Genesis Plus GX doesn't have SMS NTSC?

Blargg’s filter works fine in Genesis Plus GX for 320x224 resolutions, but the filter screws the picture of Master System games and on Genesis’ 256x224 content, like in Castlevania Bloodlines’ title screen, for example.

Like this:

This is v1.7.4 365a28c on Windows x86.

It seems to me both md and sms filters were present in this core at some point, it would detect which one to use based on resolution. Did this change? Can it be fixed?

Hmm, I don’t recall there ever being 2 versions. If there was and you can find the commit (or even just close to it) when it broke, we can probably fix it.

However, you should probably just switch to maister’s NTSC shaders, if possible, as they aren’t so resolution-dependent.

I didn’t see the cores having both filters in person, but I found this information in an old post when researching about the issue:

Yeah, I’m using Maister’s shaders at the moment, but I like blargg’s filters better. If they can find their way into the core or filters catalogue, I’d love it. If not, no biggie :slight_smile:

Oh, and the SNES filters are not working at all on BSNES (other filters do, but NTSC doesn’t). They’re working on SNES9x though. Is this expected?

It’s expected behavior that they wouldn’t work on the accuracy profile, which uses doubled resolution, but they should work on balanced and performance profiles. Are those not working, either?

Just checked in all the SNES cores I had here:

Blargg’s filters work as they should in SNES9x 2010. They seem to load but don’t change anything in the picture in BSNES Balance, Performance and Mercury-Balance. I tried with crop overscan enabled and disabled, just in case. Tried to test Mednafen BSNES but it crashes to desktop whenever i load a ROM.

FWIW, I finally managed to mimic blargg’s filters characteristics that i like today by using the first two passes of GTU-v50 and randomly clicking buttons on the signal resolution parameters until I got a balance of sharpness and bleeding that suited my tastes. I had no idea of how easily configurable this shader was.