Search found 7779 matches

by Bregalad
Mon Feb 17, 2020 1:18 pm
Forum: SNESdev
Topic: Hardware-implementable emulator inaccuracies
Replies: 3
Views: 224

Re: Hardware-implementable emulator inaccuracies

Why not just have a mini-PC disguised as a console, and running the ZSNES emulator then ? It's real hardware running the game made for innacurate emulators.

Also works for NESticle :)
by Bregalad
Wed Feb 12, 2020 8:02 am
Forum: General Stuff
Topic: Word of notice: Byuu is changing usernames
Replies: 10
Views: 1107

Re: Word of notice: Byuu is changing usernames

It surprised me to see this here too! But trust me, it's not all glamour to be so well-known Please read this: https://tim.blog/2020/02/02/reasons-to-not-become-famous/ At even 5% of his audience level, it's already relatable to me, and I don't want it. I've never wanted to be wll-known, ever (nor ...
by Bregalad
Thu Feb 06, 2020 6:25 am
Forum: Other Retro Dev
Topic: Gameboy Advance NSF player
Replies: 4
Views: 457

Re: Gameboy Advance NSF player

Very cool ! This remains me of the NSF player for the SNES which had very cool vizalisation, but only sounded good in ZSNES and if you disabled interpolation. Why did you target the GBA in particular ? Do you plan to support other systems such as the GBC or the SPC700 ? Which sample rate do you use ...
by Bregalad
Thu Feb 06, 2020 12:54 am
Forum: General Stuff
Topic: Word of notice: Byuu is changing usernames
Replies: 10
Views: 1107

Re: Word of notice: Byuu is changing usernames

So he was named after the Bahamut Lagoon protagonist after all.
And isn't this game already fan-translated in English since a long time ?
dink wrote:
Wed Feb 05, 2020 9:38 pm
Its a good read - I like this guy's passion! Quite admirable
My thoughts exactly.
by Bregalad
Mon Feb 03, 2020 1:10 am
Forum: Other Retro Dev
Topic: Why was the GBA sound so poor?
Replies: 36
Views: 3513

Re: Why was the GBA sound so poor?

Now I'm confused. If it's not designed for music, then why are most games using it instead of PSG for music as stated earlier in this thread? Tepples already made some correct explaination but maybe let me rephrase what I wanted to say. The GBA directsound channels can play either a sound sample di...
by Bregalad
Sun Feb 02, 2020 2:21 pm
Forum: Other Retro Dev
Topic: Why was the GBA sound so poor?
Replies: 36
Views: 3513

Re: Why was the GBA sound so poor?

lidnariq wrote:
Sun Feb 02, 2020 11:46 am
I've been slowly hacking simple visualizations into various linux CLI players ... but haven't gotten to 2sf (vio2play) yet.
This sounds amazing ! I can't wait to try this out. I was also eager to ever get a PSF1 visualisation.
by Bregalad
Sun Feb 02, 2020 1:15 pm
Forum: NESdev
Topic: FMV on NES (dream I had)
Replies: 16
Views: 1330

Re: FMV on NES (dream I had)

There's also this idea I had a few years ago that went nowhere: http://forums.nesdev.com/viewtopic.php?f=21&t=13166 I think on the other side that your idea is the most realistic of the bunch. If we're going for a FMV on the NES it has to be realistic and take a reasonable amount of data for a reas...
by Bregalad
Sun Feb 02, 2020 8:02 am
Forum: Other Retro Dev
Topic: Why was the GBA sound so poor?
Replies: 36
Views: 3513

Re: Why was the GBA sound so poor?

So the NDS is simulating the DMG/GBC APU using its own (different) PSG and ADPCM hardware? The PSG channels only seems to be able to do square and noise, so I guess it would need to emulate the triangle and wavetable channels using direct sound. What about the short period noise mode? Also direct s...
by Bregalad
Sun Feb 02, 2020 3:27 am
Forum: Other Retro Dev
Topic: Why was the GBA sound so poor?
Replies: 36
Views: 3513

Re: Why was the GBA sound so poor?

The DS renders GBA PSG sounds the same way the GBA does. The GBA-mode PSG is the only GBC-descended hardware that software running on a DS in any mode can access. Not only that, but my understanding is that the NDS comes with it's own PSG, which can turn some of the 16 hardware sound channels into ...
by Bregalad
Sat Feb 01, 2020 4:19 pm
Forum: NESdev
Topic: FMV on NES (dream I had)
Replies: 16
Views: 1330

Re: FMV on NES (dream I had)

Okay, so this idea literally came to me in a dream last night. Amazing ! Welcome to the world of true NES-devers, having dreams (or nightmare) about NES development. I imagine I'm not the first to think of it, but whatever. Indeed. The earliest demo of the sort I can think of is the "motion" demo b...
by Bregalad
Sat Feb 01, 2020 2:00 pm
Forum: Other Retro Dev
Topic: Why was the GBA sound so poor?
Replies: 36
Views: 3513

Re: Why was the GBA sound so poor?

But most games seemed to avoid it. A surprisingly big list of GBA games used PSG for their music, for me it remains a mystery to this day why it was used so much. Some games made great use of it, some made some poorer usage, it really depends. Mega Man Battle Network series really shines in how it ...
by Bregalad
Sat Feb 01, 2020 12:09 pm
Forum: Other Retro Dev
Topic: Why was the GBA sound so poor?
Replies: 36
Views: 3513

Re: Why was the GBA sound so poor?

If by "the last statement" you mean this part of your post who accidentally become pasted in my post ? I originally placed the opening [quote] tag too late, leaving a sentence from your post (starting by "I don't know...") appear as if I wrote it. Sorry about that. I edited the post above so that it...
by Bregalad
Sat Jan 18, 2020 3:07 pm
Forum: NESdev
Topic: Curious about MMC5 5209/520A registers
Replies: 26
Views: 3707

Re: Curious about MMC5 5209/520A registers

MMC5 ExGrafix lets you use tiles from an entire 256 KiB block, but it doesn't let you compose glyphs at non-8x8-pixel boundaries. Thus if you want a proportional font with CHR ROM, you have to prerender all your strings when building the ROM. I actually thought about this problem at some point in m...
by Bregalad
Fri Jan 17, 2020 2:38 pm
Forum: NESdev
Topic: Curious about MMC5 5209/520A registers
Replies: 26
Views: 3707

Re: Curious about MMC5 5209/520A registers

Nintendo's leaked lot check spreadsheets have an interesting unreleased MMC5 game entry: a cartridge conversion of "Famicom Mukashibanashi: Shin Ongashima". It is listed as having used a "HVC-ENROM" circuit board with 256 KiB of PRG-ROM, 8 KiB of PRG-RAM, 8 KiB of CHR-RAM, a battery, and this comme...
by Bregalad
Fri Jan 17, 2020 1:52 pm
Forum: NESdev
Topic: Curious about MMC5 5209/520A registers
Replies: 26
Views: 3707

Re: Curious about MMC5 5209/520A registers

I'm not clear what "officially" means. Other than maybe that Nintendo never released a PCB with a space for a RAM...? Yeah that's what I meant. Certainly subsequent romhacks have established that the IC itself has no problem with CHR RAM. Well there's the FF1 romhack, which I don't know whether it ...