Search found 118 matches
- Thu Jun 01, 2006 1:33 am
- Forum: Development
- Topic: how to make Bottom 2 lines invisible ?
- Replies: 10
- Views: 9379
- Tue Apr 18, 2006 4:23 am
- Forum: ZSNES Talk
- Topic: ZSNES Vs SNESAMP
- Replies: 47
- Views: 24246
- Tue Apr 18, 2006 1:14 am
- Forum: ZSNES Talk
- Topic: ZSNES Vs SNESAMP
- Replies: 47
- Views: 24246
Re: SNES WINS NO CONTEST
I have listened to the pieces. The Arcade version is awful. Sounds nothing like the SNES version, or indeed as full as: Tune is inferior, Its just like a bad remix! Arcade clarity is better but the tune is so far away from the SNES and so god-awful sounding that it's unlistenable. Anyway, thats set...
- Sun Apr 16, 2006 9:14 pm
- Forum: ZSNES Talk
- Topic: ZSNES Vs SNESAMP
- Replies: 47
- Views: 24246
- Mon Mar 27, 2006 9:44 pm
- Forum: ZSNES Talk
- Topic: JB would be so proud
- Replies: 44
- Views: 50590
Re: JB would be so proud
ZSNES just got a whole lot cooler. As far as we know ZSNES is now the first PC gaming application ever to support two mice for different inputs :D Actually, its #2. MAME added RAWMOUSE support in 104u5 . Its only for WinXP though, so ZSNES definitely beats it to multi-platform support. MAME has sup...
- Sun Mar 12, 2006 5:17 pm
- Forum: Bug Reports/Feature Requests
- Topic: Another "sound rape" bug in FF VI (in Thamasa)
- Replies: 49
- Views: 29699
What do you solder the CS output to? Do you just buy a little S/PDIF cable and cut the end off and connect it to that? Connect +5VDC to: S-DSP 33 (for older 2 chip APU systems) S-APU 3 (for newer single chip APU systems) CS8405A 1,2,3,4,5,6,11,20,23,24,27 So what, I solder S-DSP 33 to 11 different ...
- Sun Mar 12, 2006 1:05 am
- Forum: Bug Reports/Feature Requests
- Topic: Another "sound rape" bug in FF VI (in Thamasa)
- Replies: 49
- Views: 29699
SP/DIF would give good audio but what about Digital Optical instead or would that be impossible on that old of a unit? This mod will allow for coaxial or optical. You can connect a toslink transmitter directly to the output of the encoder chip, or use a resistor to use coaxial. EDIT-for what it's w...
- Sun Mar 12, 2006 1:04 am
- Forum: Bug Reports/Feature Requests
- Topic: Another "sound rape" bug in FF VI (in Thamasa)
- Replies: 49
- Views: 29699
Here's how I understand it: Connect +5VDC to: S-DSP 33 (for older 2 chip APU systems) S-APU 3 (for newer single chip APU systems) CS8405A 1,2,3,4,5,6,11,20,23,24,27 Connect ground to: S-DSP 52 (for older 2 chip APU systems) S-APU 95 (for newer single chip APU systems) CS8405A 7,8,10,16,17,18,19,22,2...
- Sat Mar 11, 2006 3:05 am
- Forum: Bug Reports/Feature Requests
- Topic: Another "sound rape" bug in FF VI (in Thamasa)
- Replies: 49
- Views: 29699
What evidence do you have to base your opinion on this. You ask as if anyone ever has any ... :/ Need to get a new sticky topic for sound problems and post some schematics to rip digital sound from the SNES and require comparison files to be posted to acknowledge bugs. Speaking of which, anyone hav...
- Fri Mar 10, 2006 1:46 pm
- Forum: Development
- Topic: 96000HZ audio impliementation code submission.
- Replies: 128
- Views: 85891
As for audio, Nyquist's sampling theorem shows that a signal sampled at 32 kHz can capture frequencies up to 16 kHz, and that this signal can be resampled to any higher sample rate (and back down to 32 kHz again, if desired) without altering its frequency content. It can be resampled to 44.1 kHz, 4...
- Mon Mar 06, 2006 5:00 am
- Forum: Development
- Topic: 96000HZ audio impliementation code submission.
- Replies: 128
- Views: 85891
It's not just the high frequencies that are the problem. kmixer can introduce audible distortion resampling from 44.1KHz to 48KHz. OK, that makes sense. It's like that on Mac OS Classic; the Sound Manager's resampler uses simple linear interpolation so if you want better, your code has to do the re...
- Mon Mar 06, 2006 4:06 am
- Forum: Development
- Topic: 96000HZ audio impliementation code submission.
- Replies: 128
- Views: 85891
Audio resampling falls into the same category. Some people have audio systems good enough to tell the difference. The audio system may reproduce the higher frequencies, but I was referring to your ears . Hence my example of being 20 feet away from the monitor where you wouldn't be able to tell the ...
- Mon Mar 06, 2006 3:00 am
- Forum: Development
- Topic: 96000HZ audio impliementation code submission.
- Replies: 128
- Views: 85891
- Mon Mar 06, 2006 1:15 am
- Forum: Development
- Topic: 96000HZ audio impliementation code submission.
- Replies: 128
- Views: 85891
- Mon Mar 06, 2006 1:05 am
- Forum: Development
- Topic: 96000HZ audio impliementation code submission.
- Replies: 128
- Views: 85891
For video resolutions, I'm still wondering where that command line option is available for those people that care get satisfied. Video resolutions are particular to the the system (particularly of the laptop variety). There is generally a negative impact when using non-native resolution. This falls...
- Fri Mar 03, 2006 6:19 pm
- Forum: Development
- Topic: 96000HZ audio impliementation code submission.
- Replies: 128
- Views: 85891
It's partly a Windows thing, and partly hardware. On Windows if your target device doesn't support the sampling rate you are outputting it goes through kmixer to do a software resample, and that has been proven to not be a great resampler. Creative's stuff only supports 48KHz and 96KHz(and 96 only i...
- Fri Mar 03, 2006 5:44 am
- Forum: Development
- Topic: 96000HZ audio impliementation code submission.
- Replies: 128
- Views: 85891
If a card supports 96khz natively and can't resample from 32khz without adding noise, you need to throw that card in the trash. 123 -> 111222333. Here, why not add support for 2.84mhz frequencies while you're at it? http://en.wikipedia.org/wiki/SACD There is no evidence that human beings are sensit...
- Thu Mar 02, 2006 4:18 pm
- Forum: Development
- Topic: 96000HZ audio impliementation code submission.
- Replies: 128
- Views: 85891
There actually is a valid reason for adding this. On almost all PC soundcards audio is resampled from whatever it's native form is to 48KHz for output. On alot of chipsets the resampling isn't very good. Since some cards have a native 96KHz output you can get a clean output from SNES games by using ...
- Wed Mar 01, 2006 11:45 pm
- Forum: Development
- Topic: SNES NTSC Composite Video Filter
- Replies: 280
- Views: 259059
- Wed Mar 01, 2006 3:41 am
- Forum: ZSNES Talk
- Topic: Black line - annoying!
- Replies: 43
- Views: 21851
Just for the record, here's a shot from a real SNES showing the 1 line of garbage.
http://members.cox.net/rdawkins1/smwtitle.png
http://members.cox.net/rdawkins1/smwtitle.png
- Wed Feb 01, 2006 11:41 pm
- Forum: Bug Reports/Feature Requests
- Topic: Implement OpenAL?
- Replies: 13
- Views: 7437
Most sound chips that aren't from Creative or nVidia don't even do Directsound hardware support. Most of them are basic CODEC's and not actual DSP's. Like I mentioned earlier, Unreal Engine 2.x(UT2003/2004, Unreal 2, and others) all use OpenAL. The targeted audience for support was big enough to sus...
- Tue Jan 31, 2006 5:20 pm
- Forum: Bug Reports/Feature Requests
- Topic: Implement OpenAL?
- Replies: 13
- Views: 7437
- Tue Jan 31, 2006 9:32 am
- Forum: Emulators
- Topic: pSX emulator v1.13 released!
- Replies: 257
- Views: 329679
Bah, I no PSX emulator will ever be complete until it can run without requiring a bios. Why has there been no developments for this, besides ancient comercial emulators? The real thing won't work without a BIOS...so an emulator kind of requires it too. Bleem didn't need it because it had their own ...
- Sat Jan 28, 2006 6:59 am
- Forum: Development
- Topic: DSP-1 emulation
- Replies: 33
- Views: 34953
Hmm...guess he doesn't have an email on the site.
Try here http://www.mameworld.info/ubbthreads/se ... fpart=&vc=
Try here http://www.mameworld.info/ubbthreads/se ... fpart=&vc=
- Sat Jan 28, 2006 2:26 am
- Forum: Development
- Topic: DSP-1 emulation
- Replies: 33
- Views: 34953
Well, if I have to get and destroy an entire N64 console, I'm not really curious enough to pay for that myself. If you come across any N64 emulator/developer hobbyists that are really interested in this, I'd be willing to look into it if they sent me the chip (heck, maybe they have a dead N64 they ...