Search found 157 matches
- Sat Nov 01, 2008 2:00 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
- Sat Nov 01, 2008 11:09 am
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
- Save all settings to a .cfg / .ini file instead of dumping all the stuff in the registry.It would also make the emulator portable.Very important. I've said before that I may do that. But what's this stuff about portability? Can't you just export/import registry keys instead? Does exporting also d...
- Sat Nov 01, 2008 9:18 am
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
- When using the D3D renderer and enabling one of the HQxX filters,you get this Appears to be a pitch bug that remained from the original HqXx source code. Fixed in SVN. - The first three lines of the displayed image are flashing when a sprite touches them.A lot of games are affected. The _exact_ s...
- Wed Oct 29, 2008 11:41 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
- Wed Oct 29, 2008 12:29 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
- Wed Oct 29, 2008 10:27 am
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
- Moving the window while Gambatte is running produces an awful stuttering noise while the emulation is temporarily halted during the process.Even a single click on the title bar is enough to produce a bad hiccup. That's a Qt bug if anything. Working around it would require a lot of work and added ...
- Wed Oct 29, 2008 6:38 am
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
When playing the Thwomp boss in Zelda OoA, the emulation will randomly slow down. loading a savestate resolves the slowness. CPU Usage spikes at 20% during the slow period. the GQS file is the savestate? (so I can share it) Doesn't happen here. Does it still happen if you disable sync to vblank, an...
- Tue Oct 28, 2008 7:55 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
Because it results in more than 48/8 = 6 times the noise, since all the aliasing wraps over a smaller area which is all audible. More space for precision = more noise? So then, why not use 4KHz? x.x I take it there must be some odd rule where 8KHz is the minimum to preserve all sound, yet 2MHz is t...
- Tue Oct 28, 2008 7:41 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
Amazing that the GB can generate a 2 MHz signal. Well, a 4 MHz clock means 8 MHz voltage changes, so it's not all that amazing. May I ask why you drop to 8KHz, instead of eg 48KHz? Not like it's going to make a world of difference starting from 2MHZ ... Because it results in more than 48/8 = 6 time...
- Tue Oct 28, 2008 7:17 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
And yeah, when you start getting the extreme edge-case stuff down, the behavior never seems intuitive. I/O cycles turning into reads, weird pseudo-random delays before certain events trigger, etc etc. Can't even explain what you're doing, because there's no logical reasoning for it from a hardware ...
- Tue Oct 28, 2008 1:37 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
sinamas, your programming work is always a source of inspiration to me. My ultimate goal one day is to reach half the level you, blargg and others have already achieved. Seriously, what you've done with the video cycle timing is nothing short of breath-taking. In truth, I never doubted your timing ...
- Tue Oct 28, 2008 1:47 am
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
New release . The raw changelog is long enough that I almost decided not to release since it's too damn tiring to go through it all. Well, if you notice anything new, it's probably covered somewhere in the changelog. Despite my master-level selective laziness, a less intimidating list of some of th...
- Fri Sep 05, 2008 7:48 am
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
In between other things, I've been sporadically working on a fast audio resampler. As it's nearing completion, I'd like to share some of the things I've learned along the way, and some of the things one can do to achieve high performance. Anyone who knows a bit about audio knows that audio is freque...
- Thu Aug 14, 2008 12:16 pm
- Forum: bsnes Dev Talk
- Topic: bsnes vsync development thread
- Replies: 133
- Views: 61958
Now, what we were able to do was skew the audio output rate, such that it's always greater than the video refresh rate (eg 32100hz vs 60.09hz), disable the out-of-order stuff, and then greatly expand the latency to ~120ms, and we were able to get smooth audio and mostly smooth video (every few seco...
- Thu Aug 14, 2008 1:40 am
- Forum: bsnes Dev Talk
- Topic: bsnes vsync development thread
- Replies: 133
- Views: 61958
Resampling doesn't magically solve the vsync problem of course. If you don't want sample loss you'll have to sync to audio anyway. It merely allows you to get the ratio between sound blocking time per frame and the video blocking time per frame pretty close to 1 (slightly above 1 is usually prefera...
- Thu Aug 14, 2008 12:44 am
- Forum: bsnes Dev Talk
- Topic: bsnes vsync development thread
- Replies: 133
- Views: 61958
I think it's pretty clear that if the operating system APIs are able to buffer and play back in a continuous fashion, it's quite possible to buffer and output a continuous stream in software too. I'm sure byuu just overlooked some silly detail or was subject to some kind of silly bug when he tried t...
- Tue Jul 15, 2008 10:17 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
Actually, I changed it to read/write a couple of months ago, when I revamped the input dialog, without any issues, since I catch almost all keyboard input anyway. Try the most recent SVN snapshot, or compile your own, to see it working (only tested in XP). EDIT: without any issues It appears you can...
- Sun Jul 13, 2008 4:32 am
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
- Sun Jul 13, 2008 12:22 am
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
- Sat Jul 12, 2008 5:53 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
which could probably cause a pink screen on arhitectures where sizeof(long) != sizeof(int) and int isn't 16-bit (besides being strictly undefined), if you were using a YUV-based color format that is. If you were using XV on such an architecture this was probably the problem. Otherwise I haven't bee...
- Tue Jul 08, 2008 12:16 am
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
compilers don't warn about human readability issues with the source code its processing, they warn because its not sure if its processing the code correctly, so if something screws up later it at least warned you about it before hand. -Wparentheses primarily deals with { and }, not ( and ) if I rea...
- Mon Jul 07, 2008 10:50 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
- Mon Jul 07, 2008 6:14 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
- Mon Jul 07, 2008 1:40 am
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899
Tried looking through blargg's notes and source code for ideas? Well, the band-limited synthesis I keep referring to is the one blargg describes here . Congrads on the Save State support. I didn't do too many tests on it, but what I did test seems to be working, nice job :D Thanks. The fact that I ...
- Thu Jul 03, 2008 8:05 pm
- Forum: Emulators
- Topic: Gambatte 0.5.0-wip2 released
- Replies: 478
- Views: 379899