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PostPosted: Sat May 24, 2014 10:27 am 
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Posts: 437
nothingtosay wrote:
But the math for resampling 48 kHz to 192 kHz is so much simpler than getting 44.1 to there.
An embedded device might have several different resamplers specifically optimized for common ratios, but I guarantee the PC running the emulator has only one resampler that will function at (almost) any ratio of input to output sample rate.

The math for resampling silence is also easier, but the computer still has to perform the same calculations.


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 Post subject: Generality vs. latency
PostPosted: Sat May 24, 2014 11:40 am 
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Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19328
Location: NE Indiana, USA (NTSC)
True, the PC running puNES has a general-purpose audio path that can resample any frequency. But this audio path tends to add latency. If you can provide the samples at a frequency the sound card knows about, the operating system might offer an API to shortcut past this in favor of a more specialized low-latency audio path. For example, with the low-latency JACK API in Linux, "the sample rate must match the hardware sample rate." Likewise, a WASAPI client under Windows Vista or later needs to call GetMixFormat to determine which sample rate to use.


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 Post subject: Version 0.86
PostPosted: Sun May 25, 2014 2:38 am 
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Joined: Sat May 08, 2010 9:31 am
Posts: 225
Changelog:
0.86
Added sample rate of 48 kHz.
Doubled the overall volume level.
Starting to implement the UNIF (NROM, NROM-128, NROM-256, Sachen-74LS374N, A65AS) format and the Nes 2.0.
Fixed obscure bug that occurred when the code was executed from RAM (Tetris 2 + BomBliss (J) [!].nes now works fine).
Fixed all the bugs with the mapper 31 (2A03 Puritans works well now).


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PostPosted: Sun May 25, 2014 2:40 am 
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Posts: 225
coffinshaker wrote:
Just so happens I registered in these boards to echo nothingtosay's sentiment. Thank you FHorse for a wonderful emulator all around, and THE best NES emulator for the 'Buntus (Lubuntu in my particular case). You might like to know puNES is the only NES emu capable of actually displaying in 4:3 ratio and using a nearly identical palette to the one CRT TVs showed in my younger years
Many thanks :beer:


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 Post subject: Version 0.87
PostPosted: Sun Jun 01, 2014 4:09 pm 
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Posts: 225
Changelog:
0.87 (Massive bugfix release)
Fixed all the bugs that did not allow the proper functioning of many gamepads. Are now properly recognized all those tested (XBOX 360 controller, DualShock 2, DualShock 3, DualShock 4, Twin USB Joystick and many other [Thx to Kirkor and to the other "volunteers"]). Linux and Windows versions.
Added support for the UNIF mappers : UOROM, TC-U01-1.5M, SA-NROM, SLROM, 22211, TLROM, TBROM, TKROM, Sachen-8259C, SA-016-1M, Sachen-8259D, ANROM.


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PostPosted: Mon Jun 02, 2014 4:20 pm 
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Joined: Fri May 23, 2014 10:59 am
Posts: 2
Location: Costa Rica
Don't know if it's ok to post bugs in here, my apologies if it isn't.

For whatever reason, puNES 0.87 has a strange pulsating/beating/clicking noise in the back of every game's music and SFX.

I'm running Lubuntu 14.04 Trusty Tahr, 44100 sample rate, stereo, high quality, and all APU channels enabled.

The lshw command tells me I have "NM10/ICH7 Family High Definition Audio Controller" as my SPU so... yeah, I'm guessing that's the thingie that makes sounds...


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PostPosted: Tue Jun 03, 2014 12:41 am 
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Joined: Sat May 08, 2010 9:31 am
Posts: 225
coffinshaker wrote:
Don't know if it's ok to post bugs in here, my apologies if it isn't.

For whatever reason, puNES 0.87 has a strange pulsating/beating/clicking noise in the back of every game's music and SFX.

I'm running Lubuntu 14.04 Trusty Tahr, 44100 sample rate, stereo, high quality, and all APU channels enabled.

The lshw command tells me I have "NM10/ICH7 Family High Definition Audio Controller" as my SPU so... yeah, I'm guessing that's the thingie that makes sounds...
I sent you a private message.


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 Post subject: Version 0.88
PostPosted: Tue Jun 10, 2014 3:17 am 
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Joined: Sat May 08, 2010 9:31 am
Posts: 225
Changelog:
0.88
Added the possibility to save and load the color palette to/from file. The file format is the same used by FCEUX:
"Palette files are expected to Contain 64 8-bit RGB triplets (each in that order, red comes first in the triplet in the file, then green, then blue).".
To experiment take a look at this post http://forums.nesdev.com/viewtopic.php?f=21&t=11281


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PostPosted: Tue Jun 10, 2014 10:31 am 
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Joined: Sat Apr 18, 2009 4:36 am
Posts: 260
Location: Russia
To FHorse:
The "Low Quality" audio mode is broken since 0.86 or 0.87.
A lot of crackling and pops (batman, bucky o'hare, etc)
I've tested Win32-D3D versions.


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PostPosted: Tue Jun 17, 2014 1:03 am 
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Joined: Sat May 08, 2010 9:31 am
Posts: 225
Eugene.S wrote:
To FHorse:
The "Low Quality" audio mode is broken since 0.86 or 0.87.
A lot of crackling and pops (batman, bucky o'hare, etc)
I've tested Win32-D3D versions.
You're absolutely right, I was able to reproduce the problem. I'm working on.


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 Post subject: Version 0.89
PostPosted: Tue Jun 17, 2014 11:25 pm 
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Joined: Sat May 08, 2010 9:31 am
Posts: 225
Changelog:
0.89 (Bugfix release)
In some circumstances, the audio could not be played correctly (crackling and pops). Fixed


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PostPosted: Sun Jun 22, 2014 9:38 pm 
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Joined: Mon May 19, 2014 11:46 pm
Posts: 37
Great to have custom palettes now, thanks a lot!

By the way, I'd used xBRZ on SNES games before, but a few days ago I got a filter for VBA-M and tried it out on several games. Man, it really is impressive in action, even on Game Boy games, so it should do equally good work on NES. (It can even make Mario vs. Donkey Kong's blurry sprites look decent, amazingly!) On average I'd say it's a lot better than hq4x, with the only flaw I can see being rounded corners when they're meant to be sharp. It's usually a very acceptable flaw though. I think you'd have the best-looking NES emulator available if you added xBRZ filtering, or at least equal to the best if someone else has xBRZ and custom palette capability.

In any event, thanks again, and all the best to you!


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PostPosted: Tue Jun 24, 2014 2:21 pm 
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Location: Chile
nothingtosay wrote:
Great to have custom palettes now, thanks a lot!

By the way, I'd used xBRZ on SNES games before, but a few days ago I got a filter for VBA-M.....

Which is the link of download the filter xBRZ for VBA-M?

FHorse: Remember add filter xBRZ (1.000.000x) & no sprite limiter option, is good have enhancements ;).

Salu2 - Darkness Knight

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PostPosted: Tue Jun 24, 2014 2:57 pm 
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Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19328
Location: NE Indiana, USA (NTSC)
I don't see how well a no sprite limit would work with mappers that have read side effects, especially MMC2 and MMC4. A 15-sprite limit would actually be physically realizable: skip all but the first dummy nametable read during sprite fetch.


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PostPosted: Tue Jun 24, 2014 9:17 pm 
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Darkness Knight wrote:
Which is the link of download the filter xBRZ for VBA-M?

VBA-M can use KEGA Fusion filters and you can get a pack with xBRZ included by choosing one of the links from here (some links are dead. I went with DepositFiles). In case you don't know what to do after that, make a folder in your VBA-M directory called plugins and unzip your download in it. Then you should be able to go to "Select Filter Plugin ..." in the emulator and get a drop-down list of them all. The first time I tried it the list was empty; I re-downloaded VBA-M and then it worked.

Sorry for the off-topic.


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