Search found 60 matches

by Mednafen
Wed Apr 24, 2019 1:36 pm
Forum: SNESdev
Topic: Gauss Table Creation
Replies: 36
Views: 25755

Re: Gauss Table Creation

EDIT: Gave it try, too. Replacing 800h by 7F80h, and 0.16 by 0.256 is getting relative close for PSX. But it's still off +/-2 or so, so you might already have better results. Which values are using currently? 0.256 as well, with about the same results, even after brute-force checking different roun...
by Mednafen
Tue Apr 23, 2019 8:35 am
Forum: SNESdev
Topic: Gauss Table Creation
Replies: 36
Views: 25755

Re: Gauss Table Creation

I can get close with PS1, but still a lot of off-by-one errors. The number of -1 values is difficult to reconcile. I'm wondering if I dumped/logged the SPU table incorrectly(from incorrect assumptions about the SPU's interpolation math?), in such a way that wouldn't really have much of an audible ef...
by Mednafen
Mon Apr 22, 2019 8:09 am
Forum: SNESdev
Topic: Gauss Table Creation
Replies: 36
Views: 25755

Re: Gauss Table Creation

Had an idea that fixed it so it generates a 100% match, new version attached.
by Mednafen
Sun Apr 21, 2019 9:03 pm
Forum: SNESdev
Topic: Gauss Table Creation
Replies: 36
Views: 25755

Re: Gauss Table Creation

This gets fairly close for SNES, but it seems like the window function needs another cosine term or something: #include <stdio.h> #include <stdlib.h> #include <math.h> static void generate_lp(double* coeffs, unsigned num_coeffs, double tb_center, double a, double b) { double f_s = tb_center; int N =...
by Mednafen
Tue Jan 09, 2018 1:13 am
Forum: Other Retro Dev
Topic: HES Rips (PC-Engine)
Replies: 38
Views: 40342

Re: HES Rips (PC-Engine)

.
by Mednafen
Mon Aug 14, 2017 8:34 am
Forum: NESemdev
Topic: Spot bug in Mesen and Nintaco
Replies: 20
Views: 19817

Re: Spot bug in Mesen and Nintaco

1: Game reads input port, checks for changes from previous state.
2: Emulator updates emulated gamepad state.
3: Game reads input port again to set previous state variables.

With various lengths of time passing between the steps.
by Mednafen
Mon Aug 14, 2017 8:23 am
Forum: NESemdev
Topic: Spot bug in Mesen and Nintaco
Replies: 20
Views: 19817

Re: Spot bug in Mesen and Nintaco

The game is probably poorly written in such a way that updating emulated gamepad state only around a certain single point in a frame will cause input changes to be ignored by the game. Try updating state at NMI time instead of near line 0, or vice-versa, to check.
by Mednafen
Thu Nov 03, 2016 9:56 pm
Forum: NESemdev
Topic: What is wrong with the NES Classic Edition noise emulation?
Replies: 42
Views: 32974

Re: What is wrong with the NES Classic Edition noise emulati

There's bad aliasing and the volume/envelope decay is messed up (too).

https://www.youtube.com/watch?v=LijjUlu ... t=1h27m28s
by Mednafen
Tue Jul 12, 2016 12:24 pm
Forum: Other Retro Dev
Topic: HES Rips (PC-Engine)
Replies: 38
Views: 40342

Re: HES Rips (PC-Engine)

BlackGuyRX wrote:Thanks, but absolutely no music plays on any track :(
What player are you using?
by Mednafen
Sun Jun 26, 2016 2:19 am
Forum: Other Retro Dev
Topic: HES Rips (PC-Engine)
Replies: 38
Views: 40342

Re: HES Rips (PC-Engine)

BlackGuyRX wrote:Also, a rip of TaleSpin! I'm surprised it doesn't already exist.
Quick rip here. Not sure if any sound effect or music is missing, the game is too wretched to test properly. ;)
by Mednafen
Mon Sep 28, 2015 3:48 am
Forum: SNESdev
Topic: Updated apudsp.txt
Replies: 12
Views: 4691

Re: Updated apudsp.txt

RateCounter contains /5 and /3 dividers, and a /1 counter shoved into one variable. RateMasks selects how many bits of the /1 counter to use(to give /1, /2, /4, /8, etc.), and to optionally select the bits of the /5 or /3 divider(to optionally give rates like /5 or /10 or /20 etc., or /3 or /6 or /1...
by Mednafen
Sun Sep 27, 2015 6:58 am
Forum: SNESdev
Topic: Updated apudsp.txt
Replies: 12
Views: 4691

Re: Updated apudsp.txt

Don't know if this will be useful to anyone, but here's something I came up with a while back to do rate counters without division I tried to use this in Blargg's emulator and basically nothing worked - just some blips/beeps. I just replaced the original global counter code with yours. It was reall...
by Mednafen
Thu Sep 24, 2015 2:06 am
Forum: SNESdev
Topic: Updated apudsp.txt
Replies: 12
Views: 4691

Re: Updated apudsp.txt

Don't know if this will be useful to anyone, but here's something I came up with a while back to do rate counters without division, though its starting state as presented here is one clocking off from apudsp.txt: static INLINE bool CheckRC(unsigned rate) { static const uint16 RateMasks[32] = { 0x000...
by Mednafen
Mon Sep 21, 2015 2:57 am
Forum: General Stuff
Topic: First console with FPU
Replies: 18
Views: 5799

Re: First console with FPU

The PC-FX, released in 1994, used a NEC V810 which had an FPU that could do single-precision IEEE-754 math(no transcendental functions in hardware, though).