Unfortunately I don’t have much time these days to be in the lab tweaking especially if I really get into it. Tweaking settings literally can suck minutes, hours, days out of your life. If you want just load up one of my composite presets then default all the settings and go from there. Take a dive trying out those different tint settings just to see what they do, don’t let the large amount of settings turn you away, it actually gets fun experimenting.
I think i can add a hint: under [ Filtering Options ] you can try to lower the Maximum Sharpness
parameter for out-of-the-box blurring effect, so you can keep Internal Resolution
lower.
You can try adjusting the White Point to be a little warmer. That would definitely shift the lighter greens towards yellow.
You said only the mountains look different but in your images the sky looks darker on real hardware.
Making things warmer might affect that. You can also increase Saturation if the yellow is too faint as that will bring it out more.
You can experiment with different phosphor presets. Those settings have a huge effect on the overall colour balance.
If using Blast’Em, I don’t think you need to use the Sega Brightness/Genesis Luma Fix.
On another note, I know Mega Bezel enables this automatically for Genesis cores. Does it take into consideration that Blast’Em may not need these fixes @HyperspaceMadness?
what core need Sega Brightness/Genesis Luma Fix? and what it did? and if the core need it and it was off what will happen?
Ok here we go. I know is not perfect, but I like opinions if I’m missing something. At least the base thing, gamma, contrast, brightness, colour etc, is done.
The vast majority of emulators map output to RGB Full (0-255). Genesis Plus GX and Pico Drive output 0-255 for Master System and Game Gear, but for Mega Drive/Genesis and Mega CD/Sega CD, they instead output the internally rendered, compressed range of 0-239.
In combination, Dogway’s Sega Luma Fix and MD Palette settings modify the output of Genesis Plus GX and Pico Drive to roughly approximate the appearance of BlastEm for these systems.
Dogway once suggested that 32X and 2D Saturn emulation also requires the Luma/Brightness Fix, but as far as i can tell, that is not actually the case.
The 240p test suite is from snes. Just to let you know. I activaded for mega drive the sega Fix option.
I tweaked a preset with Ntsc preserve edge colors at maximum values while trying to minimize the effect on some blending cases, like waterfalls for example. On some games, it can be nice.
NTSC sharpness (adaptive): “10.00” and NTSC Preserve edge colors: “0.00”
Same preset with NTSC sharpness (adaptive): “-10.00” and NTSC Preserve edge colors: “10.00”
shaders = "18"
shader0 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/guest/advanced/pre-shaders-afterglow.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "PrePass0"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "NPass1"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "4.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/advanced/custom-fast-sharpen.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "NtscPass"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "true"
alias8 = "PrePass"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/guest/advanced/avg-lum-ntsc.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "true"
alias9 = "AvgLumPass"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/linearize-ntsc.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "LinearizePass"
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass1.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = "Pass1"
float_framebuffer11 = "true"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/guest/hd/gaussian_horizontal.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = ""
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "absolute"
scale_x12 = "800"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = "GlowPass"
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "absolute"
scale_x13 = "800"
scale_type_y13 = "absolute"
scale_y13 = "600"
shader14 = "shaders_slang/crt/shaders/guest/hd/bloom_horizontal.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = ""
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "absolute"
scale_x14 = "800"
scale_type_y14 = "absolute"
scale_y14 = "600"
shader15 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "BloomPass"
float_framebuffer15 = "true"
srgb_framebuffer15 = "false"
scale_type_x15 = "absolute"
scale_x15 = "800"
scale_type_y15 = "absolute"
scale_y15 = "600"
shader16 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass2.slang"
filter_linear16 = "true"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "true"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
shader17 = "shaders_slang/crt/shaders/guest/advanced/deconvergence-ntsc.slang"
filter_linear17 = "true"
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
alias17 = ""
float_framebuffer17 = "false"
srgb_framebuffer17 = "false"
scale_type_x17 = "viewport"
scale_x17 = "1.000000"
scale_type_y17 = "viewport"
scale_y17 = "1.000000"
AS = "0.000000"
internal_res = "0.500000"
cust_artifacting = "0.000000"
cust_fringing = "0.000000"
ntsc_fields = "1.000000"
ntsc_phase = "3.000000"
ntsc_scale = "0.750000"
ntsc_gamma = "0.775000"
ntsc_taps = "8.000000"
ntsc_cscale1 = "1.350000"
ntsc_ring = "0.000000"
ntsc_sharp = "-10.000000"
ntsc_shape = "0.500000"
ntsc_charp = "10.000000"
CCONTR = "0.000000"
DEBLUR = "7.000000"
GAMMA_INPUT = "2.500000"
gamma_out = "2.200000"
interm = "0.000000"
HSHARPNESS = "1.050000"
SIGMA_HOR = "1.025000"
S_SHARP = "0.000000"
HSHARP = "0.000000"
MAXS = "0.000000"
HARNG = "0.000000"
spike = "0.000000"
m_glow = "1.000000"
m_glow_cutoff = "0.000000"
m_glow_low = "0.500000"
m_glow_high = "7.000000"
m_glow_dist = "4.000000"
m_glow_mask = "0.000000"
SIGMA_H = "1.400000"
SIGMA_V = "1.050000"
SIZEHB = "50.000000"
SIGMA_HB = "0.325000"
SIZEVB = "50.000000"
SIGMA_VB = "0.425000"
halation = "0.626000"
hmask1 = "0.000000"
brightboost = "1.000000"
brightboost1 = "1.000000"
scanline1 = "40.000000"
scanline2 = "70.000000"
beam_min = "0.250000"
beam_max = "0.600000"
beam_size = "0.000000"
scans = "0.000000"
scan_falloff = "0.100000"
scangamma = "1.500000"
shadowMask = "6.000000"
maskstr = "1.000000"
mcut = "2.000000"
mask_zoom = "3.000000"
mzoom_sh = "1.000000"
maskDark = "0.000000"
maskLight = "1.000000"
mask_gamma = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
That setting is literally the best thing to happen to the ntsc-adaptive shader and to the guest-advanced-ntsc in general currently, I see the difference right away in your second screen shot. That setting feels like it should have been there since the very beginning and its finally been “unlocked” now or something. I can’t imagine any future ntsc preset without it going forward.
Now seeing exactly what it does by comparing these two screenshots. I agree with @sonkun, it seems game changing. Seems to stop the colour smearing over the edges of anything (sprites or backgrounds). I wonder if it’s accurate though?
In any case, it definitely looks like something I’d like to try out. Maybe a new stable release is around the corner and I’ll try to incorporate it then in some new presets? .
Moiré Effect or Phosphor Grid, Diffuse Light and Glow, Color and Contrast. Philips CRT tubes used high-quality phosphors to ensure natural tones and uniform brightness. They were also distinguished by vivid colors and deep blacks.that would be a good start
It’s not only doing that but actually “filling in” little “chunks” of pixel edges that looks “chipped away” without it on. That’s always been a issue with ntsc-adaptive so that was never guest.r’s fault and that mainly seems to happen when trying to sharpen ntsc-adaptive to the maximum which is what I’ve been trying to do.
On another note I’m taking the lead on this very setting here, this setting now exists because of me and I’m bringing this new look into the future first hand whether I get the credit or not. I personally went to my guy Retro Crisis and said I new video made ASAP just because of this setting so I’m looking forward to that.
Hey give it a try, it doesn’t seem to affect other settings . An 8x8 pixel (9x9 in my case) filtered to 27x17 remains the same using 10.0 as the value. The only thing I know is that on some games, 10.00 is too much (with my preset). Like Sonic 1 waterfalls for example.
thanks, I did some tests
Genesis Plus GX
Pico Drive BlastEmI wonder why Genesis Plus GX and Pico Drive cores didn’t get update to fix this at least with an optional setting in core options, since both work with Master System and Game Gear so setting this fix in shader is not the best Solution
That’s the vertical line dithering there and I think I know what you’re talking about. I’m not sure if that’s just a side effect of “too much” of the setting or is this another situation that can be “fixed” like with the checkerboard dithering issue I had a few posts up or if that’s just a specific thing that game does. But I have noticed that the mountains behind the waterfall appear to “come through” the water if that’s what you’re talking about.
Here’s the settings maxed out on my preset:
If you look at the mountains there’s very thin vertical “lines” of the mountain behind the waterfall seemingly “coming through” the waterfall.
Here’s with the setting turned off:
If you look carefully even with that setting turned off that effect kind of still happens but just not as pronounced. That was one reason I wasn’t sure if I should have even mentioned this to guest.r or not because it appears to be a game specific effect but I’m not too sure.
I haven’t seen any other “side effects” like that with vertical line dithering blending in other Mega Drive games as well with that setting maxed out.
Edit: Looking at the first shot a bit further zoomed in it does kind of appear also that the “water” itself appears to overlap a bit more over certain areas of the mountain. Not really a big deal to me as I go back and forth moving left and right, definitely nothing game breaking in my eyes.
Oh yeah it’s not a big deal, I saw that in 3 different games during testing. I set 10.0 on some games.
Ah the Shinobi waterfall, another good spot to test. I tried it as well, here’s my preset with the setting on 10:
Here’s after disabling it:
I specifically placed the character sprite behind the waterfall. I can see little pieces of the white clothing “popping through” the water by the chest and leg area.
Hmm I don’t know how to call this one, if that’s an intended effect that’s suppose to happen due to the color edging or not. Can’t call it but I see it. On another hand even with the setting off those same white areas look to “almost” be appearing to try and “come through” the water in the same way but it’s just a few steps shy of actually doing it if that makes any sense. Also on the flip side I notice in other areas where all the “red” spots are with that setting off there’s red areas a bit under the knee caps where it’s completely blanked out but with the setting on you see what’s “missing” there.
At least in the case of Genesis Plus GX, ekeeke is of the opinion that 0-239 results in the brightness of Genesis Plus GX (running on a Wii) matching their RGB modded Mega Drives on the same display. As a result, adding an option for 0-255 (very understandably) hasn’t been a priority for them.
guys, quit squabbling. we don’t need that shit. If you can’t get along, block each other or something.
I agree. Truth be told told I’m having too much fun with that new setting guest.r just implemented anyway. Apologies to both @guest.r and @ProfessorBraun, hopefully we can continue our conversation where we left off. You hardly come around and I like trading posts with you when you do show up, plus this thread is sacred to me can’t have that kind of nasty talk in here.