Aescripts – Retro Computer Effect Bundle
🥳 Orginal Version / Lasted Version / Activation Code
Retro Computer Effect Bundle is a video conversion plugin bundle that recreates the graphic style of early 1980s retro computers and game consoles.
It includes five systems in one package: Apple II, Commodore 64, Game Boy, NES (Famicom), and TMS9918.
Beyond simple pixelation, each effect faithfully reproduces original palette limits and display characteristics, with CRT-style scanlines/blooming and high-quality dithering for natural retro visuals.
Key Features
Faithfully recreates the visual style of retro computers. Realistic color quantization based on the original hardware palettes reproduces the limited colors and display characteristics of classic systems. Includes CRT Artistic effects such as scanlines and blooming, bringing out the distinctive look and feel of vintage displays. Powered by three high-quality dithering algorithms to create more natural and visually appealing retro graphics.
Apple II
This plugin faithfully recreates the visual style of the Apple II, IIe, and IIc. Realistic graphics conversion based on original display modes such as HGR, DHGR, LORES, and DLORES reproduces the characteristic appearance of these classic computer systems. By recreating the unique color rendering and graphics techniques of the Apple II family, it produces visually appealing vintage graphics while preserving the authentic look and feel of retro computing.
Commodore 64
It also recreates the visual style of the Commodore 64. Realistic graphics conversion based on the original hardware reproduces the characteristic display appearance of this legendary home computer. By recreating the unique color rendering and graphics techniques of the Commodore 64, it produces visually appealing vintage graphics while preserving the authentic look and feel of retro computing.
Nintendo Game Boy
It also recreates the visual style of the original Nintendo Game Boy. Realistic four-shade monochrome quantization based on the original hardware reproduces the characteristic display appearance of the classic handheld system. Powered by three high-quality dithering algorithms to create more natural and visually appealing retro graphics while preserving the authentic look and feel of the original Game Boy.
Nintendo Entertainment System (Famicom)
It also recreates the visual style of the Nintendo Entertainment System (NES). Realistic graphics conversion based on the original hardware reproduces the characteristic display appearance of this legendary home video game console. By recreating the unique color palette and graphics techniques of the NES, it produces visually appealing retro graphics while preserving the authentic look and feel of classic gaming.
Retro Computers Featuring the TMS9918 Video Chip
It also recreates the visual style of the TMS9918 video display processor. Realistic graphics conversion based on the original hardware reproduces the characteristic display appearance found in many computers and video game systems of the late 1970s and early 1980s. By recreating the unique color palette and graphics techniques of the TMS9918, it produces visually appealing vintage graphics while preserving the authentic look and feel of early home computing and gaming systems.
The TMS9918 and its variants are used in the Casio PV-2000, Coleco Adam, ColecoVision, CreatiVision, Hanimex Pencil II, MSX, Memotech MTX, NABU Personal Computer, PECOS, SG-1000, SC-3000, SV-318, SV-328, Sord M5, TI-99/4, Tatung Einstein, and Tomy Tutor.
High-Quality Dithering with Reduced Flicker
To reduce flicker during dithering, Switch Hold and Spatial Mix are available. These controls are active only when Floyd-Steinberg or Atkinson is selected. Switch Hold preserves the previous frame’s palette selection to reduce temporal flicker. Spatial Mix also considers surrounding colors to stabilize palette selection. Setting these values too high may produce unnatural-looking results, so adjust them while viewing the image to find a suitable balance.
- Spatial Mix: Considers surrounding colors to stabilize palette selection.
- Switch Hold: Preserves the previous frame’s palette selection to reduce temporal flicker.
For Better Color Quantization
To achieve the desired color quantization, Input Level and Input Contrast are available. Input Level adjusts the input brightness, and Input Contrast adjusts the input contrast. Adjust these values while viewing the image to find the setting that works best.
- Input Level: Adjusts the input brightness to help achieve the desired color quantization.
- Input Contrast: Adjusts the input contrast to help achieve the desired color quantization.



