Search found 69 matches
- Sun May 06, 2007 8:00 pm
- Forum: NESemdev
- Topic: Plotting pixels [?]
- Replies: 10
- Views: 3774
Actually, if you go to Layers->Colors->Colorcube Analysis, you can see the number of different colors in any image, whether the image is 8-bit or not. I just tested it with a photo that has about 25000 different colors. This is in version 2.2.10, so it may have been moved to a different menu in newe...
- Fri Apr 06, 2007 1:27 am
- Forum: NESemdev
- Topic: Extended sound mixing
- Replies: 12
- Views: 4936
Re: Extended sound mixing
On the Famicom, extended sound is generated by passing the standard audio output throught the cart, where the extended channels are mixed in by the cartridge's hardware. This means that a separate mixing algorithm might be necessary for each type of extended hardware - one algorithm for MMC5 boards...
- Thu Apr 05, 2007 2:11 am
- Forum: NESemdev
- Topic: Extended sound mixing
- Replies: 12
- Views: 4936
Extended sound mixing
Blargg's algorithms are great for mixing the standard five sound channels. But it recently occurred to me that there is likely to be an inherent challenge in devising an actual mixing algorithm for extended sound. On the Famicom, extended sound is generated by passing the standard audio output throu...
- Fri Mar 30, 2007 5:57 pm
- Forum: NESemdev
- Topic: Accurate audio filtering?
- Replies: 11
- Views: 3959
blargg: <i>Without extra equipment it's a bit hard to measure the frequency response of the post-APU circuitry, since a PC's digitizer has its own frequency response that gets in the way if you simply try to digitize the output. </i> Couldn't someone familiar with audio filtering figure it out from ...
- Thu Mar 29, 2007 5:43 pm
- Forum: NESemdev
- Topic: Accurate audio filtering?
- Replies: 11
- Views: 3959
Yeah, it was pretty much the band-pass filter I was referring to. Blargg did a good job of documenting the mixing ratios, and obviously the amplification will be handled by the sound hardware. But there is almost certainly some kind of analog filter in the circuit that affects audible frequencies, a...
- Thu Mar 29, 2007 12:32 am
- Forum: NESemdev
- Topic: Accurate audio filtering?
- Replies: 11
- Views: 3959
Accurate audio filtering?
Recently, there has been a great deal of progress towards accurate video filtering, especially now that Blargg's NTSC video filters have found their way into many emulators. But what about audio? Most emulators just do a simple averaging of samples (if they even sample at the full NES CPU clock rate...
- Sat Sep 09, 2006 9:09 pm
- Forum: NESemdev
- Topic: Suggestions and improvments for NES Cart DB site
- Replies: 10
- Views: 4298
- Sun Jul 16, 2006 10:04 am
- Forum: NESemdev
- Topic: PPU emulation
- Replies: 10
- Views: 4311
- Fri May 05, 2006 3:04 am
- Forum: NESemdev
- Topic: Overlapping DMA events
- Replies: 6
- Views: 3043
- Thu May 04, 2006 2:34 am
- Forum: NESemdev
- Topic: Overlapping DMA events
- Replies: 6
- Views: 3043
Overlapping DMA events
What happens if you perform an OAM DMA via $4014, and during the middle of the 513-cycle period when the DMA is happening, the DPCM channel needs to load the next sample byte? Does the OAM DMA simply get interrupted for the DPCM DMA event, and then resumed where it left off? Also, DPCM DMA is said t...
- Wed May 03, 2006 6:27 pm
- Forum: NESemdev
- Topic: nestest.nes
- Replies: 33
- Views: 20486
- Wed May 03, 2006 4:12 pm
- Forum: NESemdev
- Topic: nestest.nes
- Replies: 33
- Views: 20486
- Wed May 03, 2006 2:24 pm
- Forum: NESemdev
- Topic: nestest.nes
- Replies: 33
- Views: 20486
- Tue Apr 25, 2006 9:31 pm
- Forum: NESemdev
- Topic: PPU emulation method discussion
- Replies: 2
- Views: 2189
However, some commercial games do rely on this behavior. For instance, if you don't support mid-scanline alterations to PPU registers and/or CHR bank registers, Marble Madness, Pirates!, and Mother will all exhibit various levels of graphical corruption. Also, the orb-relighting beam on Final Fantas...
- Wed Apr 19, 2006 12:16 am
- Forum: NESemdev
- Topic: Nes_ntsc NTSC Video Filter Library
- Replies: 46
- Views: 33123
Not sure if this is of any help to Blargg, but I devised MMX versions of two pixel processing algorithms he described on his website. The first was for averaging two 15-bit RGB pixels ( http://www.slack.net/~ant/info/rgb_mixing.html ). Here's the MMX equivalent I came up with to Blargg's C code, whi...