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Author Topic: Rewritten Scale2x filter  (Read 1259 times)

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Offline Plombo

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Re: Rewritten Scale2x filter
« Reply #15 on: October 26, 2012, 08:36:50 pm »
Since the Xbox port of OpenBOR 3 is only distributed by an external source

Yes i know that ...
But now it make the hardest work, one coder here must add it to the official SVN.
If nobody do it, we will never have the news update ... :(
He do it for help because we love your engine :D
And nobody here have take time to update the old 2.0 version ;)

You are a best coder, i think it will be easy for you to add it to the SVN ;)

I don't intend to sound mean, but this request is wildly off-topic and I don't have an Xbox to test on anyway.

Offline Damon Caskey

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Re: Rewritten Scale2x filter
« Reply #16 on: October 27, 2012, 06:22:57 am »
Time for more news!  I rewrote the "Simple 2x" filter today and committed it to SVN a few minutes ago.  It was easy as I expected, and it works exactly as before.  That's one less GPL-licensed filter! :cheers!:

Great news. You're on a tear with these!

 :cheers!:
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline utunnels

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Re: Rewritten Scale2x filter
« Reply #17 on: October 27, 2012, 10:53:03 am »
Good job.

By the way, it seems the server stopped autobuild since 3717, perhaps something was broken so one or more platforms could not be compiled.

Maybe SX or some of you guys can check the log to see what happened up there?

----------
Edit*

Never mind, I can see the log now...

Code: [Select]
-------------------------------------------------------
        Darwin SDK x86_64 Environment Loaded!
-------------------------------------------------------

Removing All DARWIN Files...
Done!

Compiling DARWIN Port: openbor.c...
Compiling DARWIN Port: openborscript.c...
Compiling DARWIN Port: sdl/joysticks.c...
Compiling DARWIN Port: sdl/control.c...
Compiling DARWIN Port: sdl/sblaster.c...
Compiling DARWIN Port: sdl/timer.c...
Compiling DARWIN Port: sdl/sdlport.c...
Compiling DARWIN Port: sdl/video.c...
Compiling DARWIN Port: sdl/menu.c...
Compiling DARWIN Port: sdl/opengl.c...
Compiling DARWIN Port: sdl/loadgl.c...
Compiling DARWIN Port: source/adpcmlib/adpcm.c...
Compiling DARWIN Port: source/gfxlib/2xSaI.c...
Compiling DARWIN Port: source/gfxlib/bilinear.c...
Compiling DARWIN Port: source/gfxlib/dotmatrix.c...
Compiling DARWIN Port: source/gfxlib/gfx.c...
Compiling DARWIN Port: source/gfxlib/hq2x.c...
Compiling DARWIN Port: source/gfxlib/motionblur.c...
Compiling DARWIN Port: source/gfxlib/scale2x.c...
source/gfxlib/scale2x.c: In function 'AdMame2x':
source/gfxlib/scale2x.c:67: error: can't find a register in class 'BREG' while reloading 'asm'
make: *** [source/gfxlib/scale2x.o] Error 1


« Last Edit: October 27, 2012, 10:59:36 am by utunnels »

Offline MatMan

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Re: Rewritten Scale2x filter
« Reply #18 on: October 27, 2012, 12:29:29 pm »
Good to see you again plombo and great work as allways.

Offline Plombo

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Re: Rewritten Scale2x filter
« Reply #19 on: October 28, 2012, 10:12:07 pm »
Code: [Select]
Compiling DARWIN Port: source/gfxlib/scale2x.c...
source/gfxlib/scale2x.c: In function 'AdMame2x':
source/gfxlib/scale2x.c:67: error: can't find a register in class 'BREG' while reloading 'asm'
make: *** [source/gfxlib/scale2x.o] Error 1

I don't have access to a Darwin toolchain anymore, but I've made a commit that I think should fix that compilation error.  The crashing on Linux (and probably Windows) when the -O2 compiler flag is set still happens though. :(
« Last Edit: October 28, 2012, 10:16:10 pm by Plombo »

Offline utunnels

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Re: Rewritten Scale2x filter
« Reply #20 on: October 28, 2012, 11:23:56 pm »
Nothing is worse than dealing with something you can't test.  :laughing:

Let's hope it works this time (in 1 hour or so we'll see...).
« Last Edit: October 29, 2012, 12:02:29 am by utunnels »

Offline Plombo

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Re: Rewritten Scale2x filter
« Reply #21 on: October 29, 2012, 12:45:51 am »
Nothing is worse than dealing with something you can't test.  :laughing:

Let's hope it works this time (in 1 hour or so we'll see...).

Yep. :laughing:

Fortunately, it seems that it did fix it.  Apparently using %ebx in inline assembly in Darwin is a bad idea, but using %edi instead works fine. :)

Offline Plombo

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Re: Rewritten Scale2x filter
« Reply #22 on: October 30, 2012, 02:41:44 pm »
Yay, LavaLit is back up! :cheers!:

I was being productive while the LavaLit server wasn't, so Scale2x should no longer crash when compiler optimizations are enabled, and I've now replaced the formerly GPL-licensed "Scanline" and "Scanline TV" filters. ;D

Offline Plombo

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Re: Rewritten Scale2x filter
« Reply #23 on: November 06, 2012, 10:01:14 am »
Hi.  Since it's been a week since the last update here, I wanted to say I haven't abandoned or given up on this.  Real life obligations have kept me very busy lately, and will probably continue to do so in the near future, but the GPL'd-scaling-filter-replacement project is still on, even if I haven't made any progress in the last few days. :)

I have, however, been working on a different scaling-related project on the OpenGL side in my free time over the last week, which should also find its way into OpenBOR when it's ready. ;)  When that's done, I'll probably be refreshed enough to rewrite the bilinear scaling filter and then pass out at the thought of reimplementing hq2x from scratch. :laughing:

Offline Die_In_Fire

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Re: Rewritten Scale2x filter
« Reply #24 on: November 06, 2012, 10:07:22 am »
when I read someone working hard on anything related to the engine, it motivates me to work hard too  :cheers!:

Offline BeasTie

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Re: Rewritten Scale2x filter
« Reply #25 on: November 06, 2012, 08:37:31 pm »
@Plombo - Thanks for all the hard work. 
Sorry a bit off topic, but utunnels mentioned a while back that perhaps .ogg video or similar could be implemented into OpenBoR.
Cutscenes for higher resolutions get ridiculously large filesizes using .GIF (try making them for 960x540)

I was thinking thou perhaps that instead of having to make large cutscenes or add new file types...

Could any of this scaling code be re-implemented in OpenBoR to scale cutscenes ?
Then cutscenes could remain low res and just be scaled to suit by the modder.
An addition to current commands for cutscenes.

Anyhow just an idea...

(It really would be best to change formats eventually thou.   Recently converted something for OpenBoR that was a 1mb .AVI with no sound.  It now weighs 40MB of space as several .GIF files.  And it's just one video at 480x272 )


Offline nsw25

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Re: Rewritten Scale2x filter
« Reply #26 on: November 06, 2012, 09:19:06 pm »
So Beastie Openbor plays AVI files ? i never knew this, may have to try it out instead of tryng to make GIF versions of stuff. And i agree if we could scale our GIFs etc automatically to aspect ratio thatd be great
My current project: Simpsons treehouse of horror
My very first mod: Evil dead 2 redux

Offline BeasTie

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Re: Rewritten Scale2x filter
« Reply #27 on: November 07, 2012, 12:14:52 am »
Nah it doesn't, I said I converted it to .gif from an .avi

Offline Plombo

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Re: Rewritten Scale2x filter
« Reply #28 on: November 07, 2012, 01:52:42 am »
@Plombo - Thanks for all the hard work. 
Sorry a bit off topic, but utunnels mentioned a while back that perhaps .ogg video or similar could be implemented into OpenBoR.
Cutscenes for higher resolutions get ridiculously large filesizes using .GIF (try making them for 960x540)

I was thinking thou perhaps that instead of having to make large cutscenes or add new file types...

Could any of this scaling code be re-implemented in OpenBoR to scale cutscenes ?
Then cutscenes could remain low res and just be scaled to suit by the modder.
An addition to current commands for cutscenes.

That's a really good idea, and perfectly feasible.  The actual code changes to do it would be fairly minimal, too. :)

EDIT: That's assuming the source GIF is at half the game resolution in each dimension, so it's being scaled up by 2x.
« Last Edit: November 07, 2012, 01:54:58 am by Plombo »

Offline Plombo

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Re: Rewritten Scale2x filter
« Reply #29 on: November 26, 2012, 12:56:28 pm »
It's been almost 3 weeks, but I've committed more changes to the SVN:

  • The motion blur and "bilinear plus" filters have been removed after a pool confirmed that no one cares about them.
  • The bilinear filter has been rewritten.  Both the C and MMX versions have been reimplemented.

This leaves only hq2x and lq2x, both of which I still don't know what to do about.
« Last Edit: November 27, 2012, 08:31:26 am by Plombo »

 



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