"new" SNES clone

Discussion of hardware and software development for Super NES and Super Famicom. See the SNESdev wiki for more information.
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  • For making cartridges of your Super NES games, see Reproduction.
tepples
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Post by tepples »

Bregalad wrote:Sure, it would be great, but only if the info in it would be confirmed to be accurate.
Then perhaps the wiki should be developed in parallel with an emulator, such that the emulator implements exactly what is described by the wiki. This is the approach that I'm taking with LOCKJAW: to implement everything exactly as Tetriswiki describes it.
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dXtr
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Post by dXtr »

Bregalad wrote: The problem for ALL SNESdev related stuff is the serious disorder in all doccumentations and the lack of a "big" site where any SNESdev stuff is odered in.
This is something I've wanted to fix for a long time.. I've been thinking of setting up a little snesdev site for collecting all information and hopefully also the people intressted in developing for it.. only reason I havn't is that it takes time to set it up and write the code for the site.

edit: removed some text that didn't really have anything with this to do.
Sorry for misspellings, I'm from Sweden ^^
tepples
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Post by tepples »

dXtr wrote:I've been thinking of setting up a little snesdev site for collecting all information and hopefully also the people intressted in developing for it.. only reason I havn't is that it takes time to set it up and write the code for the site.
Try some code for the site.
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Quietust
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Post by Quietust »

tepples wrote:
dXtr wrote:I've been thinking of setting up a little snesdev site for collecting all information and hopefully also the people intressted in developing for it.. only reason I havn't is that it takes time to set it up and write the code for the site.
Try some code for the site.
Indeed - it's fairly simple to install, and it's the very same code that runs the NESdev wiki.
Hell, it's the very same code that runs Wikipedia.
Quietust, QMT Productions
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dXtr
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Post by dXtr »

heh. maybe I should install it then, atleast it's a good start until I get the other up and running :)
Sorry for misspellings, I'm from Sweden ^^
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dXtr
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Post by dXtr »

Have setup a wiki now.. just going to configure it and then I post a link. :)
just have to run over to my work first.. had some important meeting.
anyway.. as this is the first PUBLIC wiki I've installed, it would be good with some tips on how to config it to reduce the risk of spam.

edit:
Ok. it's up and running.. but I'm thinking of holding of the unveiling for a week until I get my next payment so I can move my webspace over to a php5 enabled server - the one I'm hosted on now is php4 and they told me they could move me to a php5 server for ~20$ - so I can use the latest mediawiki so I can install some anti-spam extensions. sorry for the delay.
Sorry for misspellings, I'm from Sweden ^^
fruitbane
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Post by fruitbane »

OK, as far as I can tell, all the people here who are SURE there will be sound reproduction problems in some SNES games are the people who haven't got one of these latest units and haven't tested first hand. If one of the pickiest among you would please buy, or borrow, one and report back, the rest of us would be appreciative, because until someone does just that this discussion is largely moot. Chip and process analysis tells us absolutely nothing until a human ear steps in and has the final say.
tepples
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Post by tepples »

Which Super NES games are the pickiest about SPC/DSP behavior? Is Chrono Trigger one of them?
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Memblers
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Post by Memblers »

Name a game (or a specific SPC) and I could make a recording from my SNES clone when I get a chance.
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Bregalad
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Post by Bregalad »

The very simplest way to try how accurate sound is is to start a new game of Final Fantasy VI, and when the gameplay begins listen how the wind sounds, and then try again with a real SNES (since FF6 wind is almost identical to CT wind, only with echo).
Which Super NES games are the pickiest about SPC/DSP behavior?
Games where sound effects samples are hard to emulate proprely (SFX samples rely on clamping sample decoder in noise):
- Chrono Trigger
- Final Fantasy IV
- Final Fantasy V
- Final Fantasy VI
- Romancing Saga
- Romancing Saga II
- Romancing Saga III
- Live A Live
- Secret of Mana
- Seiken Densetsu III
- Rudra no Hihou
- Bahamut Lagoon
- Megaman VII
- Megaman X
- Megaman X2
- Megaman X3
- Breath of Fire
- Castlevania : Dracula X
- Zelda III - A link to the past
- ... most probably a ton of others ...

Games where music samles are hard to emulate proprely (samples can be emulated as noise while they aren't supposed to be) :
- Dragon Quest III (pizz strings)
- Dragon Quest VI (pizz strings, identical to above)
- Tactics Ogre (brass instruments)
- ... most probably several others ...
Useless, lumbering half-wits don't scare us.
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blargg
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Post by blargg »

I've been working on optimizing my SPC-700 DSP code again, and here are a few that use obscure functionality:

Plok (drum samples will click at end if DSP doesn't cut last 9 samples off)
Tetris vs. Dr. Mario (many waves will sound screwed up if DSP doesn't do BRR filtering correctly)
Last edited by blargg on Wed Jan 31, 2007 10:25 am, edited 1 time in total.
Lord Nightmare
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Post by Lord Nightmare »

Blargg & others: ALL stuff that has been covered in this thread has been worked out by Fatlxception in his openspc core. BRR encoding is completely worked out, as is the drum issue in plok which I believe is masked by the interpolation handler's "saturation" during one particular stage. You really need to ask Fatlxception, or at least look at his openspc code.

You may know Fatlxception by his old name: Butcha

Lord Nightmare
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blargg
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Post by blargg »

Yes, that was my point, and why I mentioned them as things to test on a Superfamiclone to see if it gets them right too. I'm not sure why some people still think SNES sound emulation is lacking (perhaps they're using old emulators).