Search found 323 matches

by blargg
Mon Aug 25, 2008 9:51 pm
Forum: bsnes Dev Talk
Topic: Accurate(ish) CRT TV simulation theory
Replies: 112
Views: 142505

How do you stretch an image vertically by 1.2 with alternating lines of the image and black, without it looking like crap? Also, notice how the resulting NTSC image has been stretched by 3:2.4 = 1.25:1, where the proper stretch is 1.141:1
by blargg
Sun Aug 24, 2008 12:22 am
Forum: bsnes Dev Talk
Topic: Resampler, vsync refinement
Replies: 24
Views: 13766

Nope, there's some kind of protocol mismatch and I don't know how to solve it. Result: lost opportunities. Oh well.
by blargg
Sat Aug 23, 2008 11:20 pm
Forum: bsnes Dev Talk
Topic: Resampler, vsync refinement
Replies: 24
Views: 13766

Oh well, I didn't communicate clearly, sorry. Nevermind.
by blargg
Sat Aug 23, 2008 9:46 pm
Forum: bsnes Dev Talk
Topic: Resampler, vsync refinement
Replies: 24
Views: 13766

This is what byuu's response often feels like when I try to simplify things without eliminating anything essential: http://h1.ripway.com/blargg/temp/complexity2.jpg Maybe it's because I'm overstepping things and stepping outside my "territory". Still, it's discouraging because it almost se...
by blargg
Sat Aug 23, 2008 12:14 am
Forum: bsnes Dev Talk
Topic: Resampler, vsync refinement
Replies: 24
Views: 13766

Resampler, vsync refinement

I still think the audio resampling and vsync can use some refinement. I've come up with a simpler conceptual model for thinking about this resampling, which I think would make things clearer for everyone. First, consder how many samples and frames the SNES generates per second: One second |---------...
by blargg
Thu Aug 21, 2008 2:48 am
Forum: bsnes Dev Talk
Topic: bsnes v0.034 released
Replies: 140
Views: 62194

I remember the problem I was having with automatic synchronization adjustment: the program would get fooled when occasional random processes took lots of time (like more than 1/60 second) from the emulator. No matter how much it adjusted its "skew", such occasional interruptions will alway...
by blargg
Tue Aug 19, 2008 1:15 am
Forum: bsnes Dev Talk
Topic: bsnes vsync development thread
Replies: 133
Views: 62782

Slowed SNES: 60 Hz video, 31992 Hz audio Then we just resample the audio to 48000 Hz. There's no need to resample twice, from 32040 to 31992, then to 48000, so we just resample once from 32040 to 48000 Hz, using an interpolator rate (step) of 0.6675. Wait, you lost me there. Wouldn't you have to re...
by blargg
Tue Aug 19, 2008 1:03 am
Forum: ZSNES Talk
Topic: Odd problem
Replies: 3
Views: 4808

Screen saver kicking in?
by blargg
Mon Aug 18, 2008 5:41 am
Forum: bsnes Dev Talk
Topic: bsnes vsync development thread
Replies: 133
Views: 62782

A skew of 32200hz, means that your emulator is running ~0.5% (less than one percent, in other words) faster than a real SNES would. Every 4-5 minutes, the emulator will be one second more ahead of where a real SNES would be. If the PC's display is running at 60 Hz, and you're synchronizing smoothly...
by blargg
Fri Aug 15, 2008 6:01 am
Forum: bsnes Dev Talk
Topic: bsnes vsync development thread
Replies: 133
Views: 62782

I suppose that would work, but it's unconventional and inefficient since it involves a divide. Generally the fixed-point unit is a power of 2, allowing a right shift to convert to integer. To convert to fixed-point, shift floating-point values left by the number of fraction bits (that is, multiply b...
by blargg
Fri Aug 15, 2008 4:17 am
Forum: bsnes Dev Talk
Topic: bsnes vsync development thread
Replies: 133
Views: 62782

While explaining the subtleties of linear interpolation of an unending sample stream to byuu, his preference for resampling immediately rather than buffering it as I usually do prompted this absolutely simple and correct implementation of linear interpolation. It would of course use fixed-point (all...
by blargg
Thu Aug 14, 2008 9:45 pm
Forum: bsnes Dev Talk
Topic: bsnes vsync development thread
Replies: 133
Views: 62782

Once byuu gets linear resampling working well, I'm going to send over a fast polyphase FIR-based resampler, which is the same thing SRC uses.
by blargg
Wed Aug 13, 2008 11:34 pm
Forum: Emulators
Topic: NSF playback in Vista 64-bit...
Replies: 1
Views: 2802

Try a rip from a different place. Some of them have corrupt DMC samples that keep looping.
by blargg
Wed Aug 13, 2008 6:42 pm
Forum: bsnes Dev Talk
Topic: bsnes vsync development thread
Replies: 133
Views: 62782

Yours looks a bit better, as you require the caller to specify the buffer to write to. I don't know if it'd help much to tell the resampler that it'll be working with blocks of n samples or not. Maybe, maybe not. Yes, returning a pointer to an internal buffer is just asking for trouble, since the c...
by blargg
Wed Aug 13, 2008 6:14 pm
Forum: bsnes Dev Talk
Topic: bsnes vsync development thread
Replies: 133
Views: 62782

Can we adjust the interface a bit, for efficiency/simplicity? Basically, I'm thinking you don't need "samples_pending", just a way to read as many samples as are available into the caller's buffer. class Resampler { public: // Sets output sample rate and removes all samples from buffer voi...
by blargg
Tue Aug 05, 2008 11:29 pm
Forum: Tech Talk
Topic: Dangers of opening SNES (old-style)
Replies: 8
Views: 4367

I pulled my SNES out of a box, after having been there since my first post. I was opening it up and remember this, so I turned the power switch on to discharge the capacitor and the power LED turned on for a moment. It was still charged after all that time!
by blargg
Tue Aug 05, 2008 9:11 pm
Forum: Gaming Discussion
Topic: PSX Gems you may have missed
Replies: 41
Views: 16002

Roll Away
Klonoa (not sure if this is well-known)
by blargg
Sun Aug 03, 2008 1:32 pm
Forum: Emulators
Topic: Difference between SNES emulators -- colour
Replies: 59
Views: 34842

franpa wrote:I think you need to spend a bit more time online franky, even I can see that it is a joke.
Sorry, you're wrong:
Image
by blargg
Sat Aug 02, 2008 5:10 am
Forum: bsnes Dev Talk
Topic: bsnes vsync development thread
Replies: 133
Views: 62782

How much latency does it introduce? Latency isn't an issue when there's no interaction with the source material.
by blargg
Sat Aug 02, 2008 5:08 am
Forum: Emulators
Topic: Difference between SNES emulators -- colour
Replies: 59
Views: 34842

grinvader wrote:...A colour ramp that is totally and utterly biased and subjective, since byuu's partially colourblind.
Applying gamma correction isn't exactly color science; in fact, it's applied equally to color channels, so even someone with no color vision would stil see the proper effect.
by blargg
Fri Aug 01, 2008 11:20 am
Forum: bsnes Dev Talk
Topic: How other people should write their software
Replies: 82
Views: 141379

Breakfast? That's unsustainable; try this instead: kitten huffing.
by blargg
Fri Aug 01, 2008 11:17 am
Forum: Emulators
Topic: It's been just about four days since someone posted in here.
Replies: 4
Views: 3853

Graphics work more simply, and the main functionality is used by most games. Sound chip behavior is more intricate, more "maze-like", with areas used by some games and not others. Sound hardware also differs quite a bit between systems, so it's less predictable and requires more reverse-en...
by blargg
Thu Jul 31, 2008 6:26 pm
Forum: Gaming Discussion
Topic: Wii - Homebrew Channel
Replies: 32
Views: 12156

neo_bahamut1985 wrote:Don't you have a risk of permanently bricking the Wii?
That's redundant; bricked is permanently unrecoverable.
by blargg
Thu Jul 31, 2008 3:37 am
Forum: Bug Reports/Feature Requests
Topic: Memory Leak
Replies: 16
Views: 7299

2 gigs in 20 minutes of leaving the menu sitting? Wow. If it wasn't just you, seriously, don't you think the forum would be half filled with complaints about that by now? Who is to say this isn't an issue that only shows up on a small number of machines? Software is complex and can have behaviors w...
by blargg
Wed Jul 30, 2008 9:21 am
Forum: Insane Chatter
Topic: Silly merchandizing.
Replies: 13
Views: 5835

heck, hardisk was made with somewhat similar addressing calculation as memory card does... Its size is dictated primarily by the disk, which isn't related to a power of 2, rather the data density and area of the platter. The capacity of a solid-state memory chip is almost always a power of two, and...