Posts for evgs

Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
The "slowest" line may have a different line length (number of values) depending on reset. The "fastest" line changes it's values depending on the duration of the test (PPU warm-up) !! The freezes at the beginning of the some videos was caused by the late activation of virtualdub recording !! Chip type: Ricoh RP2C02G-0 (PPU) PCB type: Custom Timing: NTSC Link to video Chip type: Ricoh RP2C02H-0 (PPU) PCB type: Famicom AV Timing: NTSC Link to video Chip type: Ricoh RP2C07-0 (PPU) PCB type: NES PAL Timing: PAL Link to video Chip type: UMC UA6538 (PPU) PCB type: Custom Timing: Dendy Link to video Chip type: TA-02NP 6538 (PPU) PCB type: Custom Timing: Dendy Link to video Chip type: T1818P (NoAC) with external UM6516 RAM PCB type: Custom Timing: Dendy Link to video Chip type: T1818P (NoAC) with external IDT6116SA 15ns RAM PCB type: Custom Timing: Dendy Link to video Chip type: UMC UM6561F-2 (complete NoAC) PCB type: Custom Timing: Dendy Link to video Chip type: UMC UM6561F-2 (complete NoAC) PCB type: Dendy Junior MG-02 Timing: Dendy Link to video
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
feos wrote:
There were questions on IRC about Dendy mode and its potential use for this game.
I hope this info will be useful: Differences between PAL Famiclones/Dendy and official NES/Famicom timings (F.A.Q.)
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
I've just tested nestopia_libretro.dll with BizHawk. Core is working, thank you for good work. I have a question. Some libretro cores (including nestopia, gambatte, etc.) have individual config, called "core options". User can change NTSC/PAL region, startup RAM init values and other things, like palette. Set of options are individual on different cores. Have you plan to add "core options" support in the future? Libretro support looks unfinished without this. Thank you.
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
I can confirm this on Windows Vista and higher + DirectDraw applications. It's driver issues, not OS problems: http://sourceforge.net/p/fceultra/bugs/715/
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
Hi, developers I have an problem with lastest 1.11.3 and 1.11.2 on asus eee 1015pem: - intel GMA 3150 driver version 8.14.10.2364 - Win7sp1-32bit Emulator crashes at start, before config-file create, so i cannot do nothing. http://savepic.su/6240559.png Software installed on this netbook: -prereqs_v1.1 -slimdx end-user runtimes, both .NET 2.0 and .NET 4.0 (Jan'12) -directx_Jun2010_redist -MS .NET framework 4 -Visual C++ 2005, 2008 and 2010 redist/runtimes -Visual Studio 2010 express (Visual C++ only)
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
This is Italian
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
Prescale 1-16x works good 17x-30x - work with strong slowdown 31x-100x - crash emulator with "error framebuffer" So, i think 16x is enough value (even on 4K and 8K displays in future). And no need to do higher. Zapper works good, i tried Duck Hunt on 1x-16x prescale (both window and fullscreen). I'll test LUA soon. --- Core i7-2600K with integrated Intel® HD Graphics 3000 / Win7x64
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
Thank you for commit. Seems prescale works good, but i've found some strange bugs. 1. When checkbox "stretch pixels by integers only" is ON, and you use "system's recommendation" - aspect ratio doesn't stretch on all window-mode sizes (2x-5x), but stretch correctly in fullscreen. Is it normal behaviour? 2. When checkbox "stretch pixels by integers only" is OFF, and you try to use custom-size aspect (like 4:3) - emulator window shrinks to zero-size. You need to stretch it manually. Also, does "system's recommendation" pixel aspect ratio = 8:7 (NTSC TV), like in puNES? puNES also have 5:4 pixel aspect ratio option (for PAL TV), which looks like 4:3 display aspect ratio. You may try PAL TV test program
Post subject: prescale nX filter
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
VirtuaNES, FCEUX and PuNES have "Double Size Rendering" (aka "Prescale 2X", aka "HLSL soft stretch") option. Can you add it to BizHawk please? Most of emulators upscale NES original resolution to current display resolution using interpolation, so output image looks too blurry. The prescale nX option upscale NES original resolution to nX (n= 1,2,3,4 etc) without interpolation first, and then upscale image to output resolution with interpolation. Look here: Raw stretch without interpolation, Prescale 2x, Default stretch with interpolation.
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
feos has implemented dendy-mode to FCEUX but we need help: http://forums.nesdev.com/viewtopic.php?f=3&t=10624#p146080
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
I've tried to make "NTSC-slowdown to 50Hz" mode instead real dendy mode. fceux-2.2.2-src fceu.cpp, line 930 before changes
int32 FCEUI_GetDesiredFPS(void) {
	if (PAL)
		return(838977920);  // ~50.007
	else
		return(1008307711);  // ~60.1
}
after changes:
int32 FCEUI_GetDesiredFPS(void) {
	if (PAL)
		return(838977920);  // ~50.007
	else
		return(838977920);  // ~50.007
}

So, i've replaced PAL constant "838977920" to NTSC-mode. Slowdown works correctly and NTSC-mode run at 50 FPS, but sound is totally broken and distorted now. How can i fix it?
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
I have a request too. VirtuaNES has a nice "Double Size Rendering" option. Can you add it to FCEUX please? Most of emulators upscale NES original resolution to current resolution using linear interpolation, so output image looks too blurry. The "Double Size Rendering" option upscale NES original resolution to 2x (nearest neighbor), and then upscale 2x-image to output resolution with linear interpolation. Look at screenshots: Raw stretch to 1920x1200 DSR on DSR off (the most common and blurry)
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
NES default input (ZXAS) is still mixed up (i've tested the last 1.6.0a windows binary). The r6026 need to be merged with 1.6.x branch.
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
Thank you.
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
I've downloaded and compiled lastest SVN (r6090) from here. Since r6049 goyuken added the ability to select force dendy-mode region. But i don't see where is this checkbox hidden.
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
Is it possible to disable the pseudo-noise effect? How to get simply black area instead?
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
I think the NES default input is mixed: "Z"=A "X"=B "A"=Turbo B, "S"=Turbo A. Why not: "Z"=B "X"=A "A"=Turbo B, "S"=Turbo A.
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
I've found CPU_clock in "x6502.h", http://diffchecker.com/5o5l8hid but the sound crashes when i change constant.
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
WST wrote:
Code listings as images? Omg. Have you heard of unified diff format? :)
PPU.cpp (new ppu NTSC is broken because ppur.status.sl = 291 now) SOUND.cpp I need to find where is PAL CLK divider and change it to "15" instead "16" (Dendy diffs, clock rate) I've also found how to slowdown standard NTSC mode to 50 FPS: FCEU.cpp, but this "hack" breaks sound
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
Dendy PAL-mode hack: I've brokeNEW PPU NTSC mode and changed PAL timings to dendy: [URL=http://savepic.su/3687508.htm][/URL] [URL=http://savepic.su/3679316.htm][/URL] PPU.cpp online diff, link life = 1 month Then i've changed PAL Noise and DMC tables to NTSC: [URL=http://savepic.su/3716183.htm][/URL] [URL=http://savepic.su/3702871.htm][/URL] SOUND.cpp online diff, link life = 1 month Most of glitches are gone and this build even can run Battletoads (U) / BT&DD (U) in PAL-mode. But i need find clock rate divider to fix CPU frequency (and increase sound pitch). Where is it? On PAL, it's 26.601712 /16 = 1.662607 Mhz On Dendy, it's 26.601712 /15 = 1.773448 Mhz
Experienced Forum User
Joined: 8/24/2012
Posts: 28
Location: Russia
WST wrote:
Looks like russians are totally obsessed with dendy. No offence.
Yes. Many NTSC melodies sounds much pathetic at 50 FPS (Power Blade Sector 2 and 3 for example) and we remember and love it. I've been playing NTSC games on emulators for more than decade also, but with force PAL mode on (with a lot of glitches and disbalanced DPCM pitch). I couldn't get used to NTSC. I don't like it totally.