Pages: 1 2 3 4 5 6 7 8 9
Posted on 19-03-22, 15:35 in Mozilla, *sigh*

Post: #61 of 175
Since: 10-30-18

Last post: 1451 days
Last view: 1451 days
Posted by jimbo1qaz
after obtaining the agbcc binary, they could tell the company who developed it to release the source code: https://github.com/pret/agbcc

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.
Posted on 19-03-22, 21:01 in Mozilla, *sigh*

Post: #62 of 175
Since: 10-30-18

Last post: 1451 days
Last view: 1451 days
Posted by sureanem

I'm no expert, but I think it's perfectly legal to make your custom copy of GCC for internal use without releasing it.

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.
Posted on 19-03-23, 01:56 in Mozilla, *sigh*

Post: #63 of 175
Since: 10-30-18

Last post: 1451 days
Last view: 1451 days
Posted by sureanem

It's not like playing tag, where the last link in the chain only has the responsibility. If I find a flash drive on the street with a copy of emacs on it I could contact the GNU project and ask for the source, I don't have to find whoever dropped it to get it.

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.
Posted on 19-03-23, 16:36 in Mozilla, *sigh*

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.

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.

Post: #66 of 175
Since: 10-30-18

Last post: 1451 days
Last view: 1451 days
Posted by sureanem

Here's an idea for a Linux distro: each successive version of a package has to decrease its size/complexity, or else it won't be merged.

GNOME 2 did that and people complained. GNOME 3 did it again and people complained. You can’t please everybody.
Posted on 19-03-31, 16:41 in Games You Played Today REVENGEANCE

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.
Posted on 19-04-04, 03:24 in Help wanted: Windows dynamic rate control support (revision 1)

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.

Post: #69 of 175
Since: 10-30-18

Last post: 1451 days
Last view: 1451 days
Something like this should work for XAudio2:
  auto level() -> double override {
XAUDIO2_VOICE_STATE state{};
self.sourceVoice->GetState(&state);
uint level = state.BuffersQueued * self.period + self.buffers[self.index].size() - state.SamplesPlayed % self.period;
uint limit = Buffers * self.period;
return (double)level / limit;
}
and this for WaveOut:
  auto level() -> double override {
return (double)((blockQueue * frameCount) + frameIndex) / (blockCount * frameCount);
}
Posted on 19-04-10, 00:01 in Games You Played Today REVENGEANCE

Post: #70 of 175
Since: 10-30-18

Last post: 1451 days
Last view: 1451 days
Posted by funkyass
I nabbed myself a noctua cooler a while back and it was by far the least stressful cooler install I've done.

and well, quiet and cool. maybe I should see how much quieter I can get it

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.
Posted on 19-04-10, 15:10 in What makes speculative execution in emulators impossible? (revision 1)

Post: #71 of 175
Since: 10-30-18

Last post: 1451 days
Last view: 1451 days
Posted by sureanem

So, I get that it's impossible, but why? Would the value of N be too low to be worth the extra save/load business?

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.
Posted on 19-04-14, 18:02 in Emulation and arbitrarily sized ROMs

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.
Posted on 19-04-15, 01:43 in Emulation and arbitrarily sized ROMs (revision 1)

Post: #73 of 175
Since: 10-30-18

Last post: 1451 days
Last view: 1451 days
Posted by byuu

You're going to hate my Devil's Advocate here, but ... you could make a 2k SNES game. In fact, I have one. blargg modified a sports game cart to map RAM in place of ROM for me, and I used that as a devcart to launch my USART serial loader prior to the 21fx by defparam. The 2k would just be mirrored to fill 8000-ffff, so if you only have 0000-1fff, then your vectors would go at 1fxx.

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.
Posted on 19-04-15, 16:40 in Emulation and arbitrarily sized ROMs

Post: #74 of 175
Since: 10-30-18

Last post: 1451 days
Last view: 1451 days
Posted by byuu

But yes, it's completely insane. If you're willing to reject the ROMs, I'd be willing to consider doing the same in higan.

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.
Posted on 19-04-16, 21:20 in SNES HD mode 7

Post: #75 of 175
Since: 10-30-18

Last post: 1451 days
Last view: 1451 days
Posted by byuu

So, I intend to offer this in bsnes, but I'm curious if Snes9X and/or Mesen-S are going to be interested or not.
I know Snes9X recently removed the feature, so ... maybe it's too soon?

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.
Posted on 19-04-17, 02:40 in SNES HD mode 7

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.

Posted on 19-04-17, 17:38 in SNES HD mode 7

Post: #77 of 175
Since: 10-30-18

Last post: 1451 days
Last view: 1451 days
Posted by Screwtape
> I need to undertand what his 3D perspective setting does now.

I'm guessing it's related to the way it interpolates new scanlines between each row. If you want to interpolate HD scanlines between two SNES scanlines, you need to know the configuration the game used for the upper and lower SNES scanlines to do the interpolation. However, that would require letting SNES emulation advance to the next scanline before you've drawn the previous one, and that might have implications for sprite rendering, etc. Instead, when you're rendering an interpolated scanline, you need to extrapolate the settings based on the previous two scanlines, and there are probably different ways to extrapolate depending on whether you assume it's a 3D perspective or not.

EDIT: I made an imgur gallery to demonstrate the effect of the "Optimize psuedo 3D perspective" option.

My thought was it probably uses a different algorithm when you know the changes scanline-to-scanline are monotonic.

Posted on 19-04-17, 17:49 in MS is about to release a discless Xbone, this time for real! (revision 1)

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).
Posted on 19-04-18, 16:12 in SNES HD mode 7

Post: #79 of 175
Since: 10-30-18

Last post: 1451 days
Last view: 1451 days
Posted by byuu

I think the perspective option can be enhanced in the future to detect when a frame isn't really in perspective, and to disable the option for said frames. Could even design it to split the frame into multiple chunks, so eg Terranigma can be made to look good. Probably won't be trivial, though. Certainly it's above my head, mathematically.

I'd just check if any of the parameters of the normal change sign. You create a new interpolation point on that scanline.


Also, upon implementing this, I can see that unfortunately this will be a nightmare for other emulators to implement, especially for FPGAs.

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.
Posted on 19-04-19, 16:55 in SNES HD mode 7

Post: #80 of 175
Since: 10-30-18

Last post: 1451 days
Last view: 1451 days
Posted by BearOso

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.

Ugh. I went back to look at the bilinear filtering, and it's just not good. I won't be doing that.
Pages: 1 2 3 4 5 6 7 8 9
    Main » BearOso » List of posts
    [Your ad here? Why not!]