Search found 323 matches

by blargg
Wed Jan 28, 2009 6:27 am
Forum: Emulators
Topic: NES Color Palette of Choice
Replies: 221
Views: 237825

Sisyphus would be proud. Who says impossible tasks must be impossible?
by blargg
Wed Jan 28, 2009 6:18 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 280282

[SMS pixels are] Not square (square on top, video capture on bottom). Same size as NES/SNES pixels, BTW. Man, major color bleeding. I would've guessed they were going for multi-color text. Actually it's color fringing. As you can see from the RGB image on top, the text is supposed to be black. That...
by blargg
Tue Jan 27, 2009 8:38 am
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 280282

256x192 almost definitely had black borders on the top and bottom, rather than vertically scaling the image. I'll have to hoook my 99/4a up and test that. I thought it used square pixels, though I admit to not having launched an exhaustive study. Not square (square on top, video capture on bottom)....
by blargg
Mon Jan 26, 2009 5:48 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.039 released
Replies: 525
Views: 280282

But.... the Genesis doesn't have square pixels either.. The 320x224 mode was close enough that you could port the game to a modern device without having to redo all of the original artwork. Even if Nintendo couldn't foresee the portable market in 1983, they should have at least wanted to make it ea...
by blargg
Sun Jan 25, 2009 4:00 pm
Forum: Forum
Topic: i can't send pm and i need to discuss something with admins
Replies: 25
Views: 12511

What about email?
by blargg
Fri Jan 23, 2009 12:13 pm
Forum: Tech Talk
Topic: XBOX360 CD release button?
Replies: 23
Views: 18467

adventure_of_link wrote:Hate to contribute, but this is what happens when you buy from china.
Actually, ROHS is the new "Made in China", only this was done intentionally.
by blargg
Mon Jan 19, 2009 8:31 pm
Forum: bsnes General Discussion
Topic: The most CPU intensive SNES game / part / effect ever
Replies: 27
Views: 41785

Don't almost all SNES games keep the CPU busy all the time? Hint: even though it's not doing anything useful for the game, it's probably still constantly executing instructions. If you did that on a PC, it would show 100% CPU usage. WAI is about the only way to avoid sitting in a spin loop. It's the...
by blargg
Sun Jan 18, 2009 10:10 pm
Forum: Forum
Topic: Post editing is not borked anymore
Replies: 26
Views: 13462

When I got that error, I got scared. Database errors are bad, but whenever a computer mentions it's trying to "fix" a problem, it usually FUBARs everything.
by blargg
Sun Jan 18, 2009 7:20 pm
Forum: bsnes Dev Talk
Topic: Gamma correction details
Replies: 4
Views: 21899

If you want to do processing on linear RGB values, and all you've got are non-linear, you must convert them to linear, do the processing, then convert back to non-linear. For some processing, using non-linear RGB doesn't affect the result that much, so you can just skip the conversions.
by blargg
Sat Jan 17, 2009 6:29 pm
Forum: bsnes Dev Talk
Topic: Gamma correction details
Replies: 4
Views: 21899

Since the board is going to give me a frightening database error when trying to edit the above post, I'll just add this:

I also recommend Poynton's Gamma FAQ.
by blargg
Sat Jan 17, 2009 6:25 pm
Forum: bsnes Dev Talk
Topic: Gamma correction details
Replies: 4
Views: 21899

Gamma correction details

People often think of gamma correction as merely compensation for a CRT display's non-linearity. This is only half-true . I highly recommend Poynton's The Rehabilitation of Gamma for full coverage of the issue. The luminance of a CRT in response to a voltage is non-linear. If it were linear, twice t...
by blargg
Fri Jan 16, 2009 3:21 pm
Forum: Gaming Discussion
Topic: Health warnings on video games
Replies: 51
Views: 20294

"Hey mum, I burnt myself. It required skin grafts ! What do I do?". Mother: "Sue the people who make it unreasonably easy to burn yourself, and who negligently hand you things that are unreasonably hot, beyond expectation. That will make everything better". Fixed that for you. An...
by blargg
Thu Jan 15, 2009 12:41 am
Forum: Gaming Discussion
Topic: WHAT GAMES ARE YOU PLAYING THESE DAYS
Replies: 1533
Views: 3612016

I was wondering how the graphics compared between the PS2 and GameCube versions. I figured the latter might be better, as the PS2 ones look kind of crappy, especially in parts with mist. But I doubt I'd be able to give up HD Loader speeds.
by blargg
Wed Jan 14, 2009 2:27 pm
Forum: Gaming Discussion
Topic: Health warnings on video games
Replies: 51
Views: 20294

Damn, your link to a UK news site had me expecting it was those crazy people on another continent, but then I see it's California, where everything can cause cancer. There is probably a neurological link between violence and fantasy violence: those who "have it in their system" go to fanta...
by blargg
Wed Jan 14, 2009 2:22 pm
Forum: Gaming Discussion
Topic: WHAT GAMES ARE YOU PLAYING THESE DAYS
Replies: 1533
Views: 3612016

Surprisingly, I liked GTA: San Andreas a lot. The detail and size of the world is impressive (and HD Loader eliminates load times). Now I've in love with Resident Evil 4. I just finished the main game and loving all the extras it unlocks, and being able to go back through with all my old weapons.
by blargg
Tue Jan 13, 2009 1:28 pm
Forum: Tech Talk
Topic: Inadvertent HDD formatting = beating myself up for doing so
Replies: 30
Views: 15360

Any recovery effort should only be if you have no backups, since the recovered files might be corrupt/incomplete. Since you have a backup, that'll be more reliable. Remember, you aren't making backups unless you verify that you can reasonably do a restore from them.
by blargg
Mon Jan 12, 2009 4:31 pm
Forum: Development
Topic: Progress on reducing HQ2x to fit in L1 cache
Replies: 95
Views: 71177

It looks like you can eliminate the *4 by rearranging the blend table. Instead of (simplified example) uint8_t table [4 * 2] = { 0, 1, 2, 3, 4, 5, 6, 7 }; int x = table [index*4 ]; int y = table [index*4 + 1]; transpose to uint8_t table [4 * 2] = { 0, 2, 4, 6, 1, 3, 5, 7 }; int x = table [index ]; i...
by blargg
Mon Jan 12, 2009 12:38 pm
Forum: Development
Topic: Progress on reducing HQ2x to fit in L1 cache
Replies: 95
Views: 71177

I notice you're not using the simpler pixel comparison that only involves two table lookups and a few bit operations. Was that slower or not precise enough?
by blargg
Thu Jan 08, 2009 10:32 am
Forum: Emulators
Topic: Hey Blargg, where you at?
Replies: 2
Views: 2842

by blargg
Wed Jan 07, 2009 6:49 am
Forum: bsnes Dev Talk
Topic: bsnes v0.038 released
Replies: 407
Views: 262195

The question for the SNES is what gamma it applies when encoding composite and s-video outputs (and perhaps RGB). If it uses none, then proper conversion to the linear RGB values of the light leaving the display's surface requires applying a 2.5 gamma. If the SNES uses 0.5, then conversion requires...
by blargg
Wed Jan 07, 2009 2:50 am
Forum: bsnes Dev Talk
Topic: bsnes v0.038 released
Replies: 407
Views: 262195

Bsnes does not have to care about the luminance because it basically emulates a snes with a RGB out(which by definition provides a 0-255 luminance image) Yes, though it really emulates a SNES with digital RGB out, not that such a thing exists. All analogue and digital broadcast signals are in 16..2...
by blargg
Mon Jan 05, 2009 8:44 pm
Forum: bsnes Dev Talk
Topic: bsnes v0.038 released
Replies: 407
Views: 262195

Sounds like he's been reading up on digital video encoding of luminance, which has some extra range for overshoot and reserved values, and made the (incorrect) leap that the SNES has a digital video interface. The answer is no, it doesn't. The hardware converts ideal RGB values to video signal(s), b...
by blargg
Mon Jan 05, 2009 4:46 pm
Forum: bsnes Dev Talk
Topic: Delta queue design
Replies: 35
Views: 57131

Remember, for a limited data size, O(1) algorithm A can be slower than O(log n) algorithm B. The point of complexity measures is how the algorithms work as the data grows, and they are critical when the data can grow greatly. For this case, what really matters is the absolute average performance, th...
by blargg
Sun Jan 04, 2009 12:44 pm
Forum: Development
Topic: Progress on reducing HQ2x to fit in L1 cache
Replies: 95
Views: 71177

Minor comments for HQ2x_00 function: - Shorter way to mix two pixels, same result: accum = (accum + l - ((accum ^ l) & 0x0421))) >> 1; - Do you need to use uint16_t for local variables/return values, or would unsigned int suffice? Sometimes compilers generate extra masking when you use shorter t...
by blargg
Sun Jan 04, 2009 7:36 am
Forum: bsnes General Discussion
Topic: SPC player from bsnes
Replies: 174
Views: 168845

How fast does the fast DSP run with the proper settings now? :)