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NTSC filters

3,926 bytes added, 03:10, 21 October 2014
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NTSC filters replicate the cables used to connect analog signals that the system consoles 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 [http://slack.net/~ant/libs/ntsc.html blargg]for specific consoles. Other NTSC shaders have been created which do not rely upon blarggare different from Blargg's shadersimplementation.
The level of blur in RF and composite cables signals are needed for [[dithering]] to blendon Genesis/Mega Drive. S-video, and RGB are too clear clean to blend dithering. However, [https://github.com/libretro/common-shaders/blob/master/crt/snes-hires-blend.cg snes-hires-blend.cg ], [https://github.com/libretro/common-shaders/tree/master/dithering dithering shaders], or mdapt[https://github.com/libretro/common-shaders/blob/master/crt/tvout-tweaks.cg tvout-tweaks.cg ] may work fine for the purpose.
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(this is due to TV color range being 16-235, as opposed to standard PC color range of 0-255), 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.
==Description==
===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 dot crawl due to crosstalk between luma (brightness component of the signal) and chroma (color component of the signal). 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 signal bandwidth is the same as composite.
===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==
===BlarggNTSC===
[http:/Blargg's NTSC shaders are powerful and optimized, but they are very system specific. There is a version for NES, SNES, SMS, and Genesis/wwwMega Drive, and each is intended for that system only, expecting a certain size input resolution.mediafireCertain games on other systems than the intended one can still make use of them, but not without glitches.com/?356uu02o7oxw0u1 Win32] For instance, on certain [[http://www.mediafire.com/?62p83g46s95v44r Win64PS1]  [http://www.mediafire.com/?bqnp2etqkq3fkz1 Linux32]  [http://wwwgames that have multiple resolutions, some of the resolution modes will work properly with these filters, and some won't.mediafireThis may mean the aspect ratio is horribly messed up for menus, but the main gameplay will look normal.com/?01747etfqs8tt6g Linux64] [httpThese filters upscale the image wide horizontally, but don't touch the vertical scale, so 1://www.mediafire1 PAR may result in weird aspect ratios.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.
===Maister NTSC===
[https://github.com/libretro/common-shaders/tree/master/ntschttps://github.com/libretro/common-shaders/tree/master/ntsc]
The standalone Themaister created a set of NTSC shaders for use with various emulator cores in [[RetroArch]].filter files These try to be more "generic" than Blargg's filters, so they will work at resolutions typically found in NES and SNES games, and cause problems when used on systems that use other resolutionswith any resolution without major glitching. For this reason, there have been attempts at making an NTSC shader There are several presets that can work on many cover different consoles methods of generating composite and resolutionss-video signals.
Maister 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 created 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 ringing artifacts. There isn't much tweaking you can do besides changing gamma, since the effect is quite complex and difficult to understand. It does not have an NTSC RGB preset, though that's covered by another shader. ===Tvout-tweaks=== [https://github.com/libretro/common-shaders/blob/master/crt/tvout-tweaks.cg https://github.com/libretro/common-shaders/blob/master/crt/tvout-tweaks.cg] A shader made by Aliaspider intended for processing emulator images for output to a CRT TV connected to PC via VGA-to-RGB adapter. This shader using uses code from the GTU CRT shader to provide emulated signal bandwidth blur, as well as TV color level conversion.cg formatThis 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. Insert screenshotsWorks with any resolution without issues, lower signal resolutions result in blur that blends higher input resolutions, allowing dithering to be blended and SNES hi res translucency to work.
==Gallery==
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