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Old February 27th, 2012, 10:08   #141
4p3r0
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Quote:
Originally Posted by tykel View Post
So your 0xFFF0 is not getting updated? How did other ROMs using the controller work then?

Thanks!
Maybe the bug is in some other place, because all other ROMs are working fine. I just noticed that my VBlank and fps handling is a mess, so I'll try to rewrite this part, in the hope that it will fix that bug
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Old February 27th, 2012, 11:05   #142
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Sorry I hadn't updated my emulator yet, I wasn't touching it till there was a sound demo available for testing . But I can make a start on implementing them if you like?
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Old February 27th, 2012, 11:32   #143
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Quote:
Originally Posted by refraction View Post
Sorry I hadn't updated my emulator yet, I wasn't touching it till there was a sound demo available for testing . But I can make a start on implementing them if you like?
Yeah, the more the merrier!
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Old February 27th, 2012, 11:39   #144
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Quote:
Originally Posted by tykel View Post
Yeah, the more the merrier!


Cool, now i have to swat up on audio generation and adsr dsp control, any cool docs/links would be appreciated

Edit: nevermind, sounds easy enough and have a Microsoft link on sound generation
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Last edited by refraction; February 27th, 2012 at 14:47..
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Old February 27th, 2012, 20:28   #145
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Sorry, I have not been following this for a few months. The spec sheet on the front page are these the latest changes? are more changes expected to come? if so, what other changes will be added.

I'm looking to rewrite my chip-16 emulator because of some problems I haven't been able to fix. Originally, I intended to fix the problems i'm facing first and then work on the new spec but it's taking far too long to point out what the problem actually is, so I think it may be best to rewrite it again from scratch.

Thanks.
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Old February 27th, 2012, 21:27   #146
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Quote:
Originally Posted by refraction View Post
Cool, now i have to swat up on audio generation and adsr dsp control, any cool docs/links would be appreciated

Edit: nevermind, sounds easy enough and have a Microsoft link on sound generation
Hi refraction, If you hadn't seen it previously, I had posted a demo sound program (including source code) that does ADSR sound generation and was made to test sounds for the new Chip-16 sound specs

cheers,
Paul
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Old February 27th, 2012, 21:45   #147
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Quote:
Originally Posted by LoRd_SnOw View Post
Sorry, I have not been following this for a few months. The spec sheet on the front page are these the latest changes? are more changes expected to come? if so, what other changes will be added.

I'm looking to rewrite my chip-16 emulator because of some problems I haven't been able to fix. Originally, I intended to fix the problems i'm facing first and then work on the new spec but it's taking far too long to point out what the problem actually is, so I think it may be best to rewrite it again from scratch.

Thanks.
Let this be clear: the spec IS fixed and up-to-date on the front page, and will NOT be modified further for the foreseeable future. There is no point in endlessly amending with things we might like, if they are not used and implemented.

So I repeat: YES, the spec is up-to-date, and NO, it will not change soon.

As always, I invite you all to write demos and games
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Old February 28th, 2012, 09:24   #148
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Originally Posted by paul_nicholls View Post
Hi refraction, If you hadn't seen it previously, I had posted a demo sound program (including source code) that does ADSR sound generation and was made to test sounds for the new Chip-16 sound specs

cheers,
Paul
Hi Paul, i did see, then forgot, but thank you for that! I will be sure to use it in my tests i will be using your ADSR settings that you have used here http://forums.ngemu.com/showpost.php...0&postcount=84 , we should probably include these in the spec.

Edit: Oh talking about the spec not changing, SPU (overview) is in there twice, one with t he new spec, one with the old, should probably remove the old one ;p

Edit 2:

Can you also update the link to my emulator to this post? http://forums.ngemu.com/showpost.php...9&postcount=50

That one has a dynarec in too, so people can see how to make one of them ;p
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Last edited by refraction; February 28th, 2012 at 16:10..
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Old February 29th, 2012, 00:07   #149
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Originally Posted by refraction View Post
Hi Paul, i did see, then forgot, but thank you for that! I will be sure to use it in my tests i will be using your ADSR settings that you have used here http://forums.ngemu.com/showpost.php...0&postcount=84 , we should probably include these in the spec.

Edit: Oh talking about the spec not changing, SPU (overview) is in there twice, one with t he new spec, one with the old, should probably remove the old one ;p

Edit 2:

Can you also update the link to my emulator to this post? http://forums.ngemu.com/showpost.php...9&postcount=50

That one has a dynarec in too, so people can see how to make one of them ;p
Added your updated emulator link to OP, sorry I didn't see that!

About the SPU... the old instructions are still there for two reasons:
- backwards compatibility
- alternative methods for generating sound
although it is mainly the first reason, I must say.
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Old February 29th, 2012, 08:04   #150
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No no I mean the spec has

Quote:
SPU:
-----
Two options are available:
- Playing one of 3 fixed tones (500 Hz, 1000 Hz, 1500 Hz) for a given number of milliseconds, OR
- Using sound generation options (SNG instruction), play a tone from memory for a given number of milliseconds.

Sound generator options are detailed in the SNG opcode description.

-----------------------Colour stuff in here---------------------------

SPU:
-----
500Hz, 1000Hz and 1500Hz sine wave tone generator.
. Nearly done on my sound processing, just adding the pal opcodes and header support then ill need to write some tests..
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Last edited by refraction; February 29th, 2012 at 09:35.. Reason: changing blahblah's for real stuff
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Old February 29th, 2012, 10:21   #151
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No no I mean the spec has



. Nearly done on my sound processing, just adding the pal opcodes and header support then ill need to write some tests..
Good point, fixed now. Cheers for that

Looking forward to checking yours out!
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Old February 29th, 2012, 10:31   #152
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And I really should stop procrastinating, get off my ass, and try making a Chip-16 emulator myself!!
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Old February 29th, 2012, 10:42   #153
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And I really should stop procrastinating, get off my ass, and try making a Chip-16 emulator myself!!
Reminding me of myself here :P

I would like to see that!
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Old February 29th, 2012, 10:56   #154
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Progress is slowed! i planned on writing this at work and uploading a pre-chip16 test program version so you guys get something, it will work on all current games anyways ;p But alas i send myself old code that didnt work properly >.< Hopefully ill be able to release something later, if not, tomorrow ;p

Paul: Pull your finger out! XD

Tykel: You're excused cos youve written the assembler :P
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Old March 1st, 2012, 05:09   #155
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i have been considering writing a chip16 emulator, but i probably need to get my other 2 projects finished first lol.

i would be interested in looking at the dynarec stuff refraction made, i have always wanted to learn how to make one but finding good documentation on the subject has never been to easy to find.
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Old March 1st, 2012, 05:57   #156
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Are there any games for chip16 that take advantage of the new sound spec?
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Old March 1st, 2012, 09:27   #157
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i have been considering writing a chip16 emulator, but i probably need to get my other 2 projects finished first lol.

i would be interested in looking at the dynarec stuff refraction made, i have always wanted to learn how to make one but finding good documentation on the subject has never been to easy to find.
It is difficult to get good documentation on it, ive sorta stolen a couple of bits from PCSX2's old recompiler (mainly bits of the x86 emitter), but other than that, i recommend you read this to start with, followed by this

Quote:
Originally Posted by Bill_gates View Post
Are there any games for chip16 that take advantage of the new sound spec?
Not yet, but im thinking of throwing something together that just tests each aspect of it. Nearly done on my emu, just trying to write a Chip16 test for changing pallate (probably linked to up and down on the keypad), once thats good, ill release it as far as i can tell my ADSR filter is working and the wave generation is working (noise even has pitch control! :P)
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Old March 1st, 2012, 11:29   #158
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Speaking of the noise spec, I had a question for when making a Chip-16 emulator...

When playing sounds in the emulator, should the sounds pause the 'CPU' during playing, and then resume when the sound has finished, or do they happen asynchronously, ie.not pause the CPU?

cheers,
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Old March 1st, 2012, 11:47   #159
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I have it happening asynchronously i think. I generate the sound, throw it in to an xaudio voice buffer and tell it to play it, no loop checking if it's finished, so i presume it doesnt hang there :P I suspect this is how it was intended
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Old March 1st, 2012, 12:21   #160
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All the audio should happen asynchronously, yes. That's how the initial sound spec worked, and it makes more sense this way.
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