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Cross-platform port? #2
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It will! I am using a UI library that is not portable, but I am carefully sectioning off that code so that creating UI’s for other platforms isn’t as much hell as it first seems! |
Oh awesome! Would love to try this first as a libretro port and then maybe with its own UI later, that would be quite cool to see and experiment! I'll leave the issue open for any updates to the codebase relevant to that! |
Might I suggest Tk? Very minimal UI toolkit written in C that's cross-platform. |
Thank you for the suggestion but that’s okay! I need to develop my UI library for another project, where it is non-negotiable (MHS X). Doing 3 UI’s isn’t such a hassle, and I know for-sure I will have no problems integrating Vulkan, Direct3D 12, and Direct3D 9 all at once, plus the iOS UI will have be completely redesigned anyway. |
a android port ? |
Well, I don’t personally do Android development, and have devices for testing etc. But no doubt someone will make one! |
@L-Spiro the question is whether an hdmi filter for fceux would be suitable |
Well, if people want to port some of my filters to FCEUX, they are always
allowed, but BeesNES is planned to support the full set of TAS features
(plus extra ones I can imagine), so in the end you should just be able to
use either one, unless of course we are talking about a platform that
BeesNES does not support (and maybe we are!)
In that case, if you just want the look of BeesNES but in an FCEUX core,
again, people are allowed to work on it, but there might be a lot of deep
rewriting if you want to get the exact look.
I’m an R&D graphics programmer so I’ve added a lot of my own custom
algorithms to make BeesNES look distinct and more authentic, and some of
these routines are as fundamental as the up-scalers. When I resize the
internal image to the display size, I use my own custom routine that bakes
a scanline effect into the up-scaling. So you’d have to replace a routine
that FCEUX uses fairly routinely and is low-level if you want to replicate
that look. It would be worth it and improve the appearances of all of
their output, but it’s just an example of how low-level you would have to
renovate in order to get the proper look.
I also handle the CRT’s pow-based gamma so that it comes out correctly on
PC monitors, which currently no other emulator does.
With a little effort, you could get an approximate BeesNES look in FCEUX,
but a proper look might require some overhauling. Both of these
customizations apply even when simply drawing a paletted output, which is
what I am calling “*HDMI Mod*” in some screenshots. The “*HDMI*”
screenshot is Blargg’s filter with my customizations.
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@L-Spiro <https://github.com/L-Spiro> the question is whether an hdmi
filter for fceux would be suitable
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@L-Spiro let me tell you, there is someone who programs emulators in C++ and he made a NES.Emu emulator based on fceux but there is no hdmi and pixel perfect filter because I have my famicom and I connect it to the hdmi cable on the new TV and it looks nice and such a filter in fceux would be useful |
So you are requesting I add something to FCEUX? |
@L-Spiro yes of course, if it was possible to add this if fceux can handle such a filter |
I’m sure it can but I’m not interested in working on someone else’s emulator! My hands are full just working on mine, and there is no way I could pause the exciting new features I am adding right now to learn an entire new codebase and etc.! But my code is here if anyone wants to do it! If anyone has questions about my custom features or filters I am happy to answer them! |
Just wanting to know if this will have a cross-platform version for OSes like macOS or GNU/Linux
Cheers!
MetalMxMX.
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