Search found 347 matches
- Mon Aug 25, 2008 2:42 pm
- Forum: bsnes Dev Talk
- Topic: Accurate(ish) CRT TV simulation theory
- Replies: 112
- Views: 151150
I'm having trouble understanding your choice of 800x600.. is this simply the lowest standard DirectX resolution larger than 720x576, or is there a more significant reason for choosing it? If not then I think you should drop it from your explanation, as it makes things pretty confusing: we should do ...
- Sun Aug 24, 2008 10:13 am
- Forum: bsnes Dev Talk
- Topic: Resampler, vsync refinement
- Replies: 24
- Views: 14091
It concerns SNES ddevelopment in that SNES developers would want to DISABLE them if they want to accurately test there game and determine if it will work on a real console. No, it doesn't effect emulation at all. It only effects the end user experience. That said, the developer might want to ensure...
- Sat Aug 23, 2008 4:47 pm
- Forum: bsnes Dev Talk
- Topic: Resampler, vsync refinement
- Replies: 24
- Views: 14091
I can detect it on some drivers, but not all. But you run into issues with the PC suddenly getting a spike in CPU usage and it throwing your values way off to compensate. Then you end up with much worse video and sound for a longer period of time. A manual value would correct itself as soon as the ...
- Sat Aug 23, 2008 3:12 pm
- Forum: bsnes Dev Talk
- Topic: Resampler, vsync refinement
- Replies: 24
- Views: 14091
Ugh, popups suck. I agree, which is why I would like it to be a button placed next to the slider. If you press it you'd be asked how long calibration should take (with some sensible default value), after which bsnes would run the game for that amount of time and adjust the slider. (it'd be nice if ...
- Sat Aug 23, 2008 1:32 pm
- Forum: bsnes Dev Talk
- Topic: Resampler, vsync refinement
- Replies: 24
- Views: 14091
To get the same range as the old +/- up to 200hz in either direction, my slider had to step by increments of 0.00003%, which seemed overly verbose. Can I suggest you use something like ppm instead? I doubt the adjustment will be anywhere near 1% for anyone by the sound of things.. Where it got bad ...
- Thu Aug 21, 2008 10:07 pm
- Forum: bsnes General Discussion
- Topic: The unofficial BSNES pixel shader thread
- Replies: 157
- Views: 193543
- Thu Aug 21, 2008 3:25 pm
- Forum: bsnes General Discussion
- Topic: The unofficial BSNES pixel shader thread
- Replies: 157
- Views: 193543
Because of the way shaders work, we cannot resize the input to a 4800*2700 image before processing (at least in the current implementation). We get a 1024x1024 image from bsnes of which only a part is in use (i.e. 256x224 for unfiltered low-res NTSC), and we output to whatever scale factor you have ...
- Thu Aug 21, 2008 2:03 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.034 released
- Replies: 140
- Views: 65326
- Wed Aug 20, 2008 2:15 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.034 released
- Replies: 140
- Views: 65326
2. A filter that takes the current frame, combines it with the last frame (with adjustable ratio) and displays the result? Would help with flickering effects (player gets hit etc.) This can be done using shaders. If I get the chance I'll see if I can whip up an example of this (if I remember how it...
- Tue Aug 19, 2008 5:49 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.034 released
- Replies: 140
- Views: 65326
- Mon Aug 18, 2008 2:01 am
- Forum: bsnes Dev Talk
- Topic: bsnes vsync development thread
- Replies: 133
- Views: 65832
- Sun Aug 17, 2008 5:22 pm
- Forum: bsnes Dev Talk
- Topic: bsnes vsync development thread
- Replies: 133
- Views: 65832
Great job, byuu! I'm way too far behind you guys to help on this, considering I'm still working on my first directsound program :P Do note that I intend to use 100% CPU time with vsync enabled. While we technically can get away with a small sleep, Windows has the annoying habit of sleeping much more...
- Fri Aug 15, 2008 4:53 am
- Forum: bsnes Dev Talk
- Topic: bsnes vsync development thread
- Replies: 133
- Views: 65832
So in integer terms that would be int in_rate = 32040; int out_rate = 48000; void play_sample( int ); // SPC-700 DSP emulator calls this each time it generates a sample void dsp_sample( int curr ) { static int prev = 0; static int frac = 0; // Interpolate and play whatever samples can be generated f...
- Fri Aug 15, 2008 1:04 am
- Forum: bsnes Dev Talk
- Topic: bsnes vsync development thread
- Replies: 133
- Views: 65832
- Wed Aug 13, 2008 10:20 pm
- Forum: bsnes Dev Talk
- Topic: bsnes vsync development thread
- Replies: 133
- Views: 65832
Overall, of course, you'll be getting almost exactly 32040 samples per second worth of input. They'd just be coming in at sporadic intervals. What's the biggest this interval can get? At the moment bsnes sends any samples to the sound card as soon as they're ready, right? So if you set the sound la...
- Tue Aug 12, 2008 12:10 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.034 released
- Replies: 140
- Views: 65326
Lots of games use blinking sprites and frameskip 1 will literally make things invisible or impossible to know if you've been hit. And anything over 1 is an absolute slideshow, I can't imagine anyone actually enjoying themselves with it. I think that's a good argument for using the alternating metho...
- Mon Aug 11, 2008 11:20 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.034 released
- Replies: 140
- Views: 65326
- Wed Aug 06, 2008 1:16 pm
- Forum: bsnes Dev Talk
- Topic: New HDMA emulation findings
- Replies: 25
- Views: 22737
- Sun Jul 20, 2008 1:15 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.033 released
- Replies: 227
- Views: 105667
- Tue Jul 15, 2008 1:00 am
- Forum: bsnes Dev Talk
- Topic: Private WIP 0.032.04 - need testing
- Replies: 4
- Views: 4360
- Wed Jul 09, 2008 12:37 am
- Forum: bsnes General Discussion
- Topic: Report bsnes audio results on your free OS
- Replies: 7
- Views: 27051
- Thu Jun 26, 2008 12:53 am
- Forum: Bug Reports/Feature Requests
- Topic: [idiot-proofing] GUI option to turn on prompt when loading
- Replies: 12
- Views: 4720
Perhaps it would be worthwhile to make a 'save current data before loading quicksave' option.. that way you would at least have an undo button. I always forget which button means save and which means load (even when I use a program often.. I much prefer the system Snes9x uses, but that's just me) so...
- Tue Jun 17, 2008 2:46 pm
- Forum: bsnes Dev Talk
- Topic: Fullscreen on startup
- Replies: 41
- Views: 84285
And if you enabled the option before going in? I've never even heard of this issue you're talking about anyway, it's little use coming up with hyopthetical doomsday scenarios that have never been reported and would likely be the system's fault if they were. If you enable the option before ever test...
- Tue Jun 17, 2008 1:51 am
- Forum: bsnes Dev Talk
- Topic: Fullscreen on startup
- Replies: 41
- Views: 84285
And I don't see how the perma-mode is immune to a broken fullscreen. What's the difference between toggling there or setting it up to start there? They both go there and can be toggled out. You wouldn't enable perma-mode until you know the fullscreen mode works.. it's probably not immune, but it's ...
- Tue Jun 10, 2008 1:32 pm
- Forum: bsnes Dev Talk
- Topic: Proposed new model of sound output
- Replies: 88
- Views: 43858
VG, b: Testing with headphones sets the limit to ca. 32 Hz - sounds a bit like a distant chopper. Even lower frequencies can only be heard by increasing the volume, but I don't know if I'm actually hearing the sound, or some interference created by it. :? 32Hz is already a lot better - quite a few ...