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NTSC filters

5,492 bytes added, 15:32, 17 March 2019
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Reverted edits by 71.95.119.28 (talk) to last revision by Bot
'''NTSC filters ''' replicate the cables used to connect analog signals that the system console's output to the TV. They vary in quality, with the lowest quality being RF, then composite, then s-video and RGB (scartSCART)/YPbPr (Component) being the highest quality. Many emulators have NTSC filters built into them. They can also be separately downloaded in .as filter formatplugins. They These filters were developed by [blargg<ref>http://slack.net/~ant/libs/ntsc.html blargg]</ref> for specific consoles. Other NTSC shaders have been created which do not rely upon are different from blargg's shadersimplementation.
The level Encoding ''luminance'' (or ''luma'', the brightness component of the signal) and ''chrominance'' (or ''chroma'', the color component of the signal) into a single signal is what causes blur in RF and composite cables are needed for [[dithering]] to blendartifacts because it's a lossy way of encoding an image. S-video, RF has worse artifacts because it also encodes audio into the signal and RGB are too clear is more prone to blend dithering. However, snes-hires-blend.cg or mdapt.cg may work fine for interference since the signal is the purposesame as what was used TV broadcasts.
Many SNES games were developed with the color distortion from these cables signals in mind. Such , such as Chrono Trigger, with shifted values that make blacks look brown and borders look purple, which would be output properly with NTSC colors, and Kirby's Dream Land 3, with vertical line patterns combined with high horizontal resolutions producing translucency effects when blended by the analog signal. Other games like Sonic used [[dithering]] patterns that would be blended on the Genesis/Mega Drive composite output, which is notably blurrier than NES or SNES composite video. ==Download==* [http://www.mediafire.com/?356uu02o7oxw0u1 Win32]* [http://www.mediafire.com/?62p83g46s95v44r Win64]* [http://www.mediafire.com/?bqnp2etqkq3fkz1 Linux32]* [http://www.mediafire.com/?01747etfqs8tt6g Linux64]* [http://www.mediafire.com/?l5abvq3077cuqvt MacOS]
==Description==
[[File:NTSC settings.png|thumb|450px|Chart showing the relative difference values between Composite, S-video and RGB. Values taken from [[Nestopia]]]]
===RF===
The lowest quality. Very blurrydue to crosstalk between video and audio signals, and subject to staticdue to interference.
===Composite===
Higher quality than RF, but still blurryand with lots of color artifact and usually dot crawl due to crosstalk between luma and chroma. This is what most systems used as default.
===S-video===
Much sharper cleaner imagedue to luma and chroma being separate signals, though color blur still presentand chroma resolution is about the same as the composite output.
===RGB===
The highest quality possible, since it uses separate channels for each color, along with a sync signal. Essentially the same as unfilteredComponent YPbPr is similar, where it uses luma+sync, blue minus luma, and red minus luma for signals to give high quality, high bandwidth output capable of displaying higher resolutions, though this is only utilized by newer consoles==Filters and Shaders==
==Shaders=blargg's NTSC===
===Blargg==='''blargg's NTSC''' filters are powerful and optimized, but they are very system specific. There is a version for NES, SNES, SMS, and Genesis/Mega Drive, and each is intended for that system only, expecting a certain size input resolution. Certain games on other systems than the intended one can still make use of them, but not without glitches. For instance, on certain [[PS1]] games that have multiple resolutions, some of the resolution modes will work properly with these filters, and some won't. This may mean the aspect ratio is horribly messed up for menus, but the main gameplay will look normal. These filters upscale the image wide horizontally, but don't touch the vertical scale, so 1:1 PAR may result in weird aspect ratios.
The level of blur in RF and composite signals are needed for [http://www.mediafire.com/?356uu02o7oxw0u1 Win32] [http://www.mediafire.com/?62p83g46s95v44r Win64]  [http://www.mediafire.com/?bqnp2etqkq3fkz1 Linux32dithering]  [http://www.mediafire.com/?01747etfqs8tt6g Linux64] [http:to blend on Genesis//wwwMega Drive.mediafireS-video and RGB are too clean to blend dithering.com/?l5abvq3077cuqvt MacOS]
Blargg's NTSC shaders are powerfulIn some emulators, and well made, but they are very system specific. They are designed it will have sliders for NES-SNES resolutions. Certain games on other systems however, can still make use settings such as Resolution (level of themsignal blur), but not without glitches. For instanceSharpness (sharpness/comb filter that some TVs used), certain [[PS1]] games with have multiple resolutionsColor Bleed, some of them will work properly with them (such as 240p)Artifacts, and some won'tFringing. This may mean Others simply use the aspect ratio preset settings. Note: RF preset is horribly messed up for menusjust composite with field merging disabled, but so it emulates the main gameplay will look normaloscillating artifacts composite output has (Go [http://www.chrismcovell.com/gotRGB/screenshots.html here] and see the 3rd image on the right for an example of this).
===Maister NTSC===
'''Maister NTSC''' is a set of NTSC shaders<ref>https://github.com/libretro/common-shaders/tree/master/ntsc</ref> created by Themaister for use with various emulator cores in [[RetroArch]]. These try to be more "generic" than Blargg's filters, so they will work with any resolution without major glitching. There are several presets that cover different methods of generating composite and s-video signals. The 256px presets use 3-phase NTSC output, which is what the NES, SNES, and N64 output, while the 320px presets reflect the more common NTSC output from the Mega Drive, PC-Engine, PlayStation, and most consumer video electronics. Both of these assume 256px and 320px horizontal resolution input, respectively, and scale that to 1024px and 1280px to display the NTSC effects. This may result in scaling artifacts if the game's input horizontal resolution is not the same, but the effects will be consistent if the horizontal resolution of the game gets larger or smaller, allowing SNES hires translucency to work since it changes between 256 and 512, for example.  The plain presets use 3-phase NTSC filtering and don't assume a specific input resolution, and just simply scale to 4x the game's width. These will work with any resolution without scaling errors, but games that change horizontal widths may have inconsistent blurring. SNES hires translucency won't work correctly on these because of this. Among the presets, there are Composite and S-video versions. Composite has all the fringing artifacts that oscillate every other frame, resulting in a slightly flickery image, while S-video simply has color bleed and blur. This shader lacks the sharpness filter that Blargg's NTSC filter has, so some may perceive it as blurrier, but it also lacks the ringing artifacts caused by a sharpening filter. There isn't much tweaking you can do besides changing gamma since the effect is quite complex and difficult to understand. Increasing the horizontal scale of the output of the shader from 4x to 6x will decrease the intensity of the effects (which also increases sharpness). It does not have an RGB preset, though that's covered by another shader that emulates signal bandwidth. ===GTU===
The standalone '''GTU''' is a CRT shader<ref>https://github.filter files work at resolutions typically found com/libretro/common-shaders/tree/master/crt/shaders/gtu-v050</ref> by aliaspider that has options for emulating signal bandwidth in NES and SNES gamesaddition to the CRT scanlines effects. In addition to luminance (Y) signal resolution settings, enabling the "composite connection" option will allow tweaking the chrominance (I and cause problems when used on systems that use other Q) signal resolutions. For this reason, there have been attempts at making an NTSC shader that can work on many different consoles and as well while emulating color bleed from low chroma resolutions.
Maister has created Since the shader is multipass, the signal bandwidth emulation passes can be decoupled from the CRT scanline emulation pass and be used with other CRT shaders or by itself. ===tvout-tweaks=== '''tvout-tweaks''' is a shader<ref>https://github.com/libretro/common-shaders/blob/master/crt/shaders/tvout-tweaks.cg</ref> made by aliaspider, based off GTU, intended for processing emulator images for output to a CRT TV connected to PC via VGA-to-RGB adapter. This shader uses code from the GTU CRT shader to provide emulated signal bandwidth blur, as well as TV color level conversion. This shader is equivalent to the Blargg's NTSC filter RGB preset when the signal resolution is set to a high level and TV color levels are enabled. Works with any resolution without issues, lower signal resolutions result in a blur that blends higher input resolutions, allowing dithering to be blended and SNES hi-res translucency to work. ===GTU-Famicom=== '''GTU-Famicom''' is a variant<ref>https://github.com/libretro/common-shaders/tree/master/crt/shaders/GTU-famicom</ref> of the GTU CRT shader that emulates the NTSC NES/Famicom PPU. It requires the "raw" palette option in Nestopia, Mesen and FCEUmm [[libretro]] cores, which outputs<ref name="nestopia_raw">https://github.com/rdanbrook/nestopia/commit/9d58851a22eb3baeee7b4fe28ae8ffaac7eaa599</ref> chroma, level, and emphasis as red, blue, and green color channels. GTU-Famicom takes that output and processes it as an NTSC signal, which the shader using decodes into RGB colors for display. The shader also emulates the full effects of RF/composite NTSC video signals, complete with artifacts, fringing, and color bleed, and optionally RF signal noise.cg formatLike with the GTU shader, the various signal resolution parameters can be tweaked so it can be made sharper, or made to have less color bleed by boosting chroma resolution. Insert screenshots As with GTU, the GTU-Famicom shader is multipass so the Famicom NTSC emulation passes can be decoupled from the CRT scanline emulation pass and be used with other CRT shaders or by itself.
==Gallery==
===Blargg blargg's NTSC===
<gallery position="center" captionalign="center">
Composite.png|Composite|link=http://images1.wikia.nocookie.net/emulation-general/images/2/2c/Composite.pngS-video.png|S-video|link=http://images3.wikia.nocookie.net/emulation-general/images/f/ff/S-video.pngVideoRgb.png|RGB|link=http://images.wikia.com/emulation-general/images/9/96/Rgb.png
</gallery>
==Emulators==
Many The following emulators have them blargg's NTSC filter built -in. {| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected"! scope="colwikitable" style="text-align: center;"|Emulator! scope="col" style="text-align: center;"|SystemEmulator! scope="col" style="text-align: center;"|NTSC filtersSystem! scope="col" style="text-align: center;"|Notes
|-
| style="text-align: center;"|[http://emulation-general.wikia.com/wiki/Nestopia [Nestopia]]| style="text-align: center;"|[[Nintendo Entertainment Systememulators|NES]]| style="text-align: center;"|✓| style="text-align: center;"|Win32 version has sliders.
|-
| style="text-align: center;"|[http://emulation-general.wikia.com/wiki/PuNES [puNES]]| style="text-align: center;"|[[Nintendo Entertainment Systememulators|NES]]| style="text-align: center;"|✓| style="text-align: center;"|
|-
| style="text-align: center;"|[[ZSNESMesen]]| style="text-align: center;"|[[Super Nintendo Entertainment Systememulators|SNESNES]]| style="text-align: center;"|✓| style="text-align: center;"|
|-
| style="text-align: center;"|[[Snes9xZSNES]]| style="text-align: center;"|[[Super Nintendo Entertainment Systememulators|SNES]]| style="text-align: center;"|✓| style="text-align: center;"|
|-
| style="text-align: center;"|[[Genesis Plus GXSnes9x]]| style="text-align: center;"[[Super Nintendo emulators|Sega consolesSNES]]| style="text-align: center;"|| style="text-align: center;"|
|-
| style="text-align: center;"|[[Kega FusionGenesis Plus GX]]| style="text-align: center;"|Sega consoles| style="textPresets only.|-align: center;"|[[Kega Fusion]]| style="text-align: center;"Sega consoles|
|}
 
==References==
{{reflist|2}}
[[Category: Shaders/Filters]]
[[Category:FAQs]]

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