me it seems like the best solution and how OSS should work. While waiting for an official implementation, someone went ahead and added the feature on their own. They're free to do that (via the GPL), and we're free to choose to use it or not. The official implementaion will (or should) come with less bugs than X432R and be much faster (X432R is notable slower than regular Desmume when you start increasing the IR). Were Desmume closed source, many of us would be still be waiting. But for those of us who can't wait (me ) we have something to fill our needs.
While playing DS titles in HD surely is a nice toy, I guess I'm the only one who thinks that having such stuff in mainline Desmume is a step backwards. Oh well.
05-10-2014, 01:33 AM
Yeah, making emulators more useful for the average person, what a terrible crime.
05-10-2014, 01:34 AM
It's not that it makes them look better, it makes them not look like crap on a 1080p monitor
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