Search found 3192 matches

by Zepper
Tue Nov 30, 2004 6:52 pm
Forum: NESemdev
Topic: The NES Stretch Effect
Replies: 7
Views: 8787

I stretch the NES image to 640x480. While the horizontal axis must be stretched, the vertical axis must not be. This is the simples rule:

1122233444... or
1122*3344*...

If someone knows another formula to handle this... on 640x480... let me know. ;)
by Zepper
Tue Nov 30, 2004 3:01 pm
Forum: NESemdev
Topic: Bandlimited waveforms algorithm?
Replies: 15
Views: 24267

Re: :)

laughy wrote:Would you mind posting those emails somewhere Disch for those who may run into the same problems you did?
Yay better, assemble a document. I'm sure it'll be much welcome.
by Zepper
Mon Nov 29, 2004 4:50 pm
Forum: NESemdev
Topic: Bandlimited waveforms algorithm?
Replies: 15
Views: 24267

WOOHOO!!! :lol:
What a nice day... hehehe ;)
It worked nicely. Thanks for the help!
by Zepper
Mon Nov 29, 2004 6:39 am
Forum: NESemdev
Topic: Bandlimited waveforms algorithm?
Replies: 15
Views: 24267

Thank you for the information... Quite interesting. :)
by Zepper
Sun Nov 28, 2004 7:00 pm
Forum: NESemdev
Topic: Bandlimited waveforms algorithm?
Replies: 15
Views: 24267

Bandlimited waveforms algorithm?

I was on hold... but i decided to ask anyways... Yes, I know the Blargg's page, but not much, only graphics and basic information. FCEUltra and VirtuaNES have their own way to generate an outstanding pAPU output. Is there any algorithm or a more detailed information available for bandlimited synthes...
by Zepper
Sat Nov 20, 2004 7:07 am
Forum: NESemdev
Topic: pipeline clarification
Replies: 19
Views: 15168

(...)In a cycle-based renderer, you can only catch up the PPU when needed (which will only occur in games which do mid-scanline or mid-frame writes). ...o_0;; Unless I'm misunderstanding the things, but... doesn't the PPU render a single pixel at every clock? Currently, I parse the PPU values (of s...
by Zepper
Fri Nov 19, 2004 1:44 pm
Forum: NESemdev
Topic: pipeline clarification
Replies: 19
Views: 15168

Re: :)

laughy wrote:Do you think emulating the pipeline is worth it..? IIII don't!!!! hehe.
I have the same opinion... I might consider it as a 'grain of salt' ;)
by Zepper
Thu Nov 18, 2004 7:45 pm
Forum: NESemdev
Topic: pipeline clarification
Replies: 19
Views: 15168

Re: pipeline clarification

(...)I lost a lot of time trying to figure this thing out by myself, but finally got it. Forget the formula given by Brad Taylor on one of his docs Heh, that was very funny! :) One more hit on BT's docs. This mean there's no real pipeline: at pixel X, collision at pixel X. ;) So, if you had some st...
by Zepper
Wed Nov 17, 2004 3:37 pm
Forum: NESemdev
Topic: apu quick question
Replies: 6
Views: 6753

Yeah, but slightly different, this way [NTSC PPU clock cycles]:

LINE_CYCLES = 341 PPU cc's
CYCLES_PER_FRAME = 341*262 = 89342
CYCLES_PER_SECOND = 89342*60 = 5360520
SAMPLE_RATE = 44100Hz

then = CYCLES_PER_SECOND / SAMPLE_RATE
then = 5360520 / 44100 = ~121.55 cycles/sample (or ~40.51 CPU cc/sample)
by Zepper
Wed Nov 17, 2004 1:48 pm
Forum: NESemdev
Topic: apu quick question
Replies: 6
Views: 6753

apu quick question

is correct to output 1 sample at every 1.79*60/44.1 CPU clock cycles, or is my logic wrong?

CPU_CLOCK * 60 / SAMPLE_RATE

TKS
by Zepper
Wed Nov 17, 2004 6:53 am
Forum: NESdev
Topic: Asking for xm2ym tools
Replies: 1
Views: 4641

Off-topic post.
I don't know such tool. ^_^;;
by Zepper
Sat Nov 13, 2004 6:40 am
Forum: phpBB Issues
Topic: board graphics?
Replies: 18
Views: 15642

Well, you could replace the phpbb logo by a 'nesdev' logo, perhaps another instead of that one placed at main nedev page?

About the others, well... i can't see any problem.