RockNES emulator updates [v5.142 June 2nd 2014]
Moderator: Moderators
Re: RockNES emulator updates [v5.11 dec 31st 2013]
I'm sure it's a problem in the Allegro.
Re: RockNES emulator updates [v5.12 Jan 13rd 2014]
Updated. See first post.
Re: RockNES emulator updates [v5.12 Jan 13rd 2014]
ORing with $40 is a hack. Did you read what I and blargg wrote on that other thread? Instead of ORing with $40 you should emulate open bus.Fixed $4016/17 reads, value must be ORed with $40.
Re: RockNES emulator updates [v5.12 Jan 13rd 2014]
Well, you see... PPU open bus is emulated and it has a test ROM. Now, the other CPU region hasn't open bus emulated properly. So, (address >> 8) & 0xE0 was a fix for a few NSFs not playing properly, for example. The Oring $40 is another case. Yup, I read the post.
Re: RockNES emulator updates [v5.13 Jan 15th 2014]
Code: Select all
What's new for version 5.13 (01/15/2014)
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- New menu item "View CPU state", replacing the "Dump->CPU context".
- New blitter, 256x240 interpolated. Press key 1, then 3.
- Fixed Famicom Disk System support, a few games are playable now.
- Fixed Refresh button in the disassembler dialogs.
- Fixed a bug loading mapper 20 (Famicom Disk System).
- The disassembler shows the full bank again (size of $1000).
- Fixed a configuration problem of input devices.
- Fixed flag for patched ROMs (it was always zero).
- Added detection of dirty NES headers (DiskDude).
- Internal optimizations, minor changes and fixes in the GUI.
I'll probably look for a new host.
Re: RockNES emulator updates [v5.13 Jan 15th 2014]
Bug#2
The "EXIT" and "GOT IT" buttons (misc -> screen resolution -> setup) need to be swapped
The "EXIT" and "GOT IT" buttons (misc -> screen resolution -> setup) need to be swapped
Re: RockNES emulator updates [v5.13 Jan 15th 2014]
Updated. Thanks for the report!
Re: RockNES emulator updates [v5.13d Jan 19th 2014]
I knew that my savestate had a problem. After testing VS SMB, I've found the problem. Data at $6000-$7FFF (PRG RAM) wasn't being saved/loaded correctly! A major fix.
Re: RockNES emulator updates [v5.13d Jan 19th 2014]
Zepper,
The new blitter (256x240 interpolated) look like soft scanlines with flickering. It's interesting.
Can you add "Doubled size 512x384 interpolated" in future?
Bug#3:
The "-disable_ppu_clipping" option in RockNES.ini and the "disable ppu left clipping" GUI checkbox are mixed up.
When "-disable_ppu_clipping 1" checkbox is unchecked, and when "-disable_ppu_clipping 0" checkbox is checked
The new blitter (256x240 interpolated) look like soft scanlines with flickering. It's interesting.
Can you add "Doubled size 512x384 interpolated" in future?
Bug#3:
The "-disable_ppu_clipping" option in RockNES.ini and the "disable ppu left clipping" GUI checkbox are mixed up.
When "-disable_ppu_clipping 1" checkbox is unchecked, and when "-disable_ppu_clipping 0" checkbox is checked
Re: RockNES emulator updates [v5.13d Jan 19th 2014]
Use triple buffering to remove flickering. I don't know about bigger screens in interpolated mode..Eugene.S wrote:Zepper,
The new blitter (256x240 interpolated) look like soft scanlines with flickering. It's interesting.
Can you add "Doubled size 512x384 interpolated" in future?
Checking it... thanks.Bug#3:
The "-disable_ppu_clipping" option in RockNES.ini and the "disable ppu left clipping" GUI checkbox are mixed up.
When "-disable_ppu_clipping 1" checkbox is unchecked, and when "-disable_ppu_clipping 0" checkbox is checked
Re: RockNES emulator updates [v5.13d Jan 19th 2014]
Well, there's pixel interpolation in later versions. Not for early ones as you pointed out.
In other words, to stretch the image into 640 pixels, the 3rd pixel was being repeated (pattern AABBCCCAABBCCC..., A=1st, B=2nd, C=3rd pixel). Now, it's interpolated.
In other words, to stretch the image into 640 pixels, the 3rd pixel was being repeated (pattern AABBCCCAABBCCC..., A=1st, B=2nd, C=3rd pixel). Now, it's interpolated.
Re: RockNES emulator updates [v5.13d Jan 19th 2014]
The interpolation in those screenshots has double-pixel mixed edges. It looks like you've expanded with interpolation some, then expanded that with nearest-neighbor even more. Unless you're going for full-on linear interpolation that looks blurry, you probably should be sure your expansion algorithm doesn't put more than one pixel of interpolation between pixel edges. In the fractional bilinear interpolation thread this is discussed more.
Re: RockNES emulator updates [v5.13d Jan 19th 2014]
Almost. Take ABCD as 4 pixels. Expanded into 640p, they'll be AAiBBCCiDD, where i = (A+B)/2 in each RGB component.blargg wrote:The interpolation in those screenshots has double-pixel mixed edges. It looks like you've expanded with interpolation some, then expanded that with nearest-neighbor even more.
Before this method, I used an easy AABBBCCDDD.
Re: RockNES emulator updates [v5.13d Jan 19th 2014]
In the screenshot you've got something like AAAiiBBBBiiCCCC. Note the double interpolation pixels. Before you were using nearest neighbor, so the second expansion (-blitter 4 I'm guessing does this) chained just fine with it; you still ended up with hard edges. But now since you're adding interpolated pixels, it looks bad when expanded. To solve this, you could do the extra expansion before the interpolation, add a single blitter that expands the NES 256x240 to the full output size, or add an option to use the old nearest-neighbor option so users like Eugene.S can get what they want.