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 Forum: NESemdev   Topic: Mesen - NES Emulator

 Post subject: Re: Mesen - NES Emulator
Posted: Sat Dec 24, 2016 5:18 am 

Replies: 251
Views: 33097


I actually wasn't really thinking about that before, but I would have thought you're correct, Rahsennor. However, I put it to the test and played the NSF in Nintendulator and Nestopia, and, to my surprise, in both emulators the sound will actually keep changing from loop to loop, never the same way ...

 Forum: NESemdev   Topic: Mesen - NES Emulator

 Post subject: Re: Mesen - NES Emulator
Posted: Sat Dec 24, 2016 12:09 am 

Replies: 251
Views: 33097


Perhaps the phases of the square waves don't change individually, but do their timings relative to each other get changed at all? That could cause phase cancellations. I really don't have any education on or understanding of the details of how the NES works; I'm an amateur audio enthusiast so I'm li...

 Forum: NESemdev   Topic: Mesen - NES Emulator

 Post subject: Re: Mesen - NES Emulator
Posted: Fri Dec 23, 2016 6:42 pm 

Replies: 251
Views: 33097


Sorry, but no. Yours has some phase cancellation but it doesn't change over time.

 Forum: NESemdev   Topic: Mesen - NES Emulator

 Post subject: Re: Mesen - NES Emulator
Posted: Thu Dec 22, 2016 9:45 pm 

Replies: 251
Views: 33097


It's closer, but it's not there yet. It changes tone but only over a much longer time than the hardware does on average. Where the hardware sometimes alters the tone between musical phrases, Mesen sometimes keeps the same tone for the duration of an entire loop of the music for me (although in the r...

 Forum: NESemdev   Topic: Mesen - NES Emulator

 Post subject: Re: Mesen - NES Emulator
Posted: Mon Dec 19, 2016 10:04 pm 

Replies: 251
Views: 33097


I might add per-channel panning for the expansion chips eventually, but that would imply per-channel volume options for them too, and then you'd end up with twice as many sliders as there already are (and there's already too many for comfort!) - so I'm not sure. If I did, I'd have to hide them away...

 Forum: NESemdev   Topic: Mesen - NES Emulator

 Post subject: Re: Mesen - NES Emulator
Posted: Mon Dec 19, 2016 5:11 am 

Replies: 251
Views: 33097


Stereo panning is a great feature and I'm happy someone finally implemented it in an emulator! I hope you'll add per-channel panning options for the expansion audio chips. I also hope you'll add shader support in the future. I have a sound emulation bug to report that I hope you can get to the botto...

 Forum: SNESdev   Topic: Anti-Dithering Filter

 Post subject: Re: Anti-Dithering Filter
Posted: Sun Nov 13, 2016 9:49 am 

Replies: 13
Views: 2291


These shaders already exist. https://filthypants.blogspot.com/2013/06/dedithering-pixel-shaders.html MDAPT tries to detect parts of the image to work on and leave the others alone rather than blurring the whole scene. It's in the libretro shader pack (as is CBOD, which is also covered on the linked ...

 Forum: NESemdev   Topic: puNES Emulator

 Post subject: Re: puNES Emulator
Posted: Sat Nov 12, 2016 3:16 pm 

Replies: 721
Views: 594354


The reason people call it one of the most accurate is that it passes almost all test ROMs. Test ROMs haven't been made for every behavior, though. In what games does the FDS channel sound atrocious to you? I just compared the title screen music of Zelda no Densetsu against the recordings on the offi...

 Forum: NESemdev   Topic: puNES Emulator

 Post subject: Re: puNES Emulator
Posted: Sat Sep 03, 2016 12:44 am 

Replies: 721
Views: 594354


I get what you're going for with the monochrome/sepia colors when the emulator is paused, but could you make it optional? Sometimes I use the emulator pause function to get a good image to test out palettes and sometimes it's a screen that you can't use the in-game pause on, like a title screen wher...

 Forum: NESemdev   Topic: puNES Emulator

 Post subject: Re: puNES Emulator
Posted: Mon Jun 27, 2016 3:25 am 

Replies: 721
Views: 594354


FHorse, it's impressive that you keep adding very tangible enhancements to your emulator! I'm especially happy about the recent additions of being able to load a custom shader and disable the sprite limit and I'll have to try out the new overclocking function. I had an idea for another enhancement t...

 Forum: NESemdev   Topic: puNES Emulator

 Post subject: Re: puNES Emulator
Posted: Mon Feb 29, 2016 1:29 pm 

Replies: 721
Views: 594354


Hey, I love to see development of this emulator! Thanks for the pause feature; it makes it really easy to compare filters and shaders with any game. Question: would it be possible to enable both filters and shaders to work together? Like if I wanted to try to recreate as much as possible the look of...

 Forum: NESemdev   Topic: Accurate apu_mixer timing?

Posted: Mon Nov 16, 2015 1:13 am 

Replies: 7
Views: 3379


I was being sincere, I assure everyone.

 Forum: NESemdev   Topic: Accurate apu_mixer timing?

Posted: Tue Nov 10, 2015 9:44 pm 

Replies: 7
Views: 3379


I just want to say that it makes me happy that you're trying to make a perfectly accurate NSF player and I look forward to you reaching your goal!

 Forum: NESemdev   Topic: stereo sound effect?

 Post subject: Re: stereo sound effect?
Posted: Sat Aug 23, 2014 12:23 am 

Replies: 14
Views: 2445


Try a reverb, with the dry part in phase and the wet part 180 degrees out of phase. This way, mono listeners still hear the dry part, stereo listeners hear the music with stereo reverb, and surround listeners hear the dry part in front and the wet part in surround. That's a really cool idea. I thin...

 Forum: NESemdev   Topic: stereo sound effect?

 Post subject: Re: stereo sound effect?
Posted: Fri Aug 22, 2014 2:36 pm 

Replies: 14
Views: 2445


puNES uses the delay technique. The length of the delay is even configurable. rainwarrior's first proposal of applying different filters to the two channels is interesting. That's what was done to the original official soundtrack CD for Final Fantasy I and II. The downside is it can be jarring and f...
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