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
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.
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)
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
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
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.
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?
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 1920x1200DSR onDSR off (the most common and blurry)
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.
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
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
Yes. Many NTSC melodies sounds much pathetic at 50 FPS (Power Blade Sector 2and 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.