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Sega Saturn


shitoken

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Posted

Hi dears,

 

Which emu is best for Sega Saturn ?

I have tried SSF and set the screen to full with 1080 x 1920 ,  the pixels look big .

How can I improve the quality ?

 

Million thanks

Posted

Yeah you can't really and the resolution will auto switch depending on the game. I suppose it's kind of true to how it looked on the console; there are no shaders you can add from the emulator.

 

The only thing you could try is Sweetfx but I only use that for scanlines.

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Posted

Oh I was expecting 4K quality man, :blum1:

With a 22 inch 16.9 mon which size should I use?

 

There is no choice on screen size is there ?? please correct me if I'm wrong. All I see is full screen, windowed and wide.

56uIzxg.png

Posted

SSF is your only real choice and you can't improve the quality. Also, you can only run it in full screen (streched), 4:3 with black bars or in a tiny window with a bezel. 

 

If you want scanlines, use SweetFX like Gigapig mentioned.

 

I just run mine in full screen stretched with SweetFX scanlines just because I hate seeing the black bars and hate tiny windows. It's not the greatest but there's nothing else you can do when it comes to the Saturn.

Posted

Yabause can up the internal rendering resolution with it's OGL renderer:

 

 

But some games won't boot, and some have graphical or sound defects compared to SSF.

Posted

I have downloaded Sweetfx with and without configuration , and than how should I do?

How to use it with emulator?

Posted

You place the files into the root folder of the emulator.

 

Open the SweetFX_settings.txt

 

In the "Choose Effects" section you switch on the effect by changing the "0" to a "1"

 

Then you can test by just running a game.

 

To adjust the settings for each effect scroll down and find the relevant section and adjust but follow the guidelines.

 

Some effects or settings can cause the emulator to crash.

 

Here are mine, I just use advanced crt.

   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/
 
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CA                0 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
#define USE_EXPLOSION         0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON           0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_LEVELS            0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_ADVANCED_CRT      1 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#define USE_BLOOM             0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR               0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN       1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN          0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN         0 //[0 or 1] Filmgrain effect
#define USE_TECHNICOLOR       0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX               0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME        0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN     0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP           0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE          0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES            0 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA             0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE          0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER            0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER            0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN       0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
 
#define USE_CUSTOM            0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

You may need to adjust the curvature and CRTResolution and don't forget SFF will switch resolution depending on the game.

   /*----------------------------------------------------------.
  /                    Advanced CRT settings                   /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want
 
#define CRTResolution        1.0     //[1.0 to 8.0]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma             2.2     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma      2.4     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        2.0     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on
 
#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0020  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY           -0.10   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.00    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        1       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)

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Posted

Thanks Bro will try this out now.

By the way I place the folder of sweetfx in root of emulator or without the folder?

  • 4 weeks later...
Posted

Can we use sweetfx with retro?

Or which shader setting in retro work best for saturn?

 

I very much doubt you would use SweetFX with RetroArch when RA has plenty of shaders already. 

The only Saturn core for RA is Yabause but it doesn't work very well. You could however use it as an alternate emulator for the games it does emulate 100%

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Posted

With SSF I am getting this error all the time

 

For Sega Saturn SSF only support extensions

*mds, cue,iso,cdi,nrg and you are trying to use "."

 

What does it mean?

 

my games are in zip with cue + bin retro can load them

Posted

With SSF I am getting this error all the time

 

For Sega Saturn SSF only support extensions

*mds, cue,iso,cdi,nrg and you are trying to use "."

 

What does it mean?

 

my games are in zip with cue + bin retro can load them

 

 

Your using SSF right not RA? For SSF you'll need to have 7z enabled and these extensions set under global "7z|zip|cue|ccd|iso|mds|mdf"

 

Did you try running the game in SSF to see if they work using cue & bin?

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Posted

ext "7z|zip|cue|ccd|iso|mds|mdf" are same as mine.

I want to load the game in SSF outside HQHL how to choose the game? Cant find the under the file in SSF.

 

by the way my games all in zip format

Posted

Problem solved thanks buddy last is I  want the screen look little better quality with smaller pixels it looks blur now

Setting up HS is really exciting everyday something new to learn , and expert gurus like you make our life so much easier.

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