- this implementation is based on a more accurate colour emphasis from fceux. - The raw palette + nes decoder shader was kinda incomplete since the implementation was based on a per-frame basis which means that the emphasis bits were read once and applied to the whole frame. This means that some games that uses a per pixel or per scanline emphasis would not appear correct. The more accurate implementation reads emphasis bits from bits 5-7 of PPU[1] and saves this info in a separate frame. - The same implementation is also used to fix emphasis for the ntsc filter.
13 lines
273 B
C
13 lines
273 B
C
#ifndef _FCEU_VIDEO_H
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#define _FCEU_VIDEO_H
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int FCEU_InitVirtualVideo(void);
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void FCEU_KillVirtualVideo(void);
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int SaveSnapshot(void);
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extern uint8 *XBuf;
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extern uint8 *XDBuf;
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extern int show_crosshair;
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void FCEU_DrawNumberRow(uint8 *XBuf, int *nstatus, int cur);
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#endif
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