rainwarrior wrote: ↑Mon Feb 13, 2023 6:58 pmThe NTSC filter does indeed seem to be able to record through the interlacing change, but the other filters don't?
Mesen-S does have the same limitation, though it appears to at least consider the video recording stopped in the UI once the point is hit.
blargg's NTSC filter always generates a frame of the same size whether high res is on or off (it's always essentially 2x scale), this is why the recording doesn't stop. When using any other filter, e.g xBRZ 2x, the resolution would be e.g 512x448 normally, and then go up to 1024x896 if high res mode turns on.
Always rendering at 2x is kind of problematic when it comes to filters, since applying xBRZ on top of an already scaled frame will cause the filter to not have the same effect at all, etc. This is why the filters look like they have nearly no effect for PC Engine at the moment - the rendering resolution for that core is always 4x (e.g 1024x968) because of the need to support all 3 resolutions the PC engine can output.
It looks like snes9x's solution for this is to always output the avi at 256x240, which means the high resolution portions look fairly bad in the recording. I'm not sure that's better? Maybe the solution (for both SNES and PCE) would be to have an "internal resolution" setting somewhere to allow to pick the res (e.g SNES could have "Dynamic" or "512x478" as resolution options), which would allow recording properly without breaking the filters for a typical user.
The latest dev build fixes the UI to make it update itself/warn when the recording stops due to resolution/sample rate changes, like the old versions did.
Also fixed the bug that was making the main window a pixel too small in some scenarios.
bklD wrote: ↑Tue Feb 14, 2023 4:44 pm
Bug:
Start a game boy game, go to options -> game boy -> video -> select prescale "green" -> ok
Go to "debug" -> settings -> close the window -> the filter gets disabled
Thanks! This is fixed. I've also added scale 7x to 10x shortcuts/menus.
As far as adding a NES/SNES/etc. menu when loading a game, it seems a bit redundant vs the configuration window (and would require deciding which options are worth putting in the dropdown for each core, etc. - it's a fair bit of extra work). Most of the core-specific options are not options that would frequently need to be changed, either, I think. If you need to change core-specific settings quickly, you can keep the settings window opened while changing with them (this is why all settings are in a single non-modal window in the new UI)