Search found 3712 matches
- Thu Jul 01, 2021 8:00 pm
- Forum: General Stuff
- Topic: Stop byuu/near
- Replies: 36
- Views: 8377
Re: Stop byuu/near
This has really saddened me to learn of. I had some doubt but someone who knew him well contacted me and confirmed it. He lived a tortured life. In our collaborations he was kind and generous and I will miss him.
- Thu Jul 01, 2021 7:37 pm
- Forum: NESemdev
- Topic: Disch has passed away
- Replies: 35
- Views: 25704
Re: Disch has passed away
I just saw this mentioned in the recent thread about byuu. This is very sad to learn of. Disch was a nice guy and wrote some good tutorials about emulation, and the source code for his emulator was interesting and clean. I remember all the sharing of ideas for how to handle things over the years. Yo...
- Sat Sep 19, 2015 1:38 pm
- Forum: NESemdev
- Topic: NTSC NES Composite Video Emulator
- Replies: 90
- Views: 68063
Re: NTSC NES Composite Video Emulator
As I remember, my sharpness is just 2D (scanline) edge enhancement. In its more basic form, you exaggerate differences between pixels, but correct before/after to keep the absolute level the same. So 10, 10, 90, 90 becomes 10, 0, 100, 90 if you're enhancing, and 10, 20, 80, 90 if you're softening.
- Sat Sep 12, 2015 7:49 pm
- Forum: NESemdev
- Topic: Blargg's blip_buf.c does anyone use it?
- Replies: 11
- Views: 7446
Re: Blargg's blip_buf.c does anyone use it?
You shouldn't get exactly 800 samples every frame since NES frames are not exactly 1/60 second long. Can your sound code handle just getting 798/799 samples per frame rather than needing exactly 800? This probably touches on the issue of audio and video running at the same rate. If you want to get a...
- Sat Sep 12, 2015 3:45 pm
- Forum: NESemdev
- Topic: Blargg's blip_buf.c does anyone use it?
- Replies: 11
- Views: 7446
Re: Blargg's blip_buf.c does anyone use it?
In your original code most of the time you'll be getting zero samples available. Does your buffering code work properly if you call SoundOut.WriteBuffer() with zero samples? You don't seem to be adding deltas, rather the absolute sample values. You must keep track of the current amplitude and add th...
- Tue Feb 03, 2015 8:42 pm
- Forum: SNESdev
- Topic: t_dir_addr in snes_spc-0.9.0 and Voice steps V1 and V2
- Replies: 2
- Views: 4012
Re: t_dir_addr in snes_spc-0.9.0 and Voice steps V1 and V2
It looked broken and I was about to be amazed at such a basic bug I missed, but I think I made sense of it. There is a pipeline in effect so V1 processes some things from the *previous* voice. V1 sets t_dir_addr based on t_dir and t_srcn. t_srcn is the value from the *previous* execution of V1, so t...
- Fri Mar 07, 2014 2:15 pm
- Forum: SNESdev
- Topic: kon_delay in snes_spc-0.9.0
- Replies: 2
- Views: 3091
Re: kon_delay in snes_spc-0.9.0
I'm reading the code as, "If the 5 sample KON delay has passed then use the Source Loop Start Address (LSA) instead of the Source Start Address (SA). Yeah. If a KON isn't happening, then the only address it will need is the loop for when it reaches the end. It only reads one of the two sample ...
- Sun Feb 23, 2014 7:45 pm
- Forum: NES Hardware and Flash Equipment
- Topic: PC -> PowerPak transfer software
- Replies: 66
- Views: 44716
Re: PC -> PowerPak transfer software
I figured I'd try changing the define to use 57600 bps instead of 115200. And it got me halfway to a "SENDING PRG" message... soon thereafter I figured out the program was ignoring the define in the later transfers, and after fixing that it looks like I can finally enjoy eprom emulator de...
- Sat Feb 08, 2014 7:55 pm
- Forum: NESdev
- Topic: Assembler of your choice
- Replies: 38
- Views: 26153
Re: Assembler of your choice
A little more concise is double parens instead of printf, and you can use expressions:Jarhmander wrote:Code: Select all
cl65 --target none --start-addr $(printf %d 0xBF80) disasm.s -o test.nsf
Code: Select all
cl65 --target none --start-addr $((0xc000-0x20)) disasm.s -o test.nsf
- Sat Feb 08, 2014 2:03 pm
- Forum: SNESdev
- Topic: Standardizing 6502-style SPC700 syntax
- Replies: 25
- Views: 17657
Re: Standardizing 6502-style SPC700 syntax
The macro RTSADDR x, y, z, ... would emit .WORD x, y, z, ... in SPC700 mode or .WORD (x)-1, (y)-1, (z)-1, ... in 6502 mode. [*]The macro PLAS ("pull A and set flags") would emit PLA AND #$FF in SPC700 mode or PLA in 6502. The name is inspired by ARM's S suffix on ALU operations that affec...
- Fri Feb 07, 2014 5:48 pm
- Forum: General Stuff
- Topic: Abstract Collaboration
- Replies: 7
- Views: 5833
Re: Abstract Collaboration
I have no desire to lead. If people can't decide on something, oh well. In discussions my goal is simply clarity of everything and honest about goals and tradeoffs. With a clear picture, people can understand each others' wants (they need no justification; if you want something due to aesthetics, fi...
- Fri Feb 07, 2014 5:32 pm
- Forum: SNESdev
- Topic: Standardizing 6502-style SPC700 syntax
- Replies: 25
- Views: 17657
Re: Standardizing 6502-style SPC700 syntax
"I have little interest in trying to make custom 6502-like mnemonics for SPC-700 instructions" "I just looked at some of your SPC-700 instructions in 6502 clothing and I'm wondering what the benefit is" If you like the idea, I'd love your participation. If you don't, then I woul...
- Fri Feb 07, 2014 12:16 am
- Forum: SNESdev
- Topic: Standardizing 6502-style SPC700 syntax
- Replies: 25
- Views: 17657
Re: Standardizing 6502-style SPC700 syntax
I took a while to survey the topic. To avoid sunk-cost bias from wrecking things, I'm going to ignore my ca65 macro packs and byuu's bass. We start with the 65xx and SPC-700 architectures. Those have official assembly syntaxes and are supported by multiple assemblers. All good. But there are improve...
- Thu Feb 06, 2014 11:08 pm
- Forum: NES Music
- Topic: Generating a bandlimited (anti-aliased) pulse wave.
- Replies: 7
- Views: 7342
Re: Generating a bandlimited (anti-aliased) pulse wave.
See demo_fixed.c, which uses the highest-possible clock rate (for maximum time resolution). So the period of your 440-Hz square wave would be clock_rate/440. To make a square wave you add positive and negative deltas at that period, spaced by half the period (floating-point just for clarity; you'd n...
- Thu Feb 06, 2014 9:09 pm
- Forum: NES Music
- Topic: Generating a bandlimited (anti-aliased) pulse wave.
- Replies: 7
- Views: 7342
Re: Generating a bandlimited (anti-aliased) pulse wave.
Avoid Blip_Buffer and prefer blip_buf. blip_buf has a more refined interface and better timing accuracy.