I’m just trying same mask 6 but instead of height size 2x1 is 1x1. Also trying different gamma. Which one do you prefer?
Both look good, but first one for me.
Hi there! I’ve tried DesMuMe to finish Professor Layton, that I started on Melon DS (or Melon DS DS). The hybrid display mode of that core has an option to avoid the small screens resolution downscale.
Having checked first with MelonDS, CRT shaders wouldn’t accept to run hybrid, except for CGWG-fast (and setting the number of scanlines to 193, DS screens being 192p). With DesMuMe I could apply them and on CRT-Guest the scanlines would fit.
So here it is, color corrected, multi resolution hybrid mode CRTified NDS… You can download the presets for 1080p, and here it is for 4K.
Raw pixels :
CRTified :
Raw pixels :
CRTified :
I’ve played it on the TV screen like that, but also got it in top/down vertical mode with my old box and the rotating screen and on the android phone (with Melon DS which is IME a bit faster), syncthing to sync the save folder between them all but I still had to use a save converter for dsv and sav/srm files.
I prefer the gamma in the top/first image but I like the added shadow detail and contrast of the second one as well. Maybe you can just adjust whatever Gamma setting you used in the top one to one step darker and that would be nicer overall. That doesn’t seem to be a good image to test Gamma though.
You can try the title screen of Donkey Kong Country where the boombox is on top of the trees before it explodes. If Gamma is too dark, you may not be able to see the speaker cones/surrounds.
Right now I’m struggling with that one because in my current combination of TV model, TV settings and Sony Megatron Color Video + other shaders setup most SNES games seem to look better when the Gamma is set a little darker and crushing the blacks in that boombox. When the cones are clearly visible most other games look horrible and incorrect Gamma wise.
On another note. The Slot Mask seems too stubby for me. I haven’t seen many real Slot Masks looking like that. It probably needs to be at least one step higher for it to make sense to me.
No problem man!
Well, I guess that is good if you can make out the dark details but I really can’t say much except it looks good on my phone screen.
You might have to test other games as well, for example some brighter games like Joe & Mac, Street Fighter II’ Turbo Hyper Fighting, Super Mario World, Super Mario Kart and Super Mario All-Stars to see if they look too dark and/or compare with the ultimate reference, your CRTs.
Why not follow up with a similar comparison shot comparing your old settings to the new ones?
You can also use 240p Test Suite to assist.
It’s a lot easier to pick between 2 screenshots with different gamma settings and say which one I liked better than to just judge one in its own.
It does look good though and I like the way the green glows at the number of players select screen. Not seeing anything off with the colours either.
I tried to make gamma the closer I can. This is my CRT.
And this the Shaders…
Also on my thread I posted some more Images…
Oh! Great work man! For the next step you can try nudging the White point in the shader towards the cooler side (higher colour temperature value) as the real CRT’s tiles look more blue, while the shader pic’s tiles has a bit more red in them making them purple…
The CRT shots also look slightly desaturated but adjusting the White Point to a cooler colour temperature should take care of that as well without you having to lower the saturation.
I’m judging based on the photos which could be influenced by camera settings and other environmental factors. If what I’ve noticed isn’t reflected when viewing in person then leave it alone but I have strong feeling that the photos are telling the truth.
Another parameter which affects things like overall tinting, colour temperature and white point is the “Phosphors” shader parameter by the way.
Thanks, I think I have colour default, maybe I should raise it a bit, also whitepoint is set at -0.65. about the purple thing I don’t know what you mean. I’ll check it later, while I’m going out right now.
I think is the camera that makes things desaturated, it shows more vivid colours in real life. It’s hard to me to make a good photo, I try, but I think My mobile device isn’t that good My CRT is Pal, maybe colours are different, also I think the snes Image is on RGB also I’m using Snes9x emu, I’m not sure how accurate is this emulator, I know that emulators if there are not that accurate, colours tend to be weaker is BSnes Better? Also I’m not an expert, but I can notice that with amiga, using cycle exact and changing it to less accurate, the image looks weaker.
I think you are right, I’m quite a noob in this stuff, but is it possible that amd radeon software interfieres with the temp colour? It was set in 6500k by default, but if I leave it on auto colours tend to be more saturated. And I’m a bit confused, that’s why also affects my shader style. I know is emulated, and the video comes out from VGA to Scart.
Didn’t you also have access to real hardware like a Mega Drive or something? I was recently noticing some sort of green bias on my CRT monitor and now I"m wondering if the hardware makes a difference, so I"m probably going to test it myself.
I was also already using a shader on it to up saturation and mess with the gamma. Probably not an issue with old low color PC games, but e.g. emulated SNES games for example don’t look that appealing to me when compared to my TVs.
I have an original Pal Mega Drive, I will test it with Sonic the hedgehog, and see how it goes. On Snes Emu, on my PC with CRT Emudrivers, 240p Test Suite, The blue tend to be more purple, That’s why I’m confused…
Put my old Surface laptop (13,5" 1504p - for this content it works similar to 1440p) next to my CRT monitor to do some rough matching. From CRT viewing distance, looks pretty similar.
VGA doublescan is not for available for Guest fastest, I switched to fast instead. It’s a bit lacking, I don’t know if it’s possible to do more realistic matching with more scanline adjustments, or if it comes down to the mask, which of course lacks the necessary pixels.
An alternative for fastest is to disable scanlines and attach a slightly modified res-independent scanline shader with simulated height set to 350 (even divider for integer scaling size of 1400). Doesn’t look too bad.
This is the kind of thing one craved as a kid. I collected a whole bunch of magazines from that era, have to go over them again sometime.
Exactly! I wanted to play with those shots right on the magazine, they looked somehow much better than the real thing to me.
I think I’ve half of a closet full of those.
…every now and then i pick a random one and leaf through it
PS:
I’m playing to add a “screen uniformity” function, but the real intent is to give the shader that unven brightness look as seen on the shots on the paper back then ^-^
Looks great! Could you please give the preset name?