Search found 621 matches

by Anes
Mon Mar 29, 2021 9:39 pm
Forum: NESemdev
Topic: Sound FIR Boxfilter Question
Replies: 8
Views: 3303

Re: Sound FIR Boxfilter Question

rainwarrior wrote:
Mon Mar 29, 2021 9:03 pm
This reference might help with implementation:
https://www.dspguide.com/ch16/1.htm
What an outstanding link. I suck in DSP, now i have a good resource.
Thnks!! :D
by Anes
Mon Mar 29, 2021 8:39 pm
Forum: NESemdev
Topic: Sound FIR Boxfilter Question
Replies: 8
Views: 3303

Re: Sound FIR Boxfilter Question

(sin(n·x)÷(n·x) )
I don't understand the above func/formula.
1 - Is "n" the sample?
2 - What about "x"?
3 - I take the sin() when?

Sorry my poor understanding.
by Anes
Mon Mar 29, 2021 7:18 pm
Forum: NESemdev
Topic: Sound FIR Boxfilter Question
Replies: 8
Views: 3303

Sound FIR Boxfilter Question

Well, im taking the sound from APU about 32~ cc. So i decided to make a Filterbox for it. This means summing the samples in that "window" (32~ cc) and then dividing it for the cc passed, that is about 32~ cc. And i came with this class: class BoxFilter { float * in_samples; const int size; int sampl...
by Anes
Thu Mar 25, 2021 12:21 pm
Forum: NESemdev
Topic: Yanese 0001b
Replies: 4
Views: 3387

Re: Yanese 0001b

I changed the key mapping as you said, but i discovered that "Z" and "X" can't work together. That means for example that Mario won't jump as NES B Button (Z in your case) doesn't work well. I don't know if it is a DirectInput8 thing or what. So i used "A" and "S". I algo changed the emulator Name t...
by Anes
Tue Mar 23, 2021 8:20 pm
Forum: NESemdev
Topic: MMC3 A12 tracking
Replies: 9
Views: 4036

Re: MMC3 A12 tracking

Ok Zepper, i understand a little more now. I tested your IRQ clocking and works as idendtical as mine. (Flinstones game bar keeps shaking, for example) I have a question, i tought that the "check" for A12 should be done in PPU ADDRESS. You are telling me to do it in loopy_t which is the "TEMP" addre...
by Anes
Mon Mar 22, 2021 1:17 pm
Forum: NESemdev
Topic: MMC3 A12 tracking
Replies: 9
Views: 4036

Re: MMC3 A12 tracking

ANES, do you use ICQ? let's chat! 12292568 1. Well, most games rely on sprite fetching at PPU cycle 260. In other words, when sprite tiles are fetched from PPU $1000, so MMC3 IRQ should be clocked. 2. You must put a check on $2006 writes, watching PPU address. 3. When you get a raise 0->1, there's ...
by Anes
Sat Mar 20, 2021 7:43 pm
Forum: NESemdev
Topic: MMC3 A12 tracking
Replies: 9
Views: 4036

Re: MMC3 A12 tracking

Oh!! The Pink Floyd's Dark Side of the Moon With Zelda!! That's ok :D Two epic things. Yeah i have checked the wiki so many times. I tought that changing my CPU emulation cycle by cycle would help. As you said is very confusing. I would like to do something like Messen did, but i cant. Then if i tak...
by Anes
Sat Mar 20, 2021 6:22 pm
Forum: NESemdev
Topic: sprite timing order and edge timing
Replies: 5
Views: 3403

Re: sprite timing order and edge timing

Hi mkwong98. Thanks for your cocerning. I could pass the tests, i don't know what i did. Suppoused i touched something in the source code. Now, it works fine. And i don't know why Windows 10 started with its "smart screen". I know about virus thing, but Chrome detects my "exe" as a potential virus. ...
by Anes
Sat Mar 20, 2021 8:36 am
Forum: NESemdev
Topic: MMC3 A12 tracking
Replies: 9
Views: 4036

Re: MMC3 A12 tracking

No help?? Chryst!!
by Anes
Fri Mar 19, 2021 6:05 pm
Forum: NESemdev
Topic: MMC3 A12 tracking
Replies: 9
Views: 4036

MMC3 A12 tracking

Please be patient with me. It's the first time i try to do this. I know it's a difficult thing to accomplish, so i'm asking for help. I'm trying to catch A12 0->1 and clocking the MMC3 IRQ counter. I pass all MMC3 blargg's test execpt the timing for scanline 0, which throughs me "too soon". My IRQ c...
by Anes
Fri Mar 12, 2021 3:26 pm
Forum: NESemdev
Topic: sprite timing order and edge timing
Replies: 5
Views: 3403

sprite timing order and edge timing

I write this becouse i'm failing in "Sprite hit order" and "Sprite Edge Timing" Blarggs test. Both fails with error #3.
I really don't understand what is testing those 2 roms.
If someone can explain me what timing roder and edge timing is it will be appreciated.
Thxs.
by Anes
Wed Mar 10, 2021 12:13 pm
Forum: NESemdev
Topic: Yanese 0001b
Replies: 4
Views: 3387

Re: Yanese 0001b

Sorry, i diidn't realise that there wasn't keyboard support.
I added to it.

Keys are:

Directional: Up,Down,Left,Right
Buttons:
Z -> Select
X -> Start
S -> A Button
A -> B Button

Joystick support exist, altought is some buggy
by Anes
Tue Mar 09, 2021 8:22 pm
Forum: NESemdev
Topic: sound sync (wrong number of samples)
Replies: 4
Views: 1321

Re: sound sync (wrong number of samples)

You have the NES generating a picture at ~60.0985 FPS
But, why they not sync EXACTLY at 60 hz??
Is it an electricity/electronic thing?
by Anes
Tue Mar 09, 2021 7:09 pm
Forum: NESemdev
Topic: Yanese 0001b
Replies: 4
Views: 3387

Yanese 0001b

Well, it's time see what others can see in my emu. This is my very first release of the new Yanese. Anyway there are a lot of things to do/improve, etc. - Savestates are NOT SUPPORTED - Mapper 0, MMC1 (buggy), MMC3, AOROM, CNROM and UNROM mapper emulation - TV aspect (I use Blargg's code), please te...
by Anes
Tue Mar 09, 2021 7:02 pm
Forum: NESemdev
Topic: sound sync (wrong number of samples)
Replies: 4
Views: 1321

Re: sound sync (wrong number of samples)

I did it!! I don't know how and why by took the emulated cpu to 1776000 mhz.
So now it takes sound every exactly 32 (integer) clocks.

Since there are many variables (cpu speed, sound hz, clocks, etc) the thing seems not to be desyncing sound enymore.

thxs for the help