• HomeBoards
  • RulesRules
  • HelpHelp
  • WikiWiki
  • Donate

Author Topic: Temper - NEC PC-ENGINE emulator  (Read 42277 times)

Qubits

  • Posts: 146
Re: Temper - NEC PC-ENGINE emulator
« Reply #80 on: October 19, 2016, 05:02:00 am »
It's ok, using my technique i can finish the palette in less than one hour, i just need gameblabla to confirm that the grid doesnt need to have the same size of rectangles, if so i will spend more time to re-do the grid and make sure all rectangles have the exact same size.

gameblabla (OP)

  • Posts: 1446
Re: Temper - NEC PC-ENGINE emulator
« Reply #81 on: October 19, 2016, 07:54:29 am »
The size doesn't really matter, as long as it is in the same order as Temper's palette.
Don't worry about that

Qubits

  • Posts: 146
Re: Temper - NEC PC-ENGINE emulator
« Reply #82 on: October 19, 2016, 05:12:38 pm »
Done 128 colors so far, still working on it, it takes much longer than i've thought, i will probably wont have time to finish it tonight. I've made a quick comparison of the first two rows and it's now pretty obvious how bad the Temper colors are and how accurate and vivid the Mednafen colors / palette is.

gameblabla (OP)

  • Posts: 1446
Re: Temper - NEC PC-ENGINE emulator
« Reply #83 on: October 20, 2016, 01:34:46 am »
Man, that Temper palette is really bad in comparaison to Mednafen's one.
I should add you to the credits once you're done with the palette.

Qubits

  • Posts: 146
Re: Temper - NEC PC-ENGINE emulator
« Reply #84 on: October 20, 2016, 01:42:12 am »
All the credit goes to the creator of Mednafen for creating this beautiful palette. I've done 256 colors so far, i will try to finish it tonight when i come back from work :)

Mar8

  • Posts: 103
Re: Temper - NEC PC-ENGINE emulator
« Reply #85 on: October 20, 2016, 02:19:00 am »
 The best of the best!? Temper is going to be incredible!

Thanks guys!!!

Qubits

  • Posts: 146
Re: Temper - NEC PC-ENGINE emulator
« Reply #86 on: October 20, 2016, 06:50:24 pm »
Here it is, all colors have been triple checked to be ensure they have the correct value / order.


Mar8

  • Posts: 103
Re: Temper - NEC PC-ENGINE emulator
« Reply #87 on: October 20, 2016, 09:46:55 pm »
Boom!  Looks beautiful! Thanks @Qubits

gameblabla (OP)

  • Posts: 1446
Re: Temper - NEC PC-ENGINE emulator
« Reply #88 on: October 20, 2016, 10:38:00 pm »
Thank you Qubits, the colors are fixed.
Well, almost... See that pict ?


The copyright text is supposed to be pink, not black.
There has to be a mistake somewhere inside the palette...

Here's the palette taken from my new Temper :

And the old one :


I'll recheck the palette again...

EDIT: I have replaced the black in the second row with pink and it fixed the copyright text.
I have not noticed any wonky issues, even during transitions but perhaps my eyes are falling on me...
I have released Temper version 1.24 with the new improvements.
« Last Edit: October 20, 2016, 11:21:14 pm by gameblabla »

Qubits

  • Posts: 146
Re: Temper - NEC PC-ENGINE emulator
« Reply #89 on: October 21, 2016, 06:08:25 am »
Thanks, looks beautiful now ! I will check my PCE games this week end to see if everything's fine.

One thing to mention although is about the menu. It would be a good idea to make it appear by pressing select + start or pushing the power slider because some games like Devil Crash are using the select button : in the game, when you pause (start) and press select it shows a screen with the best scores but since Temper shows the emulator menu you cant see that score screen.
« Last Edit: October 21, 2016, 09:44:52 am by Qubits »

Qubits

  • Posts: 146
Re: Temper - NEC PC-ENGINE emulator
« Reply #90 on: October 22, 2016, 09:35:39 am »
I havent noticed any color problems on my 80 PCE games only some music lags on twin bee and LOOM.

Qubits

  • Posts: 146
Re: Temper - NEC PC-ENGINE emulator
« Reply #91 on: October 22, 2016, 10:42:50 pm »
I've just realized something... The original PCE palette has a palette of 512 colors divided by 32 groups of 16 colors instead of Temper who is actually using a palette of 512 colors divided by 64 groups of 8 colors which at the end results of a maximum in RGB of 252 on the 255 colors available (so each color is actually a bit under its correct value) so my question gameblabla is if we want to reproduce the exact same palette than the PCE that goes up to 255 and not 252, would Temper be able to use and handle a palette of 32 groups of 16 colors instead of the 64 groups of 8 colors that it's using right now ? If yes, i'm ok to work on it so we can achieve the perfection.
« Last Edit: October 23, 2016, 02:43:36 pm by Qubits »

gameblabla (OP)

  • Posts: 1446
Re: Temper - NEC PC-ENGINE emulator
« Reply #92 on: October 22, 2016, 11:38:03 pm »
I havent noticed any color problems on my 80 PCE games only some music lags on twin bee and LOOM.
Hmm, if the music lags then it means the FPS drops and it cannot run the games smoothly.
I had just realised Temper on the GCW0 is just able to run games smoothly...
Maybe this will change when the next firmware release will get realised though.
(with its new toolchain)

One thing to mention although is about the menu. It would be a good idea to make it appear by pressing select + start or pushing the power slider because some games like Devil Crash are using the select button : in the game, when you pause (start) and press select it shows a screen with the best scores but since Temper shows the emulator menu you cant see that score screen.
I had tried to do that but some problems with Temper's internals prevented me to do that (easily).
I will need to just that out again though.

Quote
I've just realized something... The original PCE palette has a palette of 512 colors divided by 32 groups of 16 colors instead of Temper who is actually using a palette of 512 colors divided by 64 groups of 8 colors which at the end results of a maximum in RGB of 252 on the 256 colors available (so each color is actually a bit under its correct value) so my question gameblabla is if we want to reproduce the exact same palette than the PCE that goes up to 256 and not 252, would Temper be able to use and handle a palette of 32 groups of 16 colors instead of the 64 groups of 8 colors that it's using right now ? If yes, i'm ok to work on it so we can achieve the perfection.
I'm not even sure that's actually how the PCE works.
Sure, its able to have up to 32 palettes with 16 different colors in each one but that does not mean
the internal palette is actually using 32 groups of 16 colors.
Unless you can prove me wrong.
In any case, this seem to be hardly feasible without breaking the games.

Qubits

  • Posts: 146
Re: Temper - NEC PC-ENGINE emulator
« Reply #93 on: October 23, 2016, 12:29:07 pm »
After doing some researches on Google, i've found the 9 bits RGB palette on wiki ( https://en.wikipedia.org/wiki/List_of_monochrome_and_RGB_palettes#9-bit_RGB ) used by a real PCE which uses different values to go up to 255. Do you think you can use it and test it to see if we get better results ? it should be more accurate than the one i've made :



Here is a comparison of the first palette (top left), we can see this new palette rise up the last colors a bit to reach 255 so all colors should be more vivid :

Temper A1 (the one i've made) : (R0,G0,B0) / (R0,G0,B36) / (R0,G0,B72) / (R0,G0,B108) / (R0,G0,B144) / (R0,G0,B180) / (R0,G0,B216) / (R0,G0,B252)

Wiki A1 : (R0,G0,B0) / (R0,G0,B36) / (R0,G0,B72) / (R0,G0,B109) / (R0,G0,B145) / (R0,G0,B182) / (R0,G0,B218) / (R0,G0,B255)
« Last Edit: October 23, 2016, 02:44:18 pm by Qubits »

mth

  • Posts: 319
Re: Temper - NEC PC-ENGINE emulator
« Reply #94 on: October 29, 2016, 02:10:03 pm »
Yes, i bundled Tremor with Temper because it's faster than libogg included with the firmware.
(static linking yo man)

Static linking can be a useful tool, but here it's not needed: Tremor is already available in the GCW Zero rootfs as "libvorbisidec.so" (the "idec" stands for "integer decoder").

Qubits

  • Posts: 146
Re: Temper - NEC PC-ENGINE emulator
« Reply #95 on: November 01, 2016, 10:51:00 am »
Gameblabla have you tried the new palette ? It should be more accurate than the mednafen one.

gameblabla (OP)

  • Posts: 1446
Re: Temper - NEC PC-ENGINE emulator
« Reply #96 on: November 03, 2016, 03:35:33 am »
Gameblabla have you tried the new palette ? It should be more accurate than the mednafen one.
No, not really. I worked on other projects.
Will give this try again (as my first attempt failed)
Quote
Static linking can be a useful tool, but here it's not needed: Tremor is already available in the GCW Zero rootfs as "libvorbisidec.so" (the "idec" stands for "integer decoder").
thanks for the ip mth but i think i will keep it as is because you can't apply specific optimisations on shared libraries.
(Unless somehow the libraries has specific MIPS routines ??)
« Last Edit: November 03, 2016, 03:37:56 am by gameblabla »

gameblabla (OP)

  • Posts: 1446
Re: Temper - NEC PC-ENGINE emulator
« Reply #97 on: December 03, 2016, 11:58:29 pm »
I have converted the new palette and it does seem to be a little more accurate.
You can download update 1.24.1 now in my first post.

Mar8

  • Posts: 103
Re: Temper - NEC PC-ENGINE emulator
« Reply #98 on: December 04, 2016, 09:30:41 pm »
Awesome! Thank you!

gameblabla (OP)

  • Posts: 1446
Re: Temper - NEC PC-ENGINE emulator
« Reply #99 on: August 08, 2017, 10:23:49 pm »
*Bump*
It turns out that the reason why some of more demanding games were slowing down is because
the debugger was left enabled...
Yes I'm not kidding, one line of code was responsible for the mess.
Exophase discovered this issue when someone ported the emulator to the 3DS but he forgot to tell me about it...
https://gbatemp.net/threads/release-temperpce-for-3ds.474737/page-3

This will also be fixed in the Nspire version.
For now, enjoy Version 1.24.2 on your GCW-Zero.

 

Post a new topic
Post a new topic