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NTSC:

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Thread replies: 11
Thread images: 7

File: Symphony dithering.png (67KB, 1280x960px) Image search: [Google]
Symphony dithering.png
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Why has Blargg not made NTSC Filters for Playstation and Saturn? Saturn especially needs it since it uses heavy dithering.

Example: SotN on the Saturn lacks true transparances, so it uses dithering for menus.
>>
File: sotnsaturn.png (68KB, 640x480px) Image search: [Google]
sotnsaturn.png
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>>3896563
That's not how SOTN's dialogue boxes looked when I emulated it.
>>
File: fromYoutube.png (2MB, 1920x1080px) Image search: [Google]
fromYoutube.png
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>>3896563
>>3896572
>>
>>3896572
>>3896578

https://www.youtube.com/watch?v=9Q7pefQoyNc
>>
File: osteoporosis.png (1MB, 1280x720px) Image search: [Google]
osteoporosis.png
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>>3896563
> menus
>>
>>3896581
https://www.youtube.com/watch?v=HW48jNBo1WQ
>>
>>3896603

Heh. I never played it. But yeah, it can't do transparancies well at all.

>>3896604

NTSC blur has a use for blending dithering.
>>
>>3896563
You know, it's not impossible to understand the backend of, say, yabuse and program your own filter. If you want it, make it, dont expect someone else to do it for you.
>>
>>3896563
Dunno but you can always just use the generic NTSC shaders in RA. They look almost identical.
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File: 00000002_zpsc6c0ffdc.png (63KB, 640x480px) Image search: [Google]
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>>3896563
What emulator are you using? You can make a lot of menus like that transparent in SSF.
>>
File: 00000003_zpsc5e15a4c.png (68KB, 640x480px) Image search: [Google]
00000003_zpsc5e15a4c.png
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>>3897829
Thread posts: 11
Thread images: 7


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