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A new scaler for Exult?

Posted: Wed May 25, 2011 3:18 pm
by Nodling

Re: A new scaler for Exult?

Posted: Wed May 25, 2011 9:45 pm
by Dominus
If someone writes a patch using this...

Re: A new scaler for Exult?

Posted: Wed May 25, 2011 9:59 pm
by Jaesun
WOW! That would indeed be amazing!

Re: A new scaler for Exult?

Posted: Thu May 26, 2011 5:01 pm
by Dominus
I wonder what the cpu requirements are for that...

Though... U7 isn't 8bit

Edit: Wjp corrected me, sorry, graphics are 8bit.

Re: A new scaler for Exult?

Posted: Thu May 26, 2011 9:21 pm
by Colourless
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?

Posted: Fri May 27, 2011 12:15 am
by Gorloth
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

Re: A new scaler for Exult?

Posted: Fri May 27, 2011 1:28 am
by Colourless
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.

Re: A new scaler for Exult?

Posted: Fri May 27, 2011 1:58 am
by Scythifuge
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.

Re: A new scaler for Exult?

Posted: Sat May 28, 2011 6:52 pm
by El Guesto
Sounds promising