Blaarg's NTSC filter?

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Post » Mon May 18, 2009 2:28 am

Is it possible to implement Blaarg's NTSC screen filter to simulate an older american CRT tv? The game I want to make needs that effect since I always wanted to make 16-bit "console games" for a long time. (not real ones using assembly though, that's out of my world)
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Post » Mon May 18, 2009 3:39 am

I had to do a search to find out who the hell blaarg was. You shouldn't expect people to "innately know" someone who made a filter for an emulator.:mrgreen:
It would be possible with a pixel shader, but good luck finding someone who would write it for you: it's a pretty niche request. Having a filter doesn't make it a console game btw :mrgreen: . Just make your game low res and it should fit the bill. Try the ghost shooter tutorial if you have no clue what using construct is like.
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Post » Mon May 18, 2009 3:46 am

[quote="Davioware":28thjnll]Just make your game low res and it should fit the bill.[/quote:28thjnll]
No ugly color bleeding and high contrasts :(

[quote="Davioware":28thjnll]Try the ghost shooter tutorial if you have no clue what using construct is like.[/quote:28thjnll]
i'm pretty aware of how Construct flows after playing around with it. I begun with Klik & Play in 1995 and have not released *a thing* since, since nothing I did ever finished.
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Post » Mon May 18, 2009 4:23 am

blaarg's filter only makes those rgb dots which tv's use. Really, the only way to make it look authentic is to play it on an old tv. High contrast just depends on sprites. Color bleeding can be done with a shader.
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Post » Mon May 18, 2009 4:37 am

Sounds cool, CharmyBee. Wish I could help you out. Always a reason to learn HLSL, or whatever it is Construct uses. Can you post a screen of what this effect looks like? I'm curious.

Here's a possible solution: have a screen-resolution sprite overlay with your TV effects on it, like the coloured pixels and maybe even a shadow around the edges - the image probably doesn't even have to be screen resolution, as it probably won't hurt to scale this up a deal - and apply a couple effects to it, like dodge, soften or whatever. That probably won't do it completely, but maybe with a few other sprites of the same size with various effects, maybe even a bowed distortion... basically a fullscreen HUD overlay to make the image beneath look like it's behind the screen of an old TV. Maybe? Would require a bit of artistry, but that's all I can think of at the moment.

Heh, you could even animate a tiny bug landing on it and crawling around. Subtle stuff is cool.
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Post » Mon May 18, 2009 5:52 am

[quote="Davioware":q94p93p2]blaarg's filter only makes those rgb dots which tv's use. Really, the only way to make it look authentic is to play it on an old tv. High contrast just depends on sprites. Color bleeding can be done with a shader.[/quote:q94p93p2]


Umm it does *way* more than that. Those artifacts around the edges? this is a PNG. It's not jpeg artifacting, it's NTSC artifacting and it looks *just* like an old TV. It's uncanny.
Note that he has a lib for NES, SNES, Master System and others emulating the exacts artifact that each graphics chip produced.
So yeah, you'd have a "NES-look" effect or something like that. Very specific.

It does look like a lot of work though, bringing it into Construct. I'd be up for it if I knew anything about HLSL.
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Post » Mon May 18, 2009 6:51 am

You should be able to make your own scanlines pretty easily with a Tiled Background of some gray lines and some shader effects. You can even get color bleed with effects like Separate, or Blur + Overlay, or... well, lots of different combinations of shaders. Just play around with them, you can make some neat effects.
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Post » Mon May 18, 2009 2:46 pm

I'm not certain how the effect works, but it looks a bit like the red, green and blue channels have been separately offset in different directions, as if the R, G and B electron beams in a TV were misaligned. If that's all there is it shouldn't be too hard to make in a shader, but it's hard to reproduce any effect in a shader without a precise description of how the effect works in the first place.
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Post » Mon May 18, 2009 8:37 pm

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Post » Mon May 18, 2009 10:15 pm

[url:3qumy5wl]http://en.wikipedia.org/wiki/High_Level_Shader_Language[/url:3qumy5wl]
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