Reply 20 of 30, by tcaud
wrote:That's what I was thinking as well. 🤣
Anyway, back on topic, I've tried looking up information for this HDNes emulator, and it seems like it's hard to find actual builds of it, or the texture packs to go with it. Now, as for the idea of upscaling and filtering individual sprites, I can see why it may be difficult to do, but a pretty generic solution would be to apply filtering to the individual background layers, as well as the tilemaps stored in memory. Now, I'm not sure how much it would actually improve the visuals, but it would be an interesting thing for an emu author to try. Maybe one could even mix and match different filtering techniques, using one for sprite layers, another for backgrounds, etc.
The original versions were called "MyNES". https://www.youtube.com/watch?v=haGHtKWmj5M . It's on Sourceforge but the functionality was stripped following a lackluster response by the community.
While it's a pretty simple thing to implement per-sprite scaling on a console (or at least to scale the sprite and background separately), it's not so simple to do this on a PC because you don't know the origin of the graphics (to say nothing of the rasterizer effects like screen melts and heat waves). You could obtain some success in some cases by substituting the graphics at file level, but then you'd need to know the palettes used... Any way you look at it, you're looking at per-game profiling on par with a translation, probably requiring similar techniques in all their difficulty and complexity. Compressed data in particular would be very difficult to work with.