04-16-2022, 06:30 PM
(04-16-2022, 09:55 AM)Topheryu Wrote: Amazing!
I was just wondering if my goal is just to "upscale" the sprites.
How do I go about it?
How do I make beetle HW detect my upscaled sprites?
Hi! The guys from Xenogears Perfect Works Build asked this question before, so I'll just quote it here:
Quote:Ordinarily, the normal emulator internally have 1x resolution and 1 MB of VRAM. It will then upscale to 3x (along with filters and such) when render to the screen.
These enhanced emulators however, internally use 3x resolution. Every texture loaded is upscaled 3x first then put on the VRAM (and used 3x VRAM space, hence it is now 9MB VRAM (3x width and 3x height)). Because they already have the texture, they can calculate its hash and load the HD ones instead. That's how HD texture replacement works.
So no, unfortunately. You can't just replace the TIM files (within the BIN/CUE) with HD ones. It is pretty much an emulator-only feature.
If you want to release a HD texture pack, you can do it with PNG, no need to convert to TIM.
So, to use upscale texture, according to this guide:
https://www.libretro.com/index.php/beetl...available/
1) Turn ON texture dump option, and play through the whole game to get all texture in the game (texture dump works only for loaded assets).
2) Use a tool to upscale all texture files within the dump. You can any filter, including machine-learning, to enhance whatever you want. But remember, DO NOT rename the file names, as that's how the emulator find the HD textures.
3) Turn ON texture replacement option, and change the internal resolution higher than 1x.
I would recommend try to replace the character portrait first to get a feel on how the whole thing works, like this mod:
https://www.reddit.com/r/XenoGears/comme...y_release/
From there you can try upscale manually.
Good luck!
- Rufas