2 ms·
Well, I just assumed it was symmetrical because I couldn't imagine it to be unrolled manually (I just quickly watched the visual representations of each side)..
by ux 12y ago
Well, I just assumed it was symmetrical because I couldn't imagine it to be unrolled manually (I just quickly watched the visual representations of each side)... But now that you pointed out this I guess I'm going to check for differences, in all the filters. Do you remember on which side the typo was present?
And yeah, we still haven't really cracked the algorithm. I initially wanted to write the article as "understanding hqx", but I actually realized I still don't really get the rules.
Could you share the board post where you discuss your implementation?
- deleted 12y ago[deleted]
- byuu 12y agoPlease understand that I wrote this code around late 2005, early 2006. Unfortunately the discussion thread where I talked about this initially (on the ZSNES forums) has been deleted, or is for some reason not showing up in Google search results. The best info I could find is here: http://forums.nesdev.com/viewtopic.php?p=82794#p82794 http://forums.nesdev.com/viewtopic.php?p=82794#p82794 But you can see how hazy my memory is. There I said there seemed to be six differences, but was already unsure of the exact number. I am unable to find any posts where I mentioned what the exact errors were, nor where I spoke with Maxim about them. But if you really want to find out, it should only take a few minutes to write a parser for hq2x.c, generate the tables using my rotation approach, and compare the two. If you do so, please post which rules are different so I can file the info away somewhere. Although I will say it's not too terribly important. The difference is extremely minimal.