Search found 39 matches

by ap9
Sat Jun 10, 2017 3:55 am
Forum: NESdev
Topic: Why only 52 colors instead of 256?
Replies: 63
Views: 12205

Re: Why only 52 colors instead of 256?

As far as I know, the VS/NES model was deliberately kept simple to a degree: first, to minimize costs (hitting the intended price point was not particularly easy ). It was definitely biggest bang for the buck. Another benefit of simplicity is how easy it is to program at first. Color wasn't expected...
by ap9
Thu Jun 08, 2017 2:12 am
Forum: NES Music
Topic: Famicompo Pico returns on 2017 June 15!
Replies: 48
Views: 18472

Re: Famicompo Pico returns on 2017 June 15!

Why are the freestyle submissions not accepted in a lossless format? Because generic audio players don't universally support lossless compression. One may support one format but not another. iOS supports ALAC but not FLAC. (However, it's been reported that iOS 11 may support FLAC .) It would be som...
by ap9
Wed Jun 07, 2017 11:48 pm
Forum: NES Music
Topic: Famicompo Pico returns on 2017 June 15!
Replies: 48
Views: 18472

Re: Famicompo Pico returns on 2017 June 15!

I stand corrected. Reading the first post again, I see MP3s are not required for the non-freestyle categories. (Although it would make it technically difficult to tell what NSF engine was used if the voters could only download MP3 recordings. :) )
by ap9
Wed Jun 07, 2017 10:27 pm
Forum: NES Music
Topic: Famicompo Pico returns on 2017 June 15!
Replies: 48
Views: 18472

Re: Famicompo Pico returns on 2017 June 15!

I don't get why anybody is talking about Opus? Everyone knows and uses MP3s and they do the job well . Whether Opus provides a minor improvement to the quality vs size ratio is unimportant. Because we disagree with the parts I highlighted. I would take 64 kbps Opus over 320 kbps MP3 any day. Actual...
by ap9
Thu May 25, 2017 11:39 pm
Forum: NES Music
Topic: Test VRC7 audio (incl. custom instrument)
Replies: 4
Views: 9501

Re: Test VRC7 audio (incl. custom instrument)

I've found it to work with VirtuaNES 0.97. And also Nester 0.51b (with not-so-great sound quality).
by ap9
Sat Apr 15, 2017 1:15 am
Forum: NESemdev
Topic: IRQ timing bug in SMB3 (J)?
Replies: 13
Views: 4902

Re: IRQ timing bug in SMB3 (J)?

Comparison of IRQ line timings to the Japanese prototypes: The early prototypes make it obvious that Mario is slightly intersecting the checkerboard pattern. Technically, he's always intersecting the first split line, but aesthetically, it may have been better to have the characters meet a black li...
by ap9
Wed Apr 12, 2017 1:39 pm
Forum: NESemdev
Topic: IRQ timing bug in SMB3 (J)?
Replies: 13
Views: 4902

Re: IRQ timing bug in SMB3 (J)?

What makes it clear that there is an IRQ bug in the earlier MMC3-A Japanese ROM(s) is the glitch line produced in the castle levels where the ceiling drops. It's revealed in the YouTube video mentioned by Zepper in this thread, beginning at 6:08. It appears that only one of the official releases for...
by ap9
Sun Nov 08, 2015 2:45 pm
Forum: NESemdev
Topic: Accurate apu_mixer timing?
Replies: 7
Views: 4924

Re: Accurate apu_mixer timing?

First of all, the test wave isn’t silent, it’s mostly silent with close-cancelation artifacting (includes spikes), and grows more audible toward the end. There are recordings of these tests currently available on github . As far as timing goes, the synth channels have a slight clocking delay, wherea...
by ap9
Fri Jun 07, 2013 2:33 pm
Forum: NESdev
Topic: Random glitchy line in Super Mario Bros. on real hardware?
Replies: 94
Views: 80292

Re: Random glitchy line in Super Mario Bros. on real hardwar

What struck me about this is that the "glitch" spans no more than one scanline. The images posted by LocalH show the full double-240 (interlaced) scanlines. Shrunken by a factor of 1.25, 384p for 480i — a quarter of the image interpolated out. (Add compression loss; the footage presented is not 100%...