I’m trying and failing to get the dither/dedithering of checkerboard patterns heavily used on some DOS EGA games right. Here’s an example with Loom.
Loom EGA, Original image, no shaders:
Loom EGA, tv-NTSC-1-classic_take
The shader certainly improves things a lot, but there are still some noticeable checkerboard patterns on the rocks and houses. I tried messing with some parameters, specially “Dedither enable?”, but even after cranking the sensitivity to the max it didn’t make a difference. NTSC color artifacts also didn’t do anything in this case. Other presets gave me similar results.
However, with guest_r CRT shaders I was able to get the effect somewhat right, but with compromises. If I set the “NTSC Resolution Scale” parameter to 0.50 the dithering patterns will blend better. Of course, everything will be a little bit less sharp, since I’m halving the resolution.
Here’s an example with sonkun’s “10-1080p-crt-guest-advanced-ntsc-slot-mask-u-warm-composite-standard” preset, which is based on guest_r’s:
The “tvout+ntsc-320px-composite” also handles dithering well, but the final result is too blurry for my tastes:
Here’s another example, this time with Quest for Glory II:
Original:
Koko:
Sonkun:
Tvout:
I know koko-aio shaders can handle dither on most systems perfectly - they’re my shaders of choice when playing Sega Mega Drive games, which relied heavily on the technique. But for some reason I can’t get them to look right with DOS EGA games. Is there any parameter I can change to get better results?