Is it just me, or is that screen very shaky in ZSNES?FitzRoy wrote:Battle Blaze's title screen

EDIT: Thanks for the answer.
Is it just me, or is that screen very shaky in ZSNES?FitzRoy wrote:Battle Blaze's title screen
That game triggers H-IRQs on every single scanline (guess they got one of the dev manuals that was missing the HDMA section). If timing isn't near-perfect, you'll either miss IRQs or trigger extra ones, which makes the intro screen go crazy.Battle Blaze's title screen -- Is it just me, or is that screen very shaky in ZSNES?
1. I set that when I only had 16-bit color ... so colors 0-2 all got crushed to black from the truncation (gamma ramp is an exponential curve.)I've been looking at the default color settings and to my eyes, a contrast setting of 100 alongside the gamma curve looks the punchiest. How come your default is 80?
Thanks. I just shuffled the variables around really, and used a trick blargg taught me to use integer rounding. No such luck for gamma_adjust though. (even if using the integer version of pow() helped in some way, there's no way to avoid floating point here that I can see)byuu wrote:Thanks for the algorithm fixes, Verdauga. I don't understand the contrast one, but it works so I don't really care
I haven't plotted it yet, but out of curiosity, where did you get the values for it? It might have been mentioned at some point in the monster thread and I just forgot ...byuu wrote:(gamma ramp is an exponential curve.)
See, I don't think the multiple choice thing works because users don't know what you just told me by looking at these buttons. I think it would be more beneficial to have a single agreed original, against which people with special needs can make changes to. I mean, if we're going to create presets with codenames for every monitor problem, what was the point of allowing anything beyond those buttons? You can definitely get away without any buttons, the effects of each option are too apparent for users to lose home.byuu wrote: 1. I set that when I only had 16-bit color ... so colors 0-2 all got crushed to black from the truncation (gamma ramp is an exponential curve.)
2. Cheaper CRTs still crush the low-end of the spectrum too much, so people were complaining about not being able to see details in eg Chrono Trigger Lavos' ... shell? Cocoon? Meh.
That's a good idea, though. That's one of the last strings with hot dog buttons. How about we add a third preset value (gamma ramp + gamma = 100%), and in turn I'll remove the invert colors option? Three check boxes above three buttons.
Yeah, there's no room for adequate descriptions. 1-3 words just can't capture it all. You'd have to click them, see what they look like, and then decide if you like it.See, I don't think the multiple choice thing works because users don't know what you just told me by looking at these buttons.
Well, I like gamma ramp + 80% gamma, myself. 100% gamma has more emphasis, but we got complaints in the past with that for crushing some details. Should we try again now that bsnes uses 24-bit output? Won't help with cheaper monitors in bright sunlight.I think it would be more beneficial to have a single agreed original, against which people with special needs can make changes to.
Agreed.It would also be nice if the ranges were modified to make the defaults perfect middles so they're obvious.
Speaking of which, could you make it so that the frame redraws itself when you change an option (with a slight delay for the sliders I imagine)? I noticed when I was playing with this yesterday that you can activate the main window while the settings window is open to see the change, but this is hardly intuitive. (of course this only applies if bsnes is set to pause when the main window is inactive - although personally I think it's a bit unintuitive that it doesn't always pause when the settings window is open. It does pause when you click the menu, but not when you leave it to look at the configuration panel ... It would make more sense if all options (aside from the driver ones) applied immediately, but still a bit inconvenient in my opinion)byuu wrote:You'd have to click them, see what they look like, and then decide if you like it.
I actually think that was me. Now that I have a better monitor, I think my previous assessment was incorrect. I'd like to do some more A/B testing with Verdauga's fix in, though, to be sure. If you could post a new WIP, I'd appreciate it.byuu wrote: Well, I like gamma ramp + 80% gamma, myself. 100% gamma has more emphasis, but we got complaints in the past with that for crushing some details. Should we try again now that bsnes uses 24-bit output? Won't help with cheaper monitors in bright sunlight.
Sure, you can post them here when you're done and I'll include them in the source. If they don't cause missing driver errors on a clean install of Win2k SP4 or newer (this is why Win/OpenAL is disabled), then I'll enable them in the default binary as well.Byuu i would like to request support for the following audio renderers.
OpenAL drivers are the part of drivers for creative(tm) audio cards. Moreover they don't cause missing driver errors. You blaming drivers after using ALUT c**p in bsnes while all the kind world load the OpenAL32.dll explicitly and bind the externals for smarter controls. I gave you the fully working Win/OpenAL renderer the ages ago without any dependencies except bsnes ones, just plane cpp and header for the Win/OpenAL and X-Fi stuff out of the box. I did plenty OpenAL renderers before and never had the issues you experienced.byuu wrote:Sure, you can post them here when you're done and I'll include them in the source. If they don't cause missing driver errors on a clean install of Win2k SP4 or newer (this is why Win/OpenAL is disabled), then I'll enable them in the default binary as well.
Somewhat alike, it allows direct soundcard streaming for onboard DSP processing. Kernel mode do the same. ASIO tends to shutdown everything except ASIO rendering path, if it's not, then it's not ASIO really.tetsuo55 wrote:_willow_, OpenAL allows direct to soundcard streaming like kernel and asio?
For my knowledge that is absolutely correct.tetsuo55 wrote:In case of the X-Fi the best signal to send it is 32Bit/96khz for surround and 32Bit/192khz for stereo.
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How professional. Wouldn't want documents using :not(X) to become possessed by Lucifer, right? Hopefully the W3C doesn't add a new clause that browsers shouldn't render CSS3 on the Sabbath next.6.6.6. Blank
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It was from Overload / Super Sleuth. A fairly simple exponential increase on the lower half of the table, and becomes linear on the upper half. Don't know how he came up with it, but the effect is truly stunning.I haven't plotted it yet, but out of curiosity, where did you get the values for (the gamma ramp table)?
Sliver X tested for me. It's about ~5-10% slower, clock-for-clock, to a Penryn (eg E8400) CPU. And since the $300 i7 is 2.67GHz, vs $150 E8400 @ 3GHz ... the Penryn is a better choice.Has anyone tried bsnes on a core i7 yet?
I'm not binding 30+ API calls through GetProcAddress, sorry. It looks like ass. Besides, when we were testing OpenAL, not a single person got better results with it than DirectSound.Moreover they don't cause missing driver errors. You blaming drivers after using ALUT c**p in bsnes while all the kind world load the OpenAL32.dll explicitly and bind the externals for smarter controls.
Didn't you say that you're a pragmatist?byuu wrote:I'm not binding 30+ API calls through GetProcAddress, sorry. It looks like ass.
Been planning to write a more powerful C++ preprocessor for a while now for the CPU/SMP cores. I'll probably use that to write a simple Win32 API function binder to cut all the red tape out.Didn't you say that you're a pragmatist? Wink I.e. using stuff that works vs. some ideal...
OpenAL is not object-oriented.Dude, plugins. Just load one function from the plugin dll with a platform specific api and then just use the object the function returns.
Good god, you people suck. You're still talking about resampling, only in software. Tests have shown that the X-Fi has high quality resampling, and in hardware at that, so why bother? Looking for something to use up all those megahurtz you paid for?_willow_ wrote:For my knowledge that is absolutely correct.tetsuo55 wrote:In case of the X-Fi the best signal to send it is 32Bit/96khz for surround and 32Bit/192khz for stereo.
That's the way the internal DSP mixer works. It resample everything up to 32Bit/96khz for surround and 32Bit/192khz for stereo then resample down to DAC needs. If you feed the resampler the highest RAW bitrate possible i.e. 32Bit/192khz for stereo, it skip the upsampling, but not the downsampling part i believe. Not sure about surround 96->192 case. Moreover i think it upsample even 96khz for surround too. The problem is i do not believe the X-Fi's support 192khz natively, i mean it always scale 192khz down to 96khz.
Still a small chance ASIO shutting down resampling completely on X-Fi. As well as it missing 192khz in ASIO mode because it lacks it natively.
And you guys talking about kernel mode, lol
I bet you can't back that with double blind testing.tetsuo55 wrote:te best way i have found currently to avoid most of the resampling is
Pre-resample to 32bit/96khz, then asio to soundcard which outputs 24/96 to the dac.
It sounds a LOT better than directsound.