This particularly applies to retro games that have been developed for MS-DOS or other antiquated operating systems. Thinking one step further by dropping the local cache and instead using cloud space to "cache" the data, so that, at one point, every image of every supported game has been uploaded and/or upscaled for anyone (with internet) to use.In contrast to common gaming consoles from the past, it is oftentimes not as easy to run older games on newer PCs. No idea if if it's a difficult job (I don't know ScummVM well enough), but I think it's doable, at least for the PC port. ) and load from there (while supporting a different image resolution). One "easy" way to achieve would be for ScummVM to dump a "cache" folder with all the decoded images (sprites / backgrounds / depth / masks /. Let's figure out a way to integrate pre-made images into ScummVM instead of the ones in the data files, rather than trying to do this on the fly, which requires interfacing with a neural net library etc. This is a big development in the machine learning world and it's great that it can be used for such practical stuff. But hey, perhaps ScummVM can in the future create some infrastructure for the patching in of hi-res HD packs for game art resources? *shrug*įurther instructions + Manga109 Dataset Model It takes several seconds to generate an image with a high-end GPU, so real-time filtering in ScummVM or DOSBox is many years away I'm sure. Here are some links to set it up yourself. Thread I discovered this from - Has many examples people have made from Grim Fandango to Final Fantasy VII to Metroid Prime to Hexen. These three were hi-res scans of the original artwork taken from the KQ6 CD-ROM bonus files and were originally 512x356, rendered up to 2048x1460!:Įven more from Sierra, LucasArts, and other games Here's some Sierra backgrounds (click for larger images): It's not perfect but some screens look phenomenal and almost flawless. In my opinion it, for the most part, puts the Special Editions and Remasters (especially Full Throttle) to shame. It renders 320x200 images beautifully as 4x 1280x800(/960) and almost looks like it could be the original art. There are all kinds of models you can use, but this one was the most impressive. These are the results of upscaling and nothing more with ESRGAN using a Manga109 dataset-trained model. Some might be familiar with this already (Laserschwert?), but I'm just discovering it and boooooy is it fantastic. Myles Johnston's YT channel (with a few video examples of ScummVMx in action with replacement assets) ScummVMx (instructions for replacement assets included in a readme txt file) It also exports Fonts on character at a time. Here are links to his fork, his tool Arcada Accordion (which aids in upscaling priority layers and then flattening them), his fork of SCI Companion (named SCI Companion-X) which allows mass-exporting game assets one cel at a time (for Views) and one priority layer at a time (for Pictures) for upscaling. SCI11 cursors are just Views so they will upscale fine). Cursors are not yet replaceable (black and white cursors from SCI0-SCI10, that is. This also means that replacement art assets must also not be aspect ratio-corrected. This squishes the image horizontally however instead of stretching vertically so the width becomes less than the width of the assets which is a bit of resolution reduction instead of expansion. Aspect Ratio Correction is not possible, however, you can hack it by setting ScummVM's global graphics settings to OpenGL and setting the Stretch Mode to "Fit to window (4:3)". However, support is planned for SCI32 and for AGI. This works for SCI0 games (EGA) all the way up to SCI1.1 (most of them anyway). It can also as of just recently allow replacement WAV files for MIDI sounds/songs. EDIT: Updates as of February 2021: An individual named Myles Johnston has created a fork of ScummVM he calls ScummVMx which (currently for SCI games only) allows replacing art assets at 4x the resolution (usually the resolution of ESRGAN upscaling models) for Pictures (visual and priority), Views, and Fonts with full alpha channel transparency (except priority screens which must be 1-bit alpha).
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