Originally Posted by
NM64
Progress has stalled.
Due to the fragmentation of the files, I could not extract the Fate/stay night OPs in whole.
Also, someone on leddit was offering u2 dot dmhy invites, but I don't have a response.
I found this on fleabay for US$55... https://www.ebay.com/itm/174160185982
Originally Posted by
NM64
On a similar note, you were talking about a GLSL implementation of waifu2x, primarily for HA. Any luck on that, and is there any chance for such a thing as a cross-platform stand-alone application or what-not that can be used on other programs, VNs, emulators, etc? (basically I was hoping to use it on some other early 2000s VNs limited to 640x480 and 800x600, but what really reminded me is that I was looking to read a PSP visual novel via PPSSPP and obviously the PSP is only 480x272, so...yeah...)
I haven't started work on it.
The way I have planned it to work is that the upscale operation will run for each asset loaded. However, it will cause slow loading times if it is run when the asset is about to be displayed, so I plan to do work on "predictive loading" so that it's possible to know which assets are going to be loaded ahead of time and to do the loading operation in the background.
Originally Posted by
NM64
More threads can make the MMX blending operations faster :-)
Too bad the command in the script for enabling multithreading has a typo...
Code:
@if(!DEBUG)
{
System.setArgument("-debugwin", "no");
// System.setArgument("-datapath", "$(personalpath)\savedata");
System.setArgument("-drawthred", "auto");
System.setArgument = function() {}; // 無効化
}
"drawthred" should be named "drawthread". Also, "System.setArgument" is set to a no-op, so I probably need to change the Kirikiri core configuration file to point to the patch file as the project directory.