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 Post subject: Re: NSFPlay 2.2
PostPosted: Wed Jul 17, 2013 8:41 am 
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I've found a bug:
http://youtu.be/9UpEN84BFrQ


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 Post subject: Re: NSFPlay 2.2
PostPosted: Wed Jul 17, 2013 8:47 am 
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Eugene.S wrote:
I've found a bug:
http://youtu.be/9UpEN84BFrQ

Can't reproduce this on my XP SP3 system; all pulldowns show their proper contents.


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 Post subject: Re: NSFPlay 2.2
PostPosted: Wed Jul 17, 2013 8:49 am 
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I have this problem both on
Windows XP x64 SP2 eng with Server 2003 MUI (OS version 5.2.3790)
and Windows XP SP3 rus (OS version 5.1.2600)

I've switched to Win9x-like windows classic theme, but problem still here.


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 Post subject: Re: NSFPlay 2.2
PostPosted: Wed Jul 17, 2013 9:48 am 
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That's really odd Eugene.S, the style of the combo box is supposed to have "integral height" that automatically sizes the drop down to the list. I can't duplicate the problem, myself, but I tried increasing the height value on the box (even though it's not supposed to be used). Redownload this and tell me if the problem persists:

-- removed link --

arfy, I'll see what I can dig up, re: patched NSFs.

Edit: jrlepage fixed all of robokabuto's old N163 NSFs: https://dl.dropboxusercontent.com/u/34026765/robokabuto.rar

I don't know what other N163 NSFs are out there from the period before we learned that error. If you find some you can let me know, I might just write a python script to fix them quickly if there's more than a few. (Possibly there are others that aren't PPMCK, which will require some debugging to fix.)


Last edited by rainwarrior on Fri Jul 19, 2013 4:16 pm, edited 1 time in total.

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 Post subject: Re: NSFPlay 2.2
PostPosted: Wed Jul 17, 2013 1:57 pm 
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https://dl.dropboxusercontent.com/u/883 ... ay23b4.zip
Yes, new build works fine now.
Old build work fine also, when i've updated old nsfplug_ui.dll to new from 17.07.2013


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 Post subject: Re: NSFPlay 2.2
PostPosted: Wed Jul 17, 2013 2:16 pm 
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Good! Yeah, the only thing that changed was the ui DLL, so that's why you can transplant it.


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 Post subject: Re: NSFPlay 2.2
PostPosted: Wed Jul 17, 2013 3:14 pm 
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I think the DMC pop reducer of NSFplay need to be more soften.

I've recorded DMC from Batman - first level.
Nestopia, puNES and NotSoFatso pop-reducers work more soften,
but NSFPlay still have clicky sound.
nestopia
NotSoFatso
nsfplay


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 Post subject: Re: NSFPlay 2.2
PostPosted: Wed Jul 17, 2013 3:34 pm 
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@rainwarrior. Thanks for the link to the fixed n163 nsf's. some nice goodies in there I'd almost forgotten about, especially Ligaya! Genuine nsf trance, probably the first example of such. Anyway, unless there's other common n163 drivers other than ppmck and famitracker in use today, then I suspect the only other n163 nsf's are from namco themselves. I was also thinking of writing a general n163 patcher, probably in either PureBasic or python. Now if only someone was doing for the gameboy what your doing for the nes, then I'd be very happy.


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 Post subject: Re: NSFPlay 2.2
PostPosted: Wed Jul 17, 2013 8:46 pm 
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Eugene.S pop reduction is an option, it is not something that happens by default.

The option "Enable $4011 register", on by default. If you uncheck this all pops caused by $4011 writes will disappear.

There is another option called "Eliminate clicking noise", which does not disable the $4011 register, but removes its sound while preserving the nonlinear mix it normally causes.

Toggling either of these options will remove the DMC clicks.


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 Post subject: Re: NSFPlay 2.2
PostPosted: Thu Jul 18, 2013 12:40 am 
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Thank you, eliminate clicking noise works very good.

But it have some problem, when enabled:
Look at 2:41 and 2:05 please.

Here is my in_yansf.ini (wait 10 second to download)


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 Post subject: Re: NSFPlay 2.2
PostPosted: Thu Jul 18, 2013 2:54 pm 
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Agh, it looks like the counter-offset I'm using to suppress the $4011 pops eventually overflows if the DPCM direction goes opposite the $4011 too many times. I'll try to see if I can think of a way to fix it. If it's a DPCM heavy track you might just used the disable $4011 option instead, because the nonlinear mix won't be an issue.


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 Post subject: Re: NSFPlay 2.2
PostPosted: Thu Jul 18, 2013 5:25 pm 
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How leaky is your counter-offset?


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 Post subject: Re: NSFPlay 2.2
PostPosted: Thu Jul 18, 2013 6:05 pm 
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It doesn't leak at all, that's why it eventually overflows. I'm going around it a different way now, though.


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 Post subject: Re: NSFPlay 2.2
PostPosted: Thu Jul 18, 2013 7:25 pm 
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Okay, I was going to try to inject the counter-pop into the highpass filter and let it gracefully remove the offset, but this solution was becoming too much to change for the release.

So, for now I just put in a very, very simple linear fade to prevent overflow. Not ideal, but it seems good enough for the time being.

Eugene.S please verify that it no longer overflows:
-- removed link --


Last edited by rainwarrior on Fri Jul 19, 2013 4:16 pm, edited 1 time in total.

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 Post subject: Re: NSFPlay 2.2
PostPosted: Fri Jul 19, 2013 12:41 am 
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rainwarrior wrote:
Eugene.S please verify that it no longer overflows:
https://dl.dropboxusercontent.com/u/883356/nsfplay23b5.zip


Hmm, this build still buzz.
Can you reproduce this problem on your machine?

ps: this build labeled as "beta 4"


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