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Another BETA (7-31-2008)
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garcimak
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Joined: 20 May 2006
Posts: 57
Location: Belgium

PostPosted: Sun May 11, 2008 10:11 pm    Post subject: Reply with quote

i salute you sir !

After an intensive usage of pocketnes, i never found it so much reliable, pure sickness!!
Here i pop in to share my though as a VSYNC feature lover while playing with (slomo or off), vsync choosed option go back to "ON" in the process when restoring a Save State for the same game. If you agree with that could be decribed as a unwanted behaviour from my pov, that smsadvance actually doesn't.

Keep up the goods, and thank you for all those wicked fixes on Goomba and pocketnes.
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CKY-2K
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Joined: 26 Nov 2004
Posts: 373
Location: Camp Kill Yourself

PostPosted: Sun May 11, 2008 11:54 pm    Post subject: Reply with quote

Yeah that's kind of an annoying thing that dwedit added.

savestates wipes out VSYNC setting and cheats to a reset which is bullshit when you want to find cheats.
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Dwedit
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Joined: 26 Feb 2004
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PostPosted: Sun May 11, 2008 11:57 pm    Post subject: Reply with quote

You are the users. Your mission is to complain like all hell until I fix it.
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CKY-2K
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PostPosted: Tue May 13, 2008 6:00 pm    Post subject: Reply with quote

[bitch]Fix the audio emulation Fix the audio emulation Fix the audio emulation Fix the audio emulation Fix the audio emulation Fix the audio emulation[/bitch]


Seriously why does the NOISE channel studder on SMB3?


Also I realized on Goomba it doesn't have that 60hertz square wave from the constant retriggering that PocketNES does during an envelope change, but if it doesn't do it on Goomba then why does it do it on PocketNES?
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Dwedit
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Joined: 26 Feb 2004
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PostPosted: Tue May 13, 2008 6:36 pm    Post subject: Reply with quote

GBC sound channels have no way to change the volume without resetting the waveform, except for using hardware decay. Yeah, pocketnes's sound sucks. There's nothing easy I can do about it.
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CKY-2K
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PostPosted: Thu May 15, 2008 4:58 pm    Post subject: Reply with quote

Dwedit wrote:
GBC sound channels have no way to change the volume without resetting the waveform, except for using hardware decay. Yeah, pocketnes's sound sucks. There's nothing easy I can do about it.


Does it reset in Goomba because it doesn't seem like it, unless I wasn't paying attention.

I know why you don't use decay, because if you use slow motion then it'll decay too fast.

At least you have the 4-bit triangle wave sounding authentic.
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Dwedit
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PostPosted: Thu May 15, 2008 5:08 pm    Post subject: Reply with quote

Gameboy games are programmed around the GB sound channels, so they naturally operate them correctly.
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CKY-2K
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PostPosted: Fri May 16, 2008 1:10 am    Post subject: Reply with quote

So why can't you abid NES sound emulation to do decays more better and emulate them relatively like how Goomba does?

Actually screw that, how about why does the SMB3 noise channel studder notes?
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tepples
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Joined: 11 Jul 2004
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Location: NE Indiana, USA

PostPosted: Fri May 16, 2008 11:37 am    Post subject: Reply with quote

CKY-2K wrote:
So why can't you abid NES sound emulation to do decays more better and emulate them relatively like how Goomba does?

The limitations of the GBA's tone generators are exactly the same as the limitations of the Game Boy's tone generators, which is why Goomba doesn't glitch the sound. In order to emulate NES sound more accurately, PocketNES would have to skip using the GBA's tone generators and head straight for a sample-by-sample software emulation, just as PC-based emulators do. That would take more CPU time (for generating the waveform) and more RAM (for storing the code), both of which would cause PocketNES to run some games more slowly. Nintendo's "acNES" emulator (seen in the e-Reader, Animal Crossing, Classic NES Series, and a couple other GCN games with GBA extras) uses software sound, but then Nintendo never ported a game more complicated than Metroid using acNES.
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Bibin
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Joined: 18 Sep 2005
Posts: 456

PostPosted: Fri May 16, 2008 8:21 pm    Post subject: Reply with quote

Still, making it a selectable option would make simple games sound better.
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CKY-2K
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PostPosted: Fri May 16, 2008 8:35 pm    Post subject: Reply with quote

If we switch to sampled sounds then we should try to keep the authentic 4-bit triangle, where it has a 16-step to it, unlike how Nintendo's uses a real traingle wave.
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DKnight2066
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Joined: 15 Feb 2004
Posts: 103
Location: The Cleft Of Dimension

PostPosted: Tue May 20, 2008 3:38 am    Post subject: Bug Report - Castlevania III Reply with quote

Hello all,

To: Dwedit - The only bug I have to report is one with Castlevania III.

I play through the game, and select levels to the point where I have just beaten the level where the water constantly rises, and you beat that dragon-tail-boss guy. I load the next level, climb the stairs into the next room, then take the only available door left into another room. In this room, there are two jumps to the left, onto two standing platforms. I jump onto the first just fine, but when I attempt to jump onto the second, I hit an invisible wall and continue to fall through the floor..drop from the ceiling..fall through the floor...infinitely, until I run out of time. I have tried just retreating backward into the previous room, in case this "illusionary wall" thing thats going on is supposed to clue you in to go backwards again or something. No luck. Can't go back, can't jump forward. Nothing to whack on to continue my progress, and tried swapping playable chars just to test if it would have any effect.

I have never played through CV3 before, on my current level path, so I don't know if this is something normal that's supposed to happen or not. However, considering that I'm in a position where the game is unplayable for me, I don't think this is normal behavior for the game itself. If this isn't a PocketNES glitch though, let me know. I can try extracting my PNES save from my flash card and upload it somewhere on the net if you want to try loading my saved-state and see this for yourself.

As always, you have my thanks.

DKnight2066

Side-Note: If this has already been asked/address elsewhere on the forums, my apologies. I haven't had much time to keep up with posts here lately. Sad
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Dwedit
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Joined: 26 Feb 2004
Posts: 2218
Location: Chicago!

PostPosted: Tue May 20, 2008 4:03 am    Post subject: Reply with quote

VRC6 is emulated better than MMC5, so maybe try the japanese version of castlevania 3, even if most of the sound isn't there.
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extrax
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Joined: 04 Jun 2008
Posts: 8

PostPosted: Wed Jun 04, 2008 4:10 am    Post subject: Reply with quote

Dwedit: your new release of pocketnes is the shit, thank you so very much, most of the games are at full speed such as zelda 2 and most games glitches are gone such as the title screen to ice hockey. Keep up the good work.
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WaverBoy
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Joined: 12 Jun 2008
Posts: 35

PostPosted: Tue Jun 17, 2008 9:38 am    Post subject: Reply with quote

Hi there,

I renamed and repaired my ROMs with NesToy, and used NesPack to compress them, but it said it couldn't do some of them because they were too big; does this mean that these ROMs won't work with your build? Sorry for all of my newbie questions, and thanks for your hard work in continuing to upgrade PocketNES!
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