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PostPosted: Thu Jun 26, 2014 3:57 pm 
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That's what the "Bilinear Filtering" option in display settings should do.


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PostPosted: Thu Jun 26, 2014 7:32 pm 
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OV2 wrote:
That's what the "Bilinear Filtering" option in display settings should do.

lol, for some reason I didn't expect a user option for "bilinear filtering", and so didn't look for one. TIL

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PostPosted: Sun Nov 02, 2014 7:24 pm 
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Hi,

I just released version 1.1 of xBRZ with two noticeable improvements: 1. alpha channel support, and 2. improved color detection:

https://sourceforge.net/projects/hqmame/files/xBRZ/

I guess Snes9x does not need to scale images with alpha channels, but the new color detection is an improvement in all cases in my tests.

Best, Zenju

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PostPosted: Sun Nov 02, 2014 9:34 pm 
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I'm trying to apply this to the mac renderer, but I'm kind of at a loss as to how to incorporate the code into the project. I added the three files and made some extra functions, but I don't know how to make the code fit into the program yet. I other words, I don't know how to make it activate that renderer, like which functions need to be referenced in new implemented functions. It's hard to describe. I guess I'll take a look at what you did with the windows port. (Unless you can implement this in the mac code for me so I can just add an Interface Builder enum for the popup menu and sit back 8) .)


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PostPosted: Fri Nov 21, 2014 3:26 pm 
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Snes9x White Belt

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One more xBRZ update: v1.2: After having some fun with the alpha-channel I gave the performance yet another intense overhaul: Was able to squeeze out 30% of the already optimized multithreaded version!

2014-11-21: Updated xBRZ to version 1.2:
- improved performance by over 30%
- Improved color analysis

https://sourceforge.net/projects/hqmame/files/xBRZ/

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PostPosted: Sun Nov 23, 2014 11:46 am 
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Comes to TestBuild?

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PostPosted: Sun Jan 11, 2015 12:17 pm 
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Amazing stuff! Any build available with xBRZ 1.2?


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PostPosted: Sun Jan 11, 2015 8:48 pm 
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Snes9x White Belt

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Predator82 wrote:
Comes to TestBuild?


Here you go:
https://sourceforge.net/projects/xbrz/files/Snes9x/

Just compiled from current GIT sources including the 1.2 version of xBRZ.
As expected the actual perf improvement compared to xBRZ 1.1 is quite significant! For testing you can check the CPU time with Process Explorer.

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PostPosted: Mon Jan 12, 2015 1:02 pm 
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I'll definitely merge it into the mainline git, just had too much to do the past few months. Thanks again for your efforts Zenju!


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PostPosted: Thu Jan 15, 2015 3:01 pm 
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Snes9x White Belt

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thank you for the job zenju :)

Is it be possible to have a build 32bits like the previous version?

thanks


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PostPosted: Sat Jan 17, 2015 11:57 am 
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7zxkv wrote:
thank you for the job zenju :)
Is it be possible to have a build 32bits like the previous version?
thanks


You're on XP, right? The build is 32-bit, but it requires Vista and later. I first wanted to make it XP-compatible but then I get a linker error "fatal error LNK1181: cannot open input file 'ddraw.lib'" that I've not had the time to analyze.

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PostPosted: Mon Jan 19, 2015 10:35 am 
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yes indeed !


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PostPosted: Wed Jan 28, 2015 3:00 pm 
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Snes9x White Belt

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Hi,

Many thanks, my HTPC was not enough powerful with HLSL 5xBR , but with XBRZ all works fine (and images are better).
I made a pull request https://github.com/snes9xgit/snes9x/pull/64 for GTK.
For linux user (if pull request is not accepted) you can find source here : https://github.com/nmagre/snes9x


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PostPosted: Wed Jan 28, 2015 4:34 pm 
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If you trust the new guy here's a XP and 64bit build.
Zenju wrote:
I first wanted to make it XP-compatible but then I get a linker error "fatal error LNK1181: cannot open input file 'ddraw.lib'" that I've not had the time to analyze.

MS removed it from the last DX SDK. You can find it here, but I'll save you some work.


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PostPosted: Wed Jan 28, 2015 8:09 pm 
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Quote:
MS removed it from the last DX SDK. You can find it here, but I'll save you some work.

Awesome, that's indeed the problem! Quite strange, but indeed, ddraw.lib is simply missing from the newer version of the DirectX SDK!

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PostPosted: Thu Jan 29, 2015 8:47 pm 
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Finally had the time to merge this in, here is the latest testbuild: snes9x_testbuild_29012015.zip

Zenju wrote:
Quite strange, but indeed, ddraw.lib is simply missing from the newer version of the DirectX SDK!
It's been missing since the June 2010 SDK release, probably because they deprecated it. That's why I still build against the June 2008 SDK.


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PostPosted: Sat Jan 31, 2015 4:28 pm 
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Snes9x White Belt

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Appreciated. FWIW PGO gives me an additional 15% speedup when using xBRZ 4x.
OV2 wrote:
It's been missing since the June 2010 SDK release, probably because they deprecated it. That's why I still build against the June 2008 SDK.

The weird thing is its the Win8 SDK.


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PostPosted: Sat Feb 28, 2015 3:11 pm 
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Hi all,
Maye i'm on the correct topic.
First of all, thank you all for your incredible work!
Could you tell me please if the snes9x version you are working on is based on the 8MB made by Fusoya that can be found here ? :
http://fusoya.eludevisibility.org/emulator/index.html
Is the 64 bit version that can be found in the testbuild29012015 made by you, OV2, is "better" than the 32bit version made by Fusoya?
Many thanks in advance for your answers.


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PostPosted: Sun Mar 01, 2015 11:49 am 
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Fusoya's fixes have been merged into the main source repository, so they are included in all testbuilds since february 2013.
The testbuilds contain more changes, fusoya's build is 1.53 + this special fix.


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PostPosted: Sat Mar 21, 2015 9:21 pm 
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Thank you for your answer, OV2. I'm using the last tesbuild for now, and the XBRZ filter is truly a wonderful improvement. You are doing an awesome work!


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