A new scaler for Exult?
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NOTICE: This forum is archived as read only.
Please use the Github Discussions at https://github.com/exult/exult/discussions
Re: A new scaler for Exult?
If someone writes a patch using this...
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Re: A new scaler for Exult?
WOW! That would indeed be amazing!
Re: A new scaler for Exult?
I wonder what the cpu requirements are for that...
Though... U7 isn't 8bit
Edit: Wjp corrected me, sorry, graphics are 8bit.
Though... U7 isn't 8bit
Edit: Wjp corrected me, sorry, graphics are 8bit.
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Read the documentation and the FAQ! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!
Read the documentation and the FAQ! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!
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Re: A new scaler for Exult?
Its not intended for realtime use. According to the whiepaper it can take SECONDS per conversion. If attempting to use it real time, it then would require rasterising the vector image back to raster for display output.
Re: A new scaler for Exult?
wouldn't it be possible to run this algorithm on the original data to generate a new library of images and then have exult just load the new images and display those? cuts out the real time requirements, and if it's distributed as just a script that does the processing as opposed to a pre-processed set, it would still require the user to have the original data files to prevent copyright issues
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Re: A new scaler for Exult?
Yes and no. It would probably work great for sprites, but not so well for tiling shapes (things like walls, and floor). Prescaling the tiling shapes tends to cause awful looking seam lines between the shape boundries. It is possible to manually fix the problem shapes (slow painful work) to ensure that the shapes seamlessly tile.
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Re: A new scaler for Exult?
I would love to tinker with it, as I am getting a lot of practice manually drawing new walls from scratch while having to test the seams.