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Messages - Bregalad

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Programming / Re: SNES Audio Streaming code
« on: April 13, 2014, 03:54:10 am »
If you have something specific to test I can test it for you with my Super Power Pak on my PAL SNES.
I however have no NTSC SNES to test it on.

General Discussion / Re: Ukraine
« on: April 12, 2014, 03:14:10 pm »
We've not come this close to a major war in 60 years.
Err... did you ever hear about cold war ? You know that ended barely 30 years ago.

ROM Hacking Discussion / Re: Post XP ROM hacking survival guide?
« on: April 12, 2014, 12:27:08 pm »
Looks great ! I don't need it since I use Win7 32-bit (64-bit is useless because I have 4GB of RAM) but if I ever expand RAM and/or get 64-bit because 32-bit won't be sustainable anymore then yeah it looks like a good solution.

General Discussion / Re: Ukraine
« on: April 12, 2014, 03:27:24 am »
Wow, you're right ! :o
Not only google.ru shows a true border (not a contested border), but also the names of all countries are in Cyrillic, while the normal international version shows the native name of every country, and a subtitle in English when this one is not in latin alphabet.

PS : However, the other contestated borders seems to show the same no matter the country you're using. I might be wrong, though.

Programming / Re: SNES Audio Streaming code
« on: April 11, 2014, 02:24:41 pm »
I disagree.  The proper course of action here is to contact the ZSNES team and file a bug report so that it works in ZSNES.

This sounds like it'd be a single character change to fix (>= to >).  It doesn't get much easier than that.
Absolutely, in fact I was meaning you shouldn't care about the result, which doesn't mean you shouldn't care about telling the bug to the authors (then it's up to them if they want to maintain it or not).

General Discussion / Re: Ukraine
« on: April 11, 2014, 02:49:52 am »
Since this morning, Google maps now put a "contested frontier" around Crimea.

And before you ask, yes I have been looking for this almost daily.

Programming / Re: SNES Audio Streaming code
« on: April 11, 2014, 02:45:13 am »
ZSNES is definitely wrong then. You shouldn't care about the result on such an old and inaccurate emu.
24 kHz, which I used in the IPL based streaming code, creates a problem because it results in steps of 3 samples that won't divide down to figure out the correct brr chunk.
Come on, I'm not sure how you handle this, but handling arbitrary sample rates shouldn't be that hard.

slightly different method will be needed than I orignally thought since the SPC's loop will need to be cycle accurate to stay in sync to each scanline during the reads
Not terribly useful if you also want to run the music/SFX engine in parallel at the same time.

Programming / Re: SNES Audio Streaming code
« on: April 10, 2014, 03:05:18 am »
Does the timer count from 0 to the value store in $FA inclusive or exclusive?
You should check Anomie's docs in order to be 100% sure, but I'm pretty sure that it is exclusive, that is, $01 is the fastest and $00 the slowest (it counts as a "256", not as a "0").

By reading the value in $fd-$ff, you can see how many times the timer wrapped arround, but it reset itself immediately. So if you want to actually use the value (which is the case here) you should store it somewhere.

1 second of audio at 32 kHz
You can (and probably should) use a lowe rate in order to consume a realistic bandwith and ROM space. However, if you manage to do it that fast then it's all good, better audio quality.

Even simple things like extensive battle voices
The original Street Fighter II have all voices fit at once in this space (which is very impressive).

Programming / Re: SNES Audio Streaming code
« on: April 09, 2014, 04:23:02 pm »
but it feels like it's using more S-CPU cycles than the IPL version...
The IPL version uses 100% of the CPU, so I don't think it's actually possible to make it any worse...
And it breaks in Snes9X/Geiger (need to run it in ZSNES/bsnes/Higan now).
And it still has a mutually exclusive loss of sync in ZSNES vs bsnes/Higan
This does not matter in any way, the only thing that counts it that it works on hardware. Then it's up to the emus to fix themselves in order to success at their job to emulate the SNES.

Normally if you use the S-DSP counters as an indication of the location of the sample playback's position, and transfer this information to the main CPU, it is 100% accurate and I fail to see how even an inaccurate emulator would fail to play this incorrectly, but I might be wrong.
Now the challenge is not to do this, which is fairly trivial, but to do this at the same time at running a sound engine on the SPC side and a game engine on the CPU side...

General Discussion / Re: Gaming while married
« on: April 09, 2014, 10:31:35 am »
It's not so much that there's no time for games. It's that once I ended up a married man I discovered that there were things that ended up being far more important than games.
I am a bachelor, but discovered the same thing. Strange, huh ?

ROM Hacking Discussion / Re: Post XP ROM hacking survival guide?
« on: April 09, 2014, 10:26:05 am »
For the platforms I work on at least (8/16-bit/GBA), I don't have any problems using Windows 7. Utilities are available in every category that I need to work.
I had no problems with Windows 7 32-bits, if you disregard the terrible initial configuration (desktop, task bar and start menu) and replace it with a more traditional/classic one.

However, with 64-bit systems, there is no compatibility with old 16-bit programs any longer, which can be a problem.

General Discussion / Re: Gaming while married
« on: April 08, 2014, 02:45:11 am »
Well I can't say for sure because I've always been single, but I don't see a problem with someone in a couple doing activity A while the other one in the couple have no interest in activity A, as long as the former doesn't abuse activity A (by abuse I mean caring more about activity A than his/her gf/bf), and that the later doesn't hate it with too much passion.

I live with my parents who despise video games and still manage to play games while while being in good relationship with them. I just have to ignore them when they say bullshit about games, and I'm not trying to convince them they're a fun/good/interesting activity, because that's a waste of time, and I respect their point of view. That's about it.

So in other words, you'll probably not be able to team with a girlfriend who passionately hate video games, but you should be able to team with one who just doesn't like them if you play only several hours per week (which is already more than what I play, a couple of hours per week max). If a girl want to control your live at 100% and doesn't let you enjoy yours the way you want then there is probably a problem with her in the 1st place. That is my "external" point of view I might be wrong depending on particular cases.

By the way there is a kind of gamers who really tend to annoy me, that's MMORPG players who are using a strange vocabulary exclusive to them which is completely alien to normal people (including non-MMORPG gamers), and it seems that nothing non-gaming related ever interests them. They are completely antisocial unless you belong to their "niche" and are fan of their stuff, and then suddenly everyone in their niche is their friend and they are social between them. It's quite terrifying and I'm glad to not be one of those "gamers" type. They are probably good people at first but you can clearly tell games ruined their lives. So yeah, I perfectly understand people not liking them since I also don't like them.

Sadly there isn't an angle of view where we can clearly how is the sword.

Front Page News / Re: ROM Hacks: New Hacks Added to the Database
« on: April 07, 2014, 05:30:10 am »
Well in fact there's a bug when a character is dead, the menu appears and quickly disappears. It looks quite ugly, but doesn't affect the functionality of the game.

Newcomer's Board / Re: Itadaki Street
« on: April 05, 2014, 03:17:44 pm »
Ca serait super d'avoir une traduction Japonnais->Français directement ! La plupart (toutes ?) des traductions de ROMs en français ont été faites depuis une version déjà traduite du japonnais en anglais, et le résultat laisse souvent à désirer :(

Gaming Discussion / Re: Live A Live Logo Font
« on: April 04, 2014, 02:57:51 am »
I don't know but does it have to be a font ? I think they could have drawn the letters all by themselves when designing the logo... they are very standard.

I must say I haven't reverse engineered Tales of Phantasia (nor Star Ocean) so I can't tell for exact sure how the BRR streming is done in these games.

What I can assure you, though is that :
1) Both games doesn't use SA-1 (TOP is a plain cartridge and SO uses the SDD-1)
2) The games are playing music at the same time as BRR streaming is done, and the SPC doesn't have any interrupt sources, so your approach is fundamentally wrong is not how those games work
3) HDMA is not used for the transfer, if you "turn HDMA off" in SNES9x, the BRR streaming still works.

Because the SPC have to do all it's work (play music, play sound effects, do the streaming and wait (poll) on some timer to be synchronized at a constant rate (play the music at a constant tempo) without any hardware interrupt mechanism, it's impossible to stream data to the SPC at a constant rate like you're trying to do. Instead, I'd bet anything that the games are streaming it at a very high rate, but during a very short period of time.

The 65816 has pleny of timers and various interrupt sources, so instead of trying to synchronize the SPC with the (very slow in the SPC's point of view) VBlank, it would be much better to trigger more timer interrupts on the 65816 side to do this work. However I can't verify this since I didn't reverse engineer those games.

Programming / Re: SNES Audio Streaming code
« on: April 04, 2014, 02:29:35 am »
The SPC and the main CPU are clocked by completely separate cristals in the SNES, so there is no kind of synchronization you'll be able to make implicitely - whatever you do it'll eventually run out of synchronization at one point.

You'll have to resort to explicit synchronization, that is, having the SPC use it's timer and tell the SNES CPU how many cycles have passed, so that it can send the right amount of data.

I doubt this is possible using only the IPL transmission protocol though, although I understand the challenge behind using exclusively that.

To play something find a suitable WAV somewhere, convert the thing to 16-bit mono 24 kHz then use BRRTool to make a (much larger than SPC) .brr file form it
Just for info, BRRTool suports resampling (now with anti-aliasing) and stereo-to-mono converting, so you don't need to convert it before (although if you want to double-check what the result will be before encoding, that's still an option)

Front Page News / Re: Utilities: FF7Tools 1.0 Released
« on: April 01, 2014, 02:57:20 am »
I hope this isn't the prelude of a flood of 1743 low quality Final Fantasy 7 hacks per month. :huh:

ROM Hacking Discussion / Re: [Not solved yet] Editing DTE table
« on: March 31, 2014, 02:48:16 pm »
Final Fantasy??!?!  Why did nobody say so?
He didn't say so but I saw it was written "FF1.tbl"

Also... hint:  the tables are stored in reverse (the 2nd character is before the 1st)
This is why the name "2nd" and "1st" are horribly choosen, and I preer to call them "Left" and "right", which is unambiguous, in CompressTools.

Also it's a bit dumb that FF1 uses DTE for compressing but without the possibility of recursivity (you can't have a DTE in a DTE).

When playing with CompressTools I noted that recursive DTE was by far the very best to compress text and any other kind of data where all 256 bytes aren't used, the recursivity makes it extremely powerful as it can also act as an implicit RLE, and as an implicit dictionary for common words.
Text can often be compressed to 30% of it's original, vs barely 60% for DTE without recursivity. Not only that but decompression is extremely trivial, and takes a dozen of 6502 instructions, and only uses the stack as memory.

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