Search found 347 matches

by Verdauga Greeneyes
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 ...
by Verdauga Greeneyes
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...
by Verdauga Greeneyes
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 ...
by Verdauga Greeneyes
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 ...
by Verdauga Greeneyes
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 ...
by Verdauga Greeneyes
Thu Aug 21, 2008 10:07 pm
Forum: bsnes General Discussion
Topic: The unofficial BSNES pixel shader thread
Replies: 157
Views: 193543

I was gonna work on it tonight, but then I took my parents to see The Dark Knight <.< Might still get something done though.
by Verdauga Greeneyes
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 ...
by Verdauga Greeneyes
Thu Aug 21, 2008 2:03 am
Forum: bsnes Dev Talk
Topic: bsnes v0.034 released
Replies: 140
Views: 65326

If you -really- want to change the setting to something weird, perhaps allow that through the advanced options, then gray out the slider as long as the value is invalid. You know you're not supposed to mess with it like that, so it's your own risk.
by Verdauga Greeneyes
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...
by Verdauga Greeneyes
Tue Aug 19, 2008 5:49 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.034 released
Replies: 140
Views: 65326

I'll see if I can get some testing in later; can you recommend any games for me to try?
by Verdauga Greeneyes
Mon Aug 18, 2008 2:01 am
Forum: bsnes Dev Talk
Topic: bsnes vsync development thread
Replies: 133
Views: 65832

Presumably it's delayed by a fifth of a second plus whatever delay your hardware introduces (probably negligible in comparison). Whether or not that's noticeable probably depends mainly on the game you're playing, i.e. for a fast-paced game it should be easy to notice.
by Verdauga Greeneyes
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...
by Verdauga Greeneyes
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...
by Verdauga Greeneyes
Fri Aug 15, 2008 1:04 am
Forum: bsnes Dev Talk
Topic: bsnes vsync development thread
Replies: 133
Views: 65832

I think my laptop goes to 50Hz sometimes to save power. Annoyingly it does this while reporting 60Hz - although I think power saving is broken entirely in Vista x64 (due to some odd BIOS bugs)
by Verdauga Greeneyes
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...
by Verdauga Greeneyes
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...
by Verdauga Greeneyes
Mon Aug 11, 2008 11:20 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.034 released
Replies: 140
Views: 65326

tetsuo55 wrote:I would LOVE to take you up on that offer, but i would need a completely new system to replace my current crappy one
What's your current system like? (I'm also trying to remember where you live; I seem to recall you have a PAL SNES but that's as far as I got :P )
by Verdauga Greeneyes
Wed Aug 06, 2008 1:16 pm
Forum: bsnes Dev Talk
Topic: New HDMA emulation findings
Replies: 25
Views: 22737

Excellent work byuu, it's been a joy to watch your progress as usual :)
To make franpa's statement into a somewhat more reasonable question: do you have anything left to verify about this - or is there anything you're not sure about because you don't have the means to check it out?
by Verdauga Greeneyes
Sun Jul 20, 2008 1:15 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.033 released
Replies: 227
Views: 105667

Well done everyone! I've been quietly following the research thread for about two weeks, and it's been amazing to see the constant activity there :)
by Verdauga Greeneyes
Tue Jul 15, 2008 1:00 am
Forum: bsnes Dev Talk
Topic: Private WIP 0.032.04 - need testing
Replies: 4
Views: 4360

Is mode 0 decompression enabled in those latest screenshots? Pretty nifty result :) Watching the SPC7110 discussion progress is pretty exciting, I'm glad neviksti posted the link over here.

PS: Might have some time for testing tomorrow after I get home.
by Verdauga Greeneyes
Wed Jul 09, 2008 12:37 am
Forum: bsnes General Discussion
Topic: Report bsnes audio results on your free OS
Replies: 7
Views: 27051

I've long wondered if Creative hide anti-competitive practices behind a veil of incompetence :wink:
by Verdauga Greeneyes
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...
by Verdauga Greeneyes
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...
by Verdauga Greeneyes
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 ...
by Verdauga Greeneyes
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 ...