Search found 323 matches
- Wed Jan 28, 2009 6:27 am
- Forum: Emulators
- Topic: NES Color Palette of Choice
- Replies: 221
- Views: 257941
- Wed Jan 28, 2009 6:18 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302599
[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...
- Tue Jan 27, 2009 8:38 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302599
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)....
- Mon Jan 26, 2009 5:48 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.039 released
- Replies: 525
- Views: 302599
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...
- 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: 12554
- Fri Jan 23, 2009 12:13 pm
- Forum: Tech Talk
- Topic: XBOX360 CD release button?
- Replies: 23
- Views: 18533
Actually, ROHS is the new "Made in China", only this was done intentionally.adventure_of_link wrote:Hate to contribute, but this is what happens when you buy from china.
- Mon Jan 19, 2009 8:31 pm
- Forum: bsnes General Discussion
- Topic: The most CPU intensive SNES game / part / effect ever
- Replies: 27
- Views: 46628
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...
- Sun Jan 18, 2009 10:10 pm
- Forum: Forum
- Topic: Post editing is not borked anymore
- Replies: 26
- Views: 13626
- Sun Jan 18, 2009 7:20 pm
- Forum: bsnes Dev Talk
- Topic: Gamma correction details
- Replies: 4
- Views: 24602
- Sat Jan 17, 2009 6:29 pm
- Forum: bsnes Dev Talk
- Topic: Gamma correction details
- Replies: 4
- Views: 24602
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.
I also recommend Poynton's Gamma FAQ.
- Sat Jan 17, 2009 6:25 pm
- Forum: bsnes Dev Talk
- Topic: Gamma correction details
- Replies: 4
- Views: 24602
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...
- Fri Jan 16, 2009 3:21 pm
- Forum: Gaming Discussion
- Topic: Health warnings on video games
- Replies: 51
- Views: 20938
- Thu Jan 15, 2009 12:41 am
- Forum: Gaming Discussion
- Topic: WHAT GAMES ARE YOU PLAYING THESE DAYS
- Replies: 1533
- Views: 3695103
- Wed Jan 14, 2009 2:27 pm
- Forum: Gaming Discussion
- Topic: Health warnings on video games
- Replies: 51
- Views: 20938
- Wed Jan 14, 2009 2:22 pm
- Forum: Gaming Discussion
- Topic: WHAT GAMES ARE YOU PLAYING THESE DAYS
- Replies: 1533
- Views: 3695103
- Tue Jan 13, 2009 1:28 pm
- Forum: Tech Talk
- Topic: Inadvertent HDD formatting = beating myself up for doing so
- Replies: 30
- Views: 15994
- Mon Jan 12, 2009 4:31 pm
- Forum: Development
- Topic: Progress on reducing HQ2x to fit in L1 cache
- Replies: 95
- Views: 71426
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...
- Mon Jan 12, 2009 12:38 pm
- Forum: Development
- Topic: Progress on reducing HQ2x to fit in L1 cache
- Replies: 95
- Views: 71426
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?
- Thu Jan 08, 2009 10:32 am
- Forum: Emulators
- Topic: Hey Blargg, where you at?
- Replies: 2
- Views: 2902
- Wed Jan 07, 2009 6:49 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 285194
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...
- Wed Jan 07, 2009 2:50 am
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 285194
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...
- Mon Jan 05, 2009 8:44 pm
- Forum: bsnes Dev Talk
- Topic: bsnes v0.038 released
- Replies: 407
- Views: 285194
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...
- Mon Jan 05, 2009 4:46 pm
- Forum: bsnes Dev Talk
- Topic: Delta queue design
- Replies: 35
- Views: 62529
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...
- Sun Jan 04, 2009 12:44 pm
- Forum: Development
- Topic: Progress on reducing HQ2x to fit in L1 cache
- Replies: 95
- Views: 71426
- Sun Jan 04, 2009 7:36 am
- Forum: bsnes General Discussion
- Topic: SPC player from bsnes
- Replies: 174
- Views: 188821