Search found 2928 matches

by psycopathicteen
Tue Jun 23, 2020 9:44 am
Forum: SNESdev
Topic: Ideas for compressing BRR samples further
Replies: 18
Views: 1140

Re: Ideas for compressing BRR samples further

With huffman encoding (with 4-bit code size) after LZ4 it takes:

9816 bytes for sawtooth
4896 bytes for pulse
by psycopathicteen
Thu Jun 18, 2020 2:28 pm
Forum: SNESdev
Topic: Ideas for compressing BRR samples further
Replies: 18
Views: 1140

Re: Ideas for compressing BRR samples further

I'm planning on doing huffman code on top of the LZ4 data. I'll do it on a 4-bit level but I'm having a hard time figuring out how to make sure the huffman tree never takes more than 8-bits per huffman code.
by psycopathicteen
Sun Jun 14, 2020 8:58 am
Forum: SNESdev
Topic: Ideas for compressing BRR samples further
Replies: 18
Views: 1140

Re: Ideas for compressing BRR samples further

The cycle timing would have to be perfect too. Exactly 32 cycles per sample every time.
by psycopathicteen
Sat Jun 13, 2020 7:23 pm
Forum: SNESdev
Topic: Ideas for compressing BRR samples further
Replies: 18
Views: 1140

Re: Ideas for compressing BRR samples further

I just tested this same algorithm with the BRR block header bytes rearranged at the front and here are the results: 12517 bytes for sawtooth patch 6013 bytes for pulse patch With software generating, my main concern is the SPC700's Mhz speed. LZ4 decompressing is mostly just block moves. I forgot to...
by psycopathicteen
Thu Jun 11, 2020 6:20 pm
Forum: SNESdev
Topic: Ideas for compressing BRR samples further
Replies: 18
Views: 1140

Re: Ideas for compressing BRR samples further

It's to pack more in the audio RAM.
by psycopathicteen
Thu Jun 11, 2020 5:34 pm
Forum: SNESdev
Topic: Ideas for compressing BRR samples further
Replies: 18
Views: 1140

Ideas for compressing BRR samples further

In my SNES music program I'm making I just added an LZ4 compression feature, and these are the compression rates. Synth patch with 4 detuned sawtooth oscillators: BRR: 18432 bytes LZ4: 12690 bytes Synth patch with 4 detuned pulse waves BRR: 18432 bytes LZ4: 6139 bytes The pulse waves look promising,...
by psycopathicteen
Tue Jun 09, 2020 9:08 am
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 37
Views: 4065

Re: Retro Game Builder (make your own snes games)

So if the visual coding system will be like Unity, then I really hope all the code and the overall engine will be very optimised. Optimisation is very important for such an old system like the SNES. I'm not about to try to make a whole shoot 'em up, only to find out that the Retro Game Builder engi...
by psycopathicteen
Sun Jun 07, 2020 9:28 am
Forum: SNESdev
Topic: Gauss Table Creation
Replies: 36
Views: 18403

Re: Gauss Table Creation

I figured out why the top of the "Gaussian" table is 1305. I believe the interpolation table was designed to act like linear interpolation + a smoothing filter. If a you have the wave {0, 1, 0, -1, 0, 1, 0} with linear interpolation, it will come out as triangle wave, but the SNES was probably desig...
by psycopathicteen
Thu Jun 04, 2020 1:35 pm
Forum: SNESdev
Topic: Gauss Table Creation
Replies: 36
Views: 18403

Re: Gauss Table Creation

We found out it's not an exact Gaussian.
by psycopathicteen
Wed Jun 03, 2020 5:23 pm
Forum: SNESdev
Topic: Gauss Table Creation
Replies: 36
Views: 18403

Re: Gauss Table Creation

Does anybody have a fourier transform of this? I feel like looking the FFT will explain a lot.
by psycopathicteen
Mon Jun 01, 2020 4:21 pm
Forum: SNESdev
Topic: Gauss Table Creation
Replies: 36
Views: 18403

Re: Gauss Table Creation

Why is it that when I plug the equation into my TI-84 graphing calculator, some of the values differ slightly?
by psycopathicteen
Fri Apr 24, 2020 7:23 pm
Forum: SNESdev
Topic: camera scroll walls
Replies: 1
Views: 708

camera scroll walls

Has anybody ever looked into how games are able to restrict camera movement in certain parts of levels, such as having only horizontal scrolling in one part of the level, vertical scrolling in another section, diagonals in the next section, and free scrolling in the next section?
by psycopathicteen
Wed Apr 22, 2020 10:20 am
Forum: SNESdev
Topic: Internal OAM address sprite evaluation
Replies: 17
Views: 13374

Re: Internal OAM address sprite evaluation

Bump

I'm still wondering how, if you write to OAM mid frame, you would make sure X byte goes to X, Y byte goes to Y, and the hioam byte goes to hioam.
by psycopathicteen
Tue Apr 21, 2020 2:05 pm
Forum: NES Graphics
Topic: Does the NES color palette actually vary more than the SNES on TV sets?
Replies: 9
Views: 1267

Re: Does the NES color palette actually vary more than the SNES on TV sets?

If CRTs are capable of displaying colors out of the RGB cube, then that explains why NES colors are so hard to emulate. No, that's not it. Both TVs and CRT computer monitors used the same phosphors and had the same CIE primary coordinates. Things might be too dark, but color rendition is otherwise ...
by psycopathicteen
Tue Apr 21, 2020 7:54 am
Forum: NES Graphics
Topic: Does the NES color palette actually vary more than the SNES on TV sets?
Replies: 9
Views: 1267

Re: Does the NES color palette actually vary more than the SNES on TV sets?

If CRTs are capable of displaying colors out of the RGB cube, then that explains why NES colors are so hard to emulate. My phone has a wider color gamut than my computer screen does. I'll bring up drag's NES palette generator on both and see if I can get a better looking NES palette on my phone. Of ...