Homebrew Removing bilinear filtering in VC games?

VincentBeasley

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So fill me in on something. Is it possible to remove bilinear filtering from VC games? I've seen people make GB injects that have stretched (full screen) aspect and edit other factors of VC games so wouldn't it be possible? I really like VC I just cant stand the ugly filtering lol
 

VincentBeasley

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Oh. You can only disable this in gba vc when you press start+select at the beginning and in snes vc. I don't think there a option to disable this in other virtual console, you can try it in other vc's anyways.
I'm pretty sure start+select is just the original aspect lol. I'm talking fullscreen no filtering.
 
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VincentBeasley

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What exactly is the dark filter? I don't think its the same thing as bilinear filtering
Oops, sorry must've misread your post.
You can adjust the height and width with the config file too though if that's what you mean by bilinear filtering.
 

VincentBeasley

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wsquan171

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If you want to remove bilinear, what's the method you prefer to do the interpolation? Or you want a game not to be stretched so that interpolation is no longer needed, and can be essentially gotten rid of.


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NES and GB/GBC use dark filters? They seem quite bright on my system...
Either way would I be able to do this without CFW?
Yeah, you can dump the game with braindump and use hans. The only advantage cfw has is you can permanently modify it; without it you have to launch the game through hans every time.
Anyways, this is is getting off topic, so if you have any other questions feel free to pm me.
 

SG6000

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NES and GB/GBC use dark filters? They seem quite bright on my system...
Either way would I be able to do this without CFW?

No, CFW is necessary.

Asdolo's NES VC injector lets you build a NES VC cia with the darkness removed and with 1:1 pixel ratio, it's pretty awesome. I wince at all of the official NES VC titles I bought during the lean early years of the system - they look horrible, almost as bad as the legit Ambassador GBA games which only encouraged me to dig my Micro and modded GBA out.

Despite finding rom compatibility a bit of a crapshoot it's a marvelous tool.
 

CrazyBlergh

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No, CFW is necessary.

Asdolo's NES VC injector lets you build a NES VC cia with the darkness removed and with 1:1 pixel ratio, it's pretty awesome. I wince at all of the official NES VC titles I bought during the lean early years of the system - they look horrible, almost as bad as the legit Ambassador GBA games which only encouraged me to dig my Micro and modded GBA out.

Despite finding rom compatibility a bit of a crapshoot it's a marvelous tool.
I'm getting off-topic again, but I'm wondering if 'pixel perfect' really is the way to go? Didn't the NES output 4:3?
 

Sonic Angel Knight

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For NES and GB/GBC, extract the romfs, and edit config.ini and set the Dark filter value to zero.
Yes you are on the right track, you can edit the config.ini file to remove it. Bleaniar filter is a image filter, Like for blending and smoothing pixels to remove sharpness. it can be removed by setting a specific number to 0, i think it should be filter or something similar.
 

SG6000

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I'm getting off-topic again, but I'm wondering if 'pixel perfect' really is the way to go? Didn't the NES output 4:3?

Well the games were certainly designed to be viewed at 4:3 but it's a personal preference. Unlike some other VC options the NES one doesn't allow for switching between, say, 1:1 or a fuller screen video output, and I think it's a unique perk of the 3DS's low resolution screen that crispy, eye-popping 1:1 resolution can work so well with certain older platforms games. If I still owned a real NES I'd definitely look at getting it RGB modded and invest in a decent upscaler to achieve a similar effect on a HDTV, but that's just me.
 
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VincentBeasley

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Yes you are on the right track, you can edit the config.ini file to remove it. Bleaniar filter is a image filter, Like for blending and smoothing pixels to remove sharpness. it can be removed by setting a specific number to 0, i think it should be filter or something similar.
Hmmm so it is possible? I haven't seen anyone do it yet even though people prefer no filters in emulators and such. Ok here is some of the .ini file. What would I edit?
[CGB]
Width = 400
Height = 240
ColorDelay = 200 ;ms unit
SoundSwapLR = 0 ;ƒTƒEƒ“ƒhLR“ü‚ê‘Ö‚¦
Dotbydot = 1 ;0: Disable, 1: Enable
Parallax = 300 ;1/1000 mm unit
RenderTime = 0 ;0: Begin of Mode3(Default), 1: End of Mode3
Logo = 0 ;Show Nintendo(R) Logo
ObjLineLimit = 1 ;0: Max, 1: Limit
LCDOnDelay = 1 ;LCD On Delay Frame Count(Only for DMG)
LCDIntOnce = 0 ;1: LCD's interrupt active once in one scanline
VBlankDelay = 1 ;VBlankDelay Ticks (1~113) (Default: 1)
SoundCH1Sweep = 1 ;0:Old Sweep Mode 1: New Sweep Mode
SoundNoiseTable = 1 ;0: old noise 1:use noise table
SoundReplace = 1 ;0: normal 1: replace some sound to fit the real
SoundMultiSample = 0; 0~4 bigger, sound better, but slower
SoundCH1Reset = 0; 0: when channel initial, don't reset the channel index 1: reset channel index
SoundCH2Reset = 0; 0: when channel initial, don't reset the channel index 1: reset channel index
SoundCH1SweepLimit = 2047 ;0~2047, default is 2047
ColorLCD = c31,31,31
SDataInitValue = 0 ;0~255, default is 0
 
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VincentBeasley

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Heres the whole .ini
;DMGŽÀ‹@ÄŒ»ƒJƒ‰[ƒpƒŒƒbƒg
[DMG_COLOR]
Color0 = c23,31,4 ;R,G,B (0~31)
Color1 = c19,29,5
Color2 = c11,17,8
Color3 = c9,9,9
ColorLCD = c20,27,7 ;LCD

;DMGƒOƒŒ[ƒJƒ‰[ÄŒ»ƒJƒ‰[ƒpƒŒƒbƒg
[DMG_COLOR_GRAY]
Color0 = c25,25,21
Color1 = c20,20,17
Color2 = c13,13,10
Color3 = c5,5,3
ColorLCD = c25,25,21 ;LCD

;ƒOƒ‰ƒtƒBƒbƒNŠÖ˜AÝ’è
[Mask]
; Normal Mode
DarkEnable0 = 0
ReduceEnable0 = 1
MotionBEnable0 = 1
Dark0 = 10 ;0~10
ReduceColorR0 = 0 ;0~31
ReduceColorG0 = 0 ;0~31
ReduceColorB0 = 0 ;0~31
MotionBlur0 = 0 ;0~31

; DMG Green Mode
DarkEnable1 = 1
ReduceEnable1 = 0
MotionBEnable1 = 1
Dark1 = 7 ;0~10
ReduceColorR1 = 0 ;0~31
ReduceColorG1 = 0 ;0~31
ReduceColorB1 = 0 ;0~31
MotionBlur1 = 8 ;0~31

; Dotbydot DMG Green Mode
DarkEnable2 = 1
ReduceEnable2 = 0
MotionBEnable2 = 1
Dark2 = 7 ;0~10
ReduceColorR2 = 0 ;0~31
ReduceColorG2 = 0 ;0~31
ReduceColorB2 = 0 ;0~31
MotionBlur2 = 10 ;0~31

[AGB]
Width = 360
Height = 240

[CGB]
Width = 400
Height = 240
ColorDelay = 200 ;ms unit
SoundSwapLR = 0 ;ƒTƒEƒ“ƒhLR“ü‚ê‘Ö‚¦
Dotbydot = 1 ;0: Disable, 1: Enable
Parallax = 300 ;1/1000 mm unit
RenderTime = 0 ;0: Begin of Mode3(Default), 1: End of Mode3
Logo = 0 ;Show Nintendo(R) Logo
ObjLineLimit = 1 ;0: Max, 1: Limit
LCDOnDelay = 1 ;LCD On Delay Frame Count(Only for DMG)
LCDIntOnce = 0 ;1: LCD's interrupt active once in one scanline
VBlankDelay = 1 ;VBlankDelay Ticks (1~113) (Default: 1)
SoundCH1Sweep = 1 ;0:Old Sweep Mode 1: New Sweep Mode
SoundNoiseTable = 1 ;0: old noise 1:use noise table
SoundReplace = 1 ;0: normal 1: replace some sound to fit the real
SoundMultiSample = 0; 0~4 bigger, sound better, but slower
SoundCH1Reset = 0; 0: when channel initial, don't reset the channel index 1: reset channel index
SoundCH2Reset = 0; 0: when channel initial, don't reset the channel index 1: reset channel index
SoundCH1SweepLimit = 2047 ;0~2047, default is 2047
ColorLCD = c31,31,31
SDataInitValue = 0 ;0~255, default is 0

[NES]
Width = 284
Height = 240
ClipUp = 4 ;pixel unit
ClipDown = 4 ;pixel unit
ClipLeft = 4 ;pixel unit
ClipRight = 4 ;pixel unit

[Sound]
Volume = 88 ;0~...
CutRate = 10000 ;Hz unit

[Input]
AutoFireHold = 0 ;Frame Count, 0:Disable Auto Fire
AutoFireRelease = 1 ;Frame Count

[Save]
Interval0 = 60 ;seconds (Size<32KB)
Interval1 = 240 ;seconds (Size>=32KB)

[Menu]
MenuDark = 4 ;0~10
MenuDelay = 200 ;ms unit
MenuFade = 200 ;ms unit
SaveAnim = 1 ;1:On 0:0ff
LoadAnim = 1 ;1:On 0:0ff
ResetAnim = 1 ;1:On 0:0ff
FadeInTime1 = 200 ;ms unit
FadeInTime2 = 200 ;ms unit
FadeWaitTime = 2000 ;ms unit
FadeOutTime = 200 ;ms unit

[Demo]
DemoTime = 180 ;seconds
DemoResetTime = 1000 ;ms
 

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