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XiRtAmOn

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Messages by XiRtAmOn

    

Re: Download MUGEN--- LATEST RELEASE 1.1 official release 8/6/13

 August 18, 2023, 08:44:47 pm View in topic context
 Posted by XiRtAmOn  in Download MUGEN--- LATEST RELEASE 1.1 official release 8/6/13 (Started by Garuda September 22, 2009, 09:16:00 am
 Board: Your Releases, 1.0+

    

Re: SFF V2 file format specs

 April 17, 2014, 06:12:34 pm View in topic context
 Posted by XiRtAmOn  in SFF V2 file format specs (Started by XiRtAmOn April 17, 2014, 07:45:55 am
 Board: M.U.G.E.N Discussion

Many thanks XGargoyle!!!!!   =D
    

SFF V2 file format specs

 April 17, 2014, 07:45:55 am View in topic context
 Posted by XiRtAmOn  in SFF V2 file format specs (Started by XiRtAmOn April 17, 2014, 07:45:55 am
 Board: M.U.G.E.N Discussion

Can anyone point me to the format specifications for the SFF V2 file format?  I intend to make a utility that involves decompiling and recompiling SFF V2 files.. much appreciated thanks!
    

Re: What was your first contribution to the Mugen Community?

 April 17, 2014, 07:41:58 am View in topic context
 Posted by XiRtAmOn  in What was your first contribution to the Mugen Community? (Started by Markpachi November 09, 2013, 12:31:51 pm
 Board: M.U.G.E.N Discussion

Well about TEN YEARS AGO (oh dear, I'm OLD!!!) I released the Mugen Army Screensaver that would march your Mugen characters across your Windows desktop.  And like a year later I released "Mugen Stage Viewer" which was a great utility that let you preview stages complete with animation.  It was great for testing which ones you wanted to keep / toss and it let you assign a music file to the stage without having to manually code one into the def file.  It was great for finding out what song best fits a particular stage.  My goal was to turn it into a real time WYSIWYG stage authoring tool.  Yep....

=D
    

Re: HD - converting characters / stages to HD (versus real time filtering)

 April 15, 2014, 05:57:46 pm View in topic context
 Posted by XiRtAmOn  in HD - converting characters / stages to HD (versus real time filtering) (Started by XiRtAmOn April 15, 2014, 08:12:32 am
 Board: M.U.G.E.N Discussion

Thanks for the ideas.  I think I will stick with my plan.  It would take countless hours to upscale my chars manually.   =D
I just wanted to see if anybody would have interest in such a utility and if there was an equivalent solution available already.
    

Re: HD - converting characters / stages to HD (versus real time filtering)

 April 15, 2014, 08:50:02 am View in topic context
 Posted by XiRtAmOn  in HD - converting characters / stages to HD (versus real time filtering) (Started by XiRtAmOn April 15, 2014, 08:12:32 am
 Board: M.U.G.E.N Discussion

Yes good point.. what I said was not accurate.  Of course the sprites would lack the detail of sprites originally created for HD.. but I'm talking about upscaling them to HD because in my mind it would look infinitely better than it does.  What I'm talking about is a way to bring the graphics filters back to MUGEN, though they would be pre-filtered and not filtered in real time.  I know I saw a few posts here and there about folks who think the same as me, they really wan't those filters back!!  If nobody has achieved a way to do this yet, maybe I will proceed with my idea.  I'm sure others would appreciate having this capability.

Thanks for the link but I don't follow how that helps exactly?  The author of the thread stated that this can't be used for upscaling purposes as I'm discussing.  Did I miss something?

Here's an idea of what XBRz looks like, versus the ugly pixely original. 
Many emulators support XBRz now.  I played with Pain Town, that supports XBR.. and what a difference it makes.



Applying a filter on sprites doesn't make them look HR or HD (even if they are, in a technical point of view).
I'm sure ArcSys would have loved if they had a tool to filter their Guilty Gear sprites into Guilty Gear X sprites in a matter of minutes.

That being said, LUA scripts can help you with this in Mugen 1.1 :
http://mugenguild.com/forum/topics/someone-get-up-there-and-fix-the-antenna-152916.msg1815391.html#msg1815391
    

HD - converting characters / stages to HD (versus real time filtering)

 April 15, 2014, 08:12:32 am View in topic context
 Posted by XiRtAmOn  in HD - converting characters / stages to HD (versus real time filtering) (Started by XiRtAmOn April 15, 2014, 08:12:32 am
 Board: M.U.G.E.N Discussion

I've been out of MUGEN for umpteen years.
I would like to play it, but cant stand gigantic pixels and 320x240 res.. on a big screen it is hideous to me!!
We know DOS Mugen had upscaling filters that made it not as ugly.
I know someday these will come back (unless they did already?  Like I said I've been out of it)... but I'm tired of waiting.
I know Mugen 1.1 has some type of OpenGL shader support..
I would like to know if there is a way to implement XBR or HQX upscaling for Mugen.. possible or do we need to wait for Elecbyte?
Is anyone working on this?

Can't say I would know how to do that.. but..
I was thinking about spending a few hours and creating a converter to upscale existing lowres characters to HD.
This would involve ripping the sprites from the .SFF, upscaling them using XBRz (my favorite upscaling algorithm), recompiling the SFFs and of course modifying all of the data files accordingly to match the new sprite size.
This would be done for stages too.
Can't say I have thought this all the way through yet.. but can't think of a reason it couldn't be done.

I just want to play Mugen and have it be not so ugly.  If someone else has done this already or will do it instead of me... that would rock!  = )
I know many of you don't mind the pixely look but I can't stand it.  I know upscaling filters tend to create a cartoon-ish look but I rather like that.. anyhow it's better than the giant block look.   =D