Search found 14 matches
- Thu Sep 12, 2019 3:39 pm
- Forum: Other Retro Dev
- Topic: 3DS reverse engineering
- Replies: 322
- Views: 269854
Re: 3DS reverse engineering
Operating system I know that there are SVC (aka SWI) functions, but they seem to cover only stuff like thread creation. I assume that there are also OS functions for file IO and perhaps even GUI functions? I have spotted docs with command numbers or function numbers for OS functions... but how woul...
- Thu Feb 16, 2017 6:16 am
- Forum: General Stuff
- Topic: Anyone already tried RetroArch on Android?
- Replies: 5
- Views: 2104
Re: Anyone already tried RetroArch on Android?
But imo, on Android devices, touch should be the priority, since it's what most of the Android devices have as primary input method. I haven't used RetroArch, but what I have used of touch-based virtual gamepads (Nesoid and Pixeline ) has felt hard to adapt to. I'm not a huge fan of touch controls ...
- Thu Feb 16, 2017 6:04 am
- Forum: General Stuff
- Topic: Anyone already tried RetroArch on Android?
- Replies: 5
- Views: 2104
Anyone already tried RetroArch on Android?
I guess that most people here already heard of retroarch. It's basically a multi-system frontend that gives access to a lot of emulators in a single package, basically. I rarely play on computer nowadays, and when I do is usually to reverse algorithms that the games uses (like custom text/graphics c...
- Mon Jan 23, 2017 7:00 am
- Forum: NESemdev
- Topic: A/V synchronization
- Replies: 36
- Views: 17637
Re: A/V synchronization
Clicking is indicative of a buffer underrun. Verify that your fps is at 60Hz and then try reducing the callback frequency by try changing wanted.samples to 1024. My display is configured to output @ 60Hz, and the application shows an average of 60fps (seems to fluctuate between 58 and 62). I'll try...
- Mon Jan 23, 2017 6:20 am
- Forum: NESemdev
- Topic: A/V synchronization
- Replies: 36
- Views: 17637
Re: A/V synchronization
Thanks for the help James! I just tested your example today, and the sound seems to be smooth most of the time, but I can hear some clicking after a few seconds. I just recorded the output of the program and this picture shows some changes on the shape of the wave: http://i.imgur.com/17RdoEn.png I n...
- Tue Jan 17, 2017 3:40 pm
- Forum: General Stuff
- Topic: How to properly playback audio when creating an emulator
- Replies: 8
- Views: 5076
Re: How to properly playback audio when creating an emulator
Thanks for the help everyone. Was working on cleaning up the mess of the code a bit so I could push it to my git. The current source can be found here: https://github.com/gdkchan/gdkGBA/blob/master/sound.c the sound_mix procedure is basically what fills the SDL stream with the samples, and also what...
- Sat Jan 14, 2017 8:31 pm
- Forum: General Stuff
- Topic: How to properly playback audio when creating an emulator
- Replies: 8
- Views: 5076
How to properly playback audio when creating an emulator
I started writing a gba emulator a few weeks ago, and at this point I decided that would be nice to add sound support to it. The emulator is being written is C with the SDL library, so I used SDL audio to play the sound stream. Atm I calculate the amount of samples I need to generate given the gba c...
- Fri Jun 24, 2016 4:59 pm
- Forum: SNESdev
- Topic: Some doubts about the HiRes mode
- Replies: 20
- Views: 8862
Re: Some doubts about the HiRes mode
TM/TS/TMW/TSW have exactly the same effect as they always do. Normally, games will enable the same layers on both main and sub screens. But if they enable a layer on only one of the two screens, only every other pixel from that layer will be displayed, producing a fake-transparent dithered effect. ...
- Thu Jun 23, 2016 2:45 pm
- Forum: SNESdev
- Topic: Some doubts about the HiRes mode
- Replies: 20
- Views: 8862
Re: Some doubts about the HiRes mode
So I implemented the interlaced mode today. It was easier than the horizontal hi-res, and following byuu's advice I used RPM racing for testing. From what I see, it is more or less correct. It have a few issues here and there that are probably not related to the hi-res mode. http://i.imgur.com/NVKS8...
- Wed Jun 22, 2016 6:14 pm
- Forum: SNESdev
- Topic: Some doubts about the HiRes mode
- Replies: 20
- Views: 8862
Re: Some doubts about the HiRes mode
Thanks everyone. I'm slowly implementing HiRes stuff (it will be a bit more complicated than I initially through). I started using a base resolution of 512x448 and the result is HiRes without any distortion :mrgreen: http://i.imgur.com/HY3lwa3.png This is from Seiken Densetsu 3. It apparently enable...
- Wed Jun 22, 2016 4:53 pm
- Forum: SNESdev
- Topic: Some doubts about the HiRes mode
- Replies: 20
- Views: 8862
Re: Some doubts about the HiRes mode
Unless the user is using at least 2x display. Then you render all 512x224 pixels and stretch them to 584 pixels wide (with linear interpolation) by 448 pixels (either nearest neighbor or linear+scanlines). It's squished but not blurred if an S-Video cable is in the multi-out connector. In my tests,...
- Wed Jun 22, 2016 1:48 pm
- Forum: SNESdev
- Topic: Some doubts about the HiRes mode
- Replies: 20
- Views: 8862
Some doubts about the HiRes mode
Like I said on another topic here, I'm working on a SNES emulator, and today I decided to implement the HiRes modes 5 and 6. I was really wondering if the effort was worth it, since I can count on my fingers the games that actually make use of those modes, and I unfortunately can't count on my finge...
- Tue Jun 21, 2016 5:15 pm
- Forum: SNESdev
- Topic: Question about Offset per Tile mode on Chrono Trigger
- Replies: 3
- Views: 2173
Re: Question about Offset per Tile mode on Chrono Trigger
I've been coding a SNES emulator for a few weeks, and ended with some problems related to the Offset-per-Tile mode. The only doc I found that explains how it works was Anomie registers doc. I made a implementation pretty much like it was show on the pseudocode. The first weird thing I noticed is th...
- Tue Jun 21, 2016 3:00 pm
- Forum: SNESdev
- Topic: Question about Offset per Tile mode on Chrono Trigger
- Replies: 3
- Views: 2173
Question about Offset per Tile mode on Chrono Trigger
I've been coding a SNES emulator for a few weeks, and ended with some problems related to the Offset-per-Tile mode. The only doc I found that explains how it works was Anomie registers doc. I made a implementation pretty much like it was show on the pseudocode. The first weird thing I noticed is tha...