BearOso |
Posted on 19-03-22, 15:35 in Mozilla, *sigh*
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Post: #61 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by jimbo1qaz obtaining :: stealing. If it was for private use, they have no obligation to provide the source code, especially if the third-party obtains it illegally. I'm sure a judge would take that perspective as well. Say I use a GPL recipe for brownies, only intending for me to eat them. You break into my house and steal those brownies. Do I have to tell you how they're made? Nope. Even if the GPL intends that, it's not going to hold up. Now, should Nintendo release the code in the spirit of good will and greater knowledge? Definitely. |
BearOso |
Posted on 19-03-22, 21:01 in Mozilla, *sigh*
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Post: #62 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by sureanem Let's theorize. If you distribute the modifications in binary form to someone, you must provide the sources to them only. This implies an intent. Swapping your custom copy around a dev team should be OK. It's not going to be a problem giving coworkers the source code on request. If it leaks out or someone takes it, you're not distributing it to them, so you have no obligations. Regardless, the leaker or hacker, anonymous or not, is responsible now. If the person only stole the binaries and not the source, they can't fulfill the contract for anyone they would give it to and thus give up their own license to use and distribute the product. In the case of the Sega and N64 dev kits, they knowingly distributed their modifications in binary form, so they should definitely have provided source code. |
BearOso |
Posted on 19-03-23, 01:56 in Mozilla, *sigh*
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Post: #63 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by sureanem No, but if you’re the only distributor of a binary, the onus is on you. Someone who only possesses and uses the binary and does not give it away (free or paid) is not obligated to provide source either. So even though Nintendo used a modified version of GCC, it stayed put. If someone dug up an old binary, Nintendo doesn’t have to give them source because there was no intent on their part to give out the binary. If that person gives it out intentionally, they need to provide the source. The GPL works really well in protecting the innocent party in this case. |
BearOso |
Posted on 19-03-23, 16:36 in Mozilla, *sigh*
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Post: #64 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
I'm under the impression the Pokemon version wasn't a dev kit and wasn't given out, only leaked. That doesn't make them GPL violators if they don't give out the source. The Sega and N64 dev kits obviously require the source. |
BearOso |
Posted on 19-03-30, 02:59 in (Mis)adventures on Debian ((old)stable|testing|aghmyballs)
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Post: #65 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
systemd? Haven’t had any problems with it, to be honest. I like its core dump utility. Pulseaudio was a disaster at launch because it was clearly written by a novice audio programmer who had a narrow view of sound use-cases. It actually works ok with very little cpu now, and no longer keeps a hold on the sound device unless it’s playing audio. |
BearOso |
Posted on 19-03-30, 19:47 in (Mis)adventures on Debian ((old)stable|testing|aghmyballs)
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Post: #66 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by sureanem GNOME 2 did that and people complained. GNOME 3 did it again and people complained. You can’t please everybody. |
BearOso |
Posted on 19-03-31, 16:41 in Games You Played Today REVENGEANCE
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Post: #67 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Torchlight and Torchlight 2 were notorious for poor CPU optimization. If it's the same engine, I can imagine that carried over.Also, I'm pretty sure my GPU fan bearings are a little worn; when I do something really GPU intensive I can hear a bit of a rattle, and that's not happening here. The chokes on the VREG can do that. It's like coil whine, just a lower frequency, so it can sound like scratchy fans or buzzing. |
BearOso |
Posted on 19-04-04, 03:24 in Help wanted: Windows dynamic rate control support (revision 1)
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Post: #68 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
I think the level function should just be ((blockQueue * frameCount) + frameIndex) / (blockCount * frameCount) You could try filling the buffer halfway with silence when detecting it’s empty (on initialization and underruns). *edit* It looks like you’ve inverted the level in the xaudio driver. In the OSS level is reporting % filled, but xaudio is reporting % empty. |
BearOso |
Posted on 19-04-05, 19:41 in Help wanted: Windows dynamic rate control support
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Post: #69 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Something like this should work for XAudio2: and this for WaveOut:
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BearOso |
Posted on 19-04-10, 00:01 in Games You Played Today REVENGEANCE
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Post: #70 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by funkyass Yeah, I like Noctua because of their focus on noise levels, and I like to keep my components as quiet as I can. If something's noisy I don't feel it's working optimally. I'd definitely replace that stock cooler, Screwtape. Stock coolers suck royally. It's also not a bad investment because nowadays you can almost always carry an aftermarket cooler over to another build. As said, Noctua coolers are pretty good. be quiet and Thermalright are good options, too. A TRUE Spirit 140 is only about $50. |
BearOso |
Posted on 19-04-10, 15:10 in What makes speculative execution in emulators impossible? (revision 1)
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Post: #71 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by sureanem Exactly. Processors get away with it by throwing extra silicon at the problem. No, let's rephrase that. Processors had spare silicon space from die shrinks, which were no longer helping to increase the clock speed, so the only method available to increase speed was speculative execution. On emulators, this just consumes the same resource we're trying to conserve--CPU time. *edit* I'm talking about the overhead, BTW. I realize the extra CPU cores are an unused resource. |
BearOso |
Posted on 19-04-14, 18:02 in Emulation and arbitrarily sized ROMs
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Post: #72 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
No, it's not sane. You'd need to expand to something like 32k boundaries at least, but something that could be represented by an actual layout of memory chips and mapping would be correct. icarus is probably smart enough to guess it's a partial bank or something. Snes9x seems to use 8k chunks internally, but truncates. Don't know if it'll resolve said insanity, but I'll fix that to round up. |
BearOso |
Posted on 19-04-15, 01:43 in Emulation and arbitrarily sized ROMs (revision 1)
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Post: #73 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by byuu I figured there might be a counterexample, but I stand by my statement: that’s still insane. Plus, the OP is about ROM size, not RAM size. :-) *edit* I’ll check appended firmware to make sure it still works. |
BearOso |
Posted on 19-04-15, 16:40 in Emulation and arbitrarily sized ROMs
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Post: #74 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by byuu It's easier to just accept them for now. I tested some appended firmware and it seems to still be fine. The DSP firmware is 8k, so it would have been mapped and not truncated even with the prior behavior, so I don't think it's going to break anything except the checksum. |
BearOso |
Posted on 19-04-16, 21:20 in SNES HD mode 7
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Post: #75 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by byuu Actually, it disappeared with anomie's tile renderer rewrite in 1.50 or so. And I believe it was only bilinear filtering towards the end. Supersampling sounds like a good idea. I liked the way Themaister did it with the PSX. |
BearOso |
Posted on 19-04-17, 02:40 in SNES HD mode 7
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Post: #76 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
There’s nothing 3D related in bsnes, so there’s no way that’s an existing option. As far as affine transforms, I don’t think it’s a concern. For one, it’s not using triangles, so you’re not interpolating on two separate primitives. Second, it looks like most games are already taking depth into consideration with the transform parameters. I don’t feel the layman’s explanation images floating around adequately explain the method. It’s literally just sampling at a higher resolution, not scaling. HQx would need to have tile adjacency information when sampling, as well as sampling many more times, but I think that would really complicate things. The hardest part now is just dealing with the higher resolution layer in combination with the other ones. |
BearOso |
Posted on 19-04-17, 17:38 in SNES HD mode 7
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Post: #77 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by Screwtape My thought was it probably uses a different algorithm when you know the changes scanline-to-scanline are monotonic. |
BearOso |
Posted on 19-04-17, 17:49 in MS is about to release a discless Xbone, this time for real! (revision 1)
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Post: #78 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Both companies need to move on to their next consoles (with direct compatibility). This generation was stuck where the consoles were just underpowered enough, and the Pro models were also underpowered relative to advertised. We need to move onto the PS5/Next Xbox, which will have decent AMD CPUs and GPUs no longer based on inferior architectures. Backward compatibility should be mandatory, such that a PS4 or Xbox one game simply IS a PS4/Whatever game, and the new generation simply takes advantage of the increased performance. And tomman: PS5 confirmed to have a disc drive (for now). |
BearOso |
Posted on 19-04-18, 16:12 in SNES HD mode 7
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Post: #79 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by byuu I'd just check if any of the parameters of the normal change sign. You create a new interpolation point on that scanline.
Snes9x could turn off the PPU and DSP output and run ahead to fetch all the parameters needed then warp back to the first scanline. The extra CPU cost would easily be dwarfed by the overhead of the extra rendering. However, I'm personally not up for the challenge at the moment. Bilinear filtering looks particularly easy to bring back, so I might start with that. |
BearOso |
Posted on 19-04-19, 16:55 in SNES HD mode 7
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Post: #80 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by BearOso Ugh. I went back to look at the bilinear filtering, and it's just not good. I won't be doing that. |