
I don't currently do GBA or N64, but they're things I'd do for sure. I tried some of the bsnes options (the performance and mercury performance), but the framerate seemed to suffer pretty greatly. SNES9X (there's a few SNES9X variants, and I don't know which is the best to use) for SNES.

#Nges nes emulator for kindle fire tv
I've got a Fire TV (I'm pretty positive it's the pre-4K version, but I can confirm if needed), and I currently use RetroArch on it.īased on the cores available and my known hardware, is there a list of the best core choices for things like NES, SNES, Genesis, GBA, and N64 (if it's even up to snuff to emulate that)? In addition, perhaps the best configuration options for getting the most out of the Fire TV for emulation? Since this thread is taking off, I'm hoping someone here might be able to help me out a bit with some questions. But I'm mostly just talking out my butt at this point. I imagine you could work a solution by simply assuming SNES games were always hi-res (essentially applying a 2x nearest neighbors filter) at all times except when hi-res mode is actually used and feed that image into the shaders. I honestly don't know shit about programming or shaders, but I imagine when you double the amount of pixels to work with, especially in one direction, it's going to make the image look very different and probably be distracting in normal play. So the game is constantly switching back and forth between the two modes. Much of the text in the game is 256x224, and when the game isn't using the hi-res text, it renders at 256x224. The thing about games like Seiken Densetsu 3 that use this hi-res mode is that they don't even use it all the time. This image is then 'stretched' back into TV correct aspect ratio. Only a single layer capable of true 512x224 is drawn at this resolution (notice how much more natural and rounded the text is), the layer the text is on. This is a 512x224 mode where every pixel is just horizontally doubled.

There's some info here and talk of the Sony PVM color and 9300K: D93 is apparently "official" as it (still?) shows up as an allowable technical footnote in BT.470. Supposedly even US-spec Sony Trinitron and Mitsubishi TVs shipped calibrated to D93, which would explain why there's controversy over the color of the SMB1 blue sky (when the correct answer is a Sony Trinitron calibrated to D93).

I wonder how many emulators will eventually get a decent 3D LUT implementation for D93->D65 conversion. Good luck finding info on this, even in places like AVS Forum. The NES was seemingly calibrated to D93, contrary to what many emulator authors seem to think, and I think the SNES might be too, but not sure. This little tidbit seems almost completely unknown in the West and why the colors of many classic games look a bit "off" on modern displays, even if you're using original game hardware and a CRT.
#Nges nes emulator for kindle fire skin
Classic Japanese TV used a 9300K white point instead of the now-standard 6500K, aka D65, supposedly as it made fair skin tones look better back in the day (some Japanese TV stations still intentionally calibrate to D93 last I heard). On older video game systems like the NES and virtually all CRT arcade games, you have the Japanese 9300K white point issue. The BT.1886 standard itself is a clone of the classic Sony PVM CRT EOTF with a slight tweak at the bottom end to better handle crushed blacks on LCDs.

Prior to that, everybody and their brother, both in the video game industry and film/TV worlds, used a Sony PVM/BVM as "the" standard, which is what we know as "gamma" today. Funny you mention gamma as it wasn't formally standardized until ITU-R Rec.
