snes_ntsc 0.2.2: SNES NTSC Video Filter --------------------------------------- Author : Shay Green Website : http://www.slack.net/~ant/ Forum : http://groups.google.com/group/blargg-sound-libs License : GNU Lesser General Public License (LGPL) Language: C or C++ Overview -------- To perform NTSC filtering, first allocate memory for a snes_ntsc_t object and call snes_ntsc_init(), then call snes_ntsc_blit() to perform filtering. By default, snes_ntsc_blit() reads and writes pixels in 16-bit RGB. You can call snes_ntsc_init() at any time to change image parameters. Image Parameters ---------------- Many image parameters can be adjusted and presets are provided for composite video, S-video, RGB, and monochrome. Most are floating-point values with a general range of -1.0 to 1.0, where 0 is normal. The ranges are adjusted so that one parameter at an extreme (-1 or +1) and the rest at zero shouldn't result in any internal overflow (garbage pixels). Setting multiple parameters to their extreme can produce garbage. Put another way, the state space defined by all parameters within the range -1 to +1 is not fully usable, but some extreme corners are very useful so I don't want to reduce the parameter ranges. The sharpness and resolution parameters have similar effects. Resolution affects how crisp pixels are. Sharpness merely enhances the edges by increasing contrast, which makes things brighter at the edges. Artifacts sets how much "junk" is around the edges where colors and brightness change in the image, where -1 completely eliminates them. Bleed affects how much colors blend together and the artifact colors at the edges of pixels surrounded by black. Image Size ---------- For proper aspect ratio, the image generated by the library must be doubled vertically. Use the SNES_NTSC_OUT_WIDTH() and SNES_NTSC_IN_WIDTH() macros to convert between input and output widths that the blitter uses. For example, if you are blitting an image 256 pixels wide, use SNES_NTSC_OUT_WIDTH( 256 ) to find out how many output pixels are written per row. Another example, use SNES_NTSC_IN_WIDTH( 640 ) to find how many input pixels will fit within 640 output pixels. The blitter rounds the input width down in some cases, so the requested width might not be possible. Use SNES_NTSC_IN_WIDTH( SNES_NTSC_OUT_WIDTH( in_width ) ) to find what a given in_width would be rounded down to. Burst Phase ----------- The burst_phase parameter to snes_ntsc_blit() should generally toggle values between frames, i.e. 0 on first call to snes_ntsc_blit(), 1 on second call, 0 on third call, 1 on fourth, etc. If merge_fields is enabled (see below), you should always pass 0. If you're using snes_ntsc_blit() to do partial screen updates, burst_phase should be calculated as (burst_phase + row) % 3, where row is the starting row (0 through 239). For example, if burst_phase is 1 for the current frame and you make two calls to snes_ntsc_blit() to blit rows 0 to 100, then rows 101 to 239, for the first call you should pass 1 for burst_phase, and for the second call you should pass 0 for burst_phase: (1 + 101) % 3 = 0. Flickering ---------- The displayed image toggles between two different pixel artifact patterns at a steady rate, making it appear stable. For an emulator to duplicate this effect, its frame rate must match the host monitor's refresh rate, it must be synchronizing to the refresh (vsync), and it must not be skipping any frames. If any of these don't hold, the image will probably flicker much more than it would on a TV. It is important that you play around with these factors to get a good feel for the issue, and document it clearly for end-users, otherwise they will have difficulty getting an authentic image. The library includes a partial workaround for this issue, for the cases where all the conditions can't be met. When merge_fields is set to 1, snes_ntsc_blit() does the equivalent of blitting the image twice with the two different phases and then mixes them together, but without any performance impact. The result is similar to what you'd see if the monitor's refresh rate were the same as the emulator's. It does reduce the shimmer effect when scrolling, so it's not a complete solution to the refresh rate issue. The merge_fields option is also useful when taking a screenshot. If you capture without merge_fields set to 1, you'll only get the even or odd artifacts, which will make the image look more grainy than when the emulator is running. Again, play around with this to get an idea of the difference. It might be best to simply allow the user to choose when to enable this option. Note that when you have merge_fields set to 1, you should always pass 0 for the burst_phase parameter to snes_ntsc_blit(). If you don't, you'll still get some flicker. Custom Blitter -------------- You can write your own blitter, allowing customization of how SNES pixels are obtained, the format of output pixels (15, 16, or 32-bit RGB), optimizations for your platform, and additional effects like efficient scanline doubling during blitting. Macros are included in snes_ntsc.h for writing your blitter so that your code can be carried over without changes to improved versions of the library. The default blitters at the end of snes_ntsc.c show how to use the macros. Contact me for further assistance. Limitations ----------- The library's horizontal rescaling is too wide by about 3% in order to allow a much more optimal implementation. This means that a 256 pixel wide console image should appear as 581 output pixels, but with this library appears as 602 output pixels. TV aspect ratios probably vary by this much anyway. If you really need unscaled output, contact me and I'll see about adding it. Input pixels are converted to 13-bit RGB (4 bits red, 5 bits green, 4 bits blue) to reduce memory usage from 16MB to 4MB. Contact me if you'd like this reduction made optional.