GloriousCow wrote on 2023-11-15, 14:34:
I guess I should be pleased that you are asking that. It's not an existing one, I thought I'd make my own. Right now it's pretty simple, just some barrel distortion with rounded corners, and scanlines. I'll be slowly adding features to it, but it wasn't even planned for 0.2 to have any shader effects, it's just something I was tempted to try. I've added monochromatic modes, although they need some contrast/gamma controls. I'm of course familiar with your work with ffmpeg, and i'm tempted to see how much of those effects I may be able to replicate as shader presets.
Ah, nice! Yeah, that looks pretty good for such a simple setup. I honestly think some of the features in that script of mine turned out to be overkill (rendering shadow masks at realistic sizes still sucks, for one - typical target resolutions make it look extremely artifacted). Would be nice to have some extra eye-candy, but 'nice to have' is a pretty low priority after all.
I've been thinking about trying to tweak existing CRT shaders, so perhaps a simple one would give me a convenient entry point into this stuff. 😀
GloriousCow wrote on 2023-11-15, 14:34:You have an incredibly keen eye. Yes, in this video the software aspect correction is still on because it was part of the composite pipeline. The shader will ultimately be able to handle it. I can't say I can see what you're seeing though...
I thought I saw a bit of vertical blurring which didn't seem to coincide with the darkening between scanlines. But on second thought, it may be enough to simply make that darkening stronger... 200-line CRTs typically show fully-separated scanlines, so that should increase the 'realism' factor as well.
GloriousCow wrote on 2023-11-15, 14:34:VRAM dumping should have always worked (?) Is it not working for you?
The memory viewer also now supports MMIO. Honestly, though, I have not been working on the debugger much for 0.2.0. The new breakpoint system is intended to be implemented on top of an embedded scripting engine, and I'm still weighing my options there, between Lua, Mun and Rhai.
My bad, bungled choice of words there... yeah, dumping works just fine; I meant looking at VRAM in the memory viewer.
Perhaps there's such a thing as a generic debugging front-end which could somehow be integrated? Admittedly such things often make for bigger headaches than rolling your own from scratch, but who knows... it's also true that Lua scripting engines are everywhere, so maybe that would be more straightforward than I think it is.
GloriousCow wrote on 2023-11-15, 14:34:Most of my work has been frantic accuracy fixes in anticipation of Area 5150's final release. You see, up until now, MartyPC has had a timer-triggered hack to get the Lake effect ISR to fire at the right time (shameful, I know), and I have been terrified that the final release wouldn't run on it, or that my hack wouldn't be able to differentiate the two versions to provide the proper offsets.
0.2 is now accurate enough to run it without any tricks whatsoever, which I'm very happy about. In the process of getting there I did discover a few interesting things, which I sent to reenigne. I hope I didn't delay the release date 😀
Oh yeah, you mentioned that 'mysterious console message' in the other thread about the half-height vertical blanking period. 😀 (So was the fix related to the scanline-counting thing, after all?)
As for delaying the release, far from it - speaking for myself anyway; I'm currently without access to the actual hardware (being out of town for a not-quite-definite period), but thanks to MartyPC I can still fill in some blanks here and there still be confident of the results... so if anything, it's the opposite!
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