Since I've made a few posts about NES APU bug fixes recently in this thread I thought I might add there was one more fix that's in the soon-to-be-released 0.242. Like the triangle channel, DPCM samples were also being played back with a heck of a lot of popping/clicking. Hopefully most of it is gone now. As an example, here's a recent recording bobz posted that is before the fix: [video:youtube][/video]. Popping sounds are all related to the drum samples. Compare with mame nes boynblobu in top of tree or with the upcoming release.
Very cool laserdisc work! Working from raw captures is super impressive.
I couldn't help but notice some strong dot crawl artifacts, e.g. on horizontal and vertical lines in the SEGA logo at 1:36. It's a bit surprising given that this is a near-static image and ld-decode has a 3d comb filter.
Very cool laserdisc work! Working from raw captures is super impressive.
I couldn't help but notice some strong dot crawl artifacts, e.g. on horizontal and vertical lines in the SEGA logo at 1:36. It's a bit surprising given that this is a near-static image and ld-decode has a 3d comb filter.
It has one, but it defaults to a 2D comb filter by default for NTSC sources.
However, the --decoder option defaulting to "automatic" is no longer accurate (judging from the source, it defaults to ntsc2d for NTSC sources). There are also now parameters for modifying the padding amount (it defaults to 8), and adjusting the first and last active frame and field lines, in order to output the VBI-containing lines as well.
Two additional Time Traveler captures from the same mastering run surfaced this past weekend, which is the minimum needed for median stacking, so at some point in the near future I'm going to have to run them through the pipeline. It would be good to have the ideal settings nailed down for when I get around to that, just so that the update to the CHD can be one-and-done, rather than having people perpetually redownloading a 15GB CHD with each incremental improvement.
The ld-decode project has a Discord server, it would be great if you'd join so that we can confer on the best possible settings.
This game is called GUPPY. Something like pacman with each level having a different maze, and there's only one enemy. The keyboard is diabolical though, and I believe the original machine was like that.
In Xavix2 news, sprite scaling was partially reverse-engineered for the purposes of ltv_naru's title screen. Monkey brain pattern recognition is gud :P
AFAICT, the last thing needed to perfect this title screen rendering is better CRTC emulation, and also pointer input.