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vanfanel

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About vanfanel

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  1. Yeah, but you are talking abut SELECTIVE blending in both cases. MiSTer also has UNSELECTIVE blending- which is blurry but looks like an RCA-connected MegaDrive, not like that ugly selective solution that makes some parts of the screen look different thank others, ruins text in a lot of games and doesn't do proper transparency on others. Unselective is only present on the MiSTer core. And in theory te slider in the MegaSG core should allow it, but it does not. That problem would take 5 minutes to be fixed or patched for personal preferences on an opensource core. That's why closed solutions are inferior (apart from bit-rot, etc).
  2. Precisely that is the problem: moving the slider all the way does NOT do non-selective blending. Thats's what it *should* do. Does it work like that for you? Maybe there's some language barrier here and I am not understanding you well.
  3. It's awesome to see how the consumer minds work in certain parts of the world. Instead of joining me for bugfixes or features in a product that advertises accuracy and does NOT deliver it, you join the interests of Analogue, a company that releases new products while leaving previous ones with bugs. That's why opensource solutions are destroying the private FPGA busines. You help my goal with every step Go on like this!
  4. You may be seeing shimmering: it happens when each "game pixel" is scaled to several "screen pixels" using a "nearest neighbour" approach, instead of a linear filter. I don't know if the Mini-whatever has that option. MegaSG and SuperNT sure have some kind of interpolation to avoid shimmering on modern screens.
  5. Nah, I am not trolling (which is probably worse!), at least not intentionally. The strange language I may exhibit is caused by the fact that I am not a native english speaker. I am serious about feeling really offended by Analogue about being promised accuracy and getting this sh*t instead: -No graphical accuracy because of the lack of proper pixel blending, which makes games to look totally different from what they look on my MegaDrive (yet it's an EASY fix I would do if this thing was opensouce... and that's why opensource solutions will destroy Analogue's FPGA business unless they go opensource too. In fact, since opensource and public implementations exist and they are mature, Analogue IPs don't have any real value anymore so they are protecting... nothing). -Even worse: tearing in Master System games. -Broken FM audio in Master System games (I don't think it's so hard to do well, because Master System FM sounds great on the MiSTer and it's open source, so correctness is public). Luckily the MiSTer gives me all that right, but I got the MegaSG before the MiSTer and never really enjoyed it much. It makes me sorry for the money I spent on these products. Now, with the MiSTer, I feel the time for the MegaSG has passed for me, but I would like to see things done right "for greater justice". About selling my Analogue products: No way. I could: -Sell them for a higher price, but that's speculation and I am against it for ideological reasons. -Sell them for the same price I paid, which could lead to speculation, too, and I am NOT contributing to that. So I am probably giving them away (to close friends/familiars who won't sell them) or destroy/recycle them. But you can be sure they won't be on any market again. I call speculators "rats": I won't feed any rats. EVER.
  6. That's incredibly stupid on your side (if you really did that) because I am already enjoying perfect un-selective pixel blending on the MiSTer since last year or so. My Analogue products (both SuperNT and MegaSG) are simply stored because the MiSTer gives me way better results (no tearing in Master System games, perfect pixel blending + scanlines, all special chips implemented on the SNES and no incompatibilities). I am simply indignated by the fact that I believed on a company that promised accuracy but gave us... bugs, incomplete features and incompatibilities. So, good for you if you convinced Kevtris to hold off and never add proper pixel blending. Please, try to convince him against fixing scrolling on Master System games! I have also reported that repeatedly. Do you know who will be missing the unselective pixel blending feature? You. Do you know who is already enjoying that feature on way a better, public FPGA core that also has SVP and MegaCD support? Me. In fact, you are helping me a lot here, since ultimately I don't want any private cores anymore, and by keeping Analogue cores in an inferior state than then public ones, you are building a better future for us all (even if that means my Analogue machines will never come out of storage again: the good of the many outweighs the good of the few)
  7. @zetastrike I am not talking about going back to RF, but simply correct pixel blending (again, optional: it wouldn't be forced!). I started with RF connections on my consoles, and I don't want to go back there, either. But there's no advantage in RF over RCA, while there is a certainly advantage in (again, optional) un-selective pixel blending.
  8. Now, this is reasoning. Nice answer, thanks. Let's see. You say "Not everyone plays games for preservation". Nope, but Analogue claims that their products are a way of preservation. Note that it can be seen in their old page at least (I don't visit Analogue page anymore, and preservation has an actual meaning in public projects where hardware is actually preserved by being reimplemented in a public form). Now, dithering+proper blending was used by many devs to their advantage, as you said. But not small developers, but SEGA itself: look at Sonic 1, Sonic 2, Sonic 3, Streets of Rage 2, Ristar, Story of Thor, and a long, looooong list of Megadrive games. Use of dithering + blending on the Megadrive was massive. We're not talking about the SNES here, where it wasn't used so heavily: dithering + blending was a Megadrive typical trick, and ignoring it (even if you are free to do so) visually ruins the games in my opinion (and not only on my opinion). @Atariboy I have nothing to discuss with you anymore, so I don't mind being in your ignore list.
  9. And that's why the option for unselective pixel blending should be there. There's something called "art", and videogame graphists were, in fact, artists. Preservation is also about "letting the art to be looked at, as exactly as possible to what the artist that created it wanted it to look". Other than that, what's wrong with you? I am asking for an option that is absolutely reasonable (the original developers intended to look the games as I say, and from the artistic point of view that how they must look like). It will be an option, you don't even have to use it. Indeed, while I could make the damn option to work as intended on an opensource development as the MiSTer, in the forum for these closed source solutions all I get is emulation kids... How I hate all this. I hope I never got any of these half-baked Analogue things in the first place. The only thing that makes me come here and try to get things fixed after years is that I feel like an idiot because I put money on something that isn't half as good as the opensource alternatives that came after it. In the end, I may well end up selling the Analogue crap so I don't have to try again. You even swallow broken scrolls in Master System games... pff. About trolling: no, I am not trolling. I am a legitimate user expressing legitimate indignation. Something that, in certain parts of the world where consumerism has sucked people's brains, must look like a sin. But it's perfectly logical.
  10. Pixel blending *is* broken. Did you even play a MegaDrive via RF or RCA back in the day? Did you? Really? I suspect you know MegaDrive from software emulation and just got a MegaSG. Do you remember having "Sonic 1" or "SOR 2" or "Story Of Thor" having working transparency but horribly deformed fonts? Do you remember that? No you don't. And do you know why you don't remember that? Because it did not happen in original hardware. And before you come out with some stupid reasoning like "it's HDMI, not RCA anymore", take a look at MiSTer's MegaDrive core, enable "pixel blending" and see how it looks: That's how it looked back in the day. And that's how it's supposed to look. I am tired of Genecyst-level emulation kids by now. Play the real thing on a real RCA/RF setup (as most games used dithering heavily on the MegaDrive) before expressing an opinion about pixel blending. And solution is very easy: un-selective pixel blending. There's already a lever for setting the blending depth, but that level doesn't work as expected, because it should adjust to un-selective blending at some position. MiSTer people got it right because it's easy. This has been reported years ago, along with some other major bugs. None of these problems or bugs are present in community-driven implementations. As they say: the writing is on the wall...
  11. THIS. We have been left with major bugs on MegaSG for years now: -Tearing in Master System games -Broken "selective" pixel blending (just let the pixels blend all over the screen as composite really does, no matter how blurry it looks, that is how it is supposed to look and that's how it looks on an actual MegaDrive connected via RCA.) -Broken FM music in Master System games -Incompatible MegaCD games This is why I am passing on any Analogue products until those are fixed. These are major problems, not small nitty-picky issues. You can NOT advertise accuracy and leave a product like this: that's just scamming.
  12. Heh, nice to know what they have announced. This time I will pass: the limited quantity thing is really tiresome, and I won't be left with major bugs in a closed firmware again, NEVER. I had enough of Analogue. -On the MegaSG: Stupidly broken pixel-blending, tearing in Master System games and incompatibilities. -On the SuperNT: Saved settings not applied unless I boot from cartidge. That's what accuracy means for Analogue. Don't be fooled like I was. None of these happen on the MiSTer MegaDrive an SNES cores, which have greatly surpassed mediocre Analogue cores after community collaboration and bugfixing. Also, the only FPGA developer they are know to have (and who created this thread) DID laugh at us with that "I don't post there anymore beacause all they do is complaining, LOL!" he dedicated us months ago. Great way to get the appreciation of the community, sir. I will be sure to buy everything you work on, yes, you can be sure of that. This new expensive an inaccessible piece of junk will also be left with bugs like ALL their previous products. If you can get one to begin with, that's it. This time, opensource projects got there first: on the MiSTer, we have perfect PC-Engine, SuperGrafx and PC-EngineCD cores already. No need for more expensive and bug-ridden closed shit.
  13. Also, selective pixel blending looks horrible and destroys fonts in a lot of games... Option for unselective pixel blending, just like RCA does it, is needed on the MegaSG.
  14. Am I in Australia? NO. Then apply me reasonable rates. But well, I assumed them for SuperNT, and again for MegaSG. As for moving it for the next thing, you can do that when you have finished the previous one. In my work, I can NOT do "the next thing" until I finish the current one. And when you leave behind annoying a very noticeable bugs after marketing perfection (like Master System tearing... perfection my ***), you shouldn't either. Multiple devs? Are Analog prices so low that "they can only afford one dev"? Yeah, it may change in the future, but not with my money. And I hope less and less people will fail for Analogue's next incomplete and bug ridden iteration: seeing how they release the next big thing while they abandon previous implementations with bugs is really infuriating. You guys are in time to save yourselves that feeling. But after all, it comes to this: community-driven projects are way better in the end, because no greedy private business leaves the bugs in CLOSED cores unresolved: we can solve them ourselves. None of the annoying bugs that plague the MegaSG are in the MiSTer Master System, MegaDrive and MegaCD cores at this point. And I have my right to say so here, in this thread, as a MegaSG, SuperNT and MiSTer owner. This is a lesson I had learned a lot of time ago with software, and I had to learn it again with FPGA hardware. Thank you Analogue for the lesson, it just cost me like 800 Euros in wasted hardware and abusive shipping rates. Never again. Only opensource projects from now on.
  15. This ^ Tearing in Master System games is a disaster for a system that's marketed as aiming for perfection, as is the broken pixel blending in the basic MegaDrive core. The "Pocket" can look like a shiny and desirable new machine now, but after a long period of bugs being ignored like the Master System tearing and broken FM while other options don't have these bugs, you start looking at the console with regret, with an uneasy sensation of having been scammed. What Analogue does is release new hardware while leaving small but important bugs in previous products. That way, something always feels "incomplete", so consumers go after the new (and immensely expensive thanks to abusive shipping rates) product, in their need to "get things right this time". Then, they are left with bugs again, and Analogue starts a new cycle. This time, Analogue, I am NOT in, and my friends are not in either. If you had fixed MegaSG and SuperNT bugs by now, it would be different. Yeah, you may sell the amount of Pocket consoles for preorder, but by abusing consumers like you do (bugs, abusive shipping costs) you are digging your own grave. You are not alone in the FPGA market anymore, and community-driven projects tend to be far better than your bug-ridden and privative implementations.
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