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Re: Nestopia & NES/Famicom -- Video & Sound Questi [Re: MooglyGuy] #43872 08/17/08 08:14 PM
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Uh oh, sry for the lousy previous one, I'll try to explain things in more detail:

1280x800 Standard Filter, TV Aspect, Max scaling - presumably ok Aspect Ratio;
1280x800 NTSC Filter, TV Aspect, Max scaling - probably 1:1 (looks like);
640x480 NTSC Filter, TV Aspect, Max scaling - wider than 640x480 Standard Filter, TV Aspect, Max but not totally streched to 4:3;

Also in 1280x800, when unchecking TV Aspect in NTSC and menus and having Standard Filter On before, results in having 2x and 3x scaling ratios additionally with NTSC, which aren't working when you again check TV Aspect in menus (because normally in that mode there is only 1x and Max), but it's really a minor. Ideally, when you would check back TV Aspect in menus it should hide 2x and 3x or just work with these.

Re: Nestopia & NES/Famicom -- Video & Sound Questi [Re: R. Belmont] #43876 08/17/08 09:14 PM
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Quote:
It happens that MAME figured out that math first
When? Where? Why did the arcade emulator team care about the home console's video output?

Last edited by NewRisingSun; 08/17/08 09:15 PM.
Re: Nestopia & NES/Famicom -- Video & Sound Questi [Re: NewRisingSun] #43878 08/17/08 09:44 PM
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MAME and MESS have always shared PPU code, and way back in prehistory (circa 1999 I think) it used the phase angle palette generation for PC10 and Vs as well. The original implementation turned out to be not exactly right a few years later, but the actual math was of course sound.

Re: Nestopia & NES/Famicom -- Video & Sound Questi [Re: R. Belmont] #43879 08/18/08 12:24 AM
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Mike S. Offline
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Originally Posted By R. Belmont
It happens that MAME figured out that math first, but nobody ever gives *them* credit for anything smile

MAME code cannot be reused in Nestopia, so they really don't deserve credit...

Not trying to start a license war, but it's just a fact that the MESS/MAME licenses make it difficult or impossible to reuse parts in other software.

Re: Nestopia & NES/Famicom -- Video & Sound Questi [Re: Mike S.] #43880 08/18/08 01:23 AM
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That's an amazing misinterpretation of my statement just to get in a license flame, of all things.

Maybe I'm weird, but I credit people for ideas when I'm writing code, even if I don't implement it the way they suggested.

PS: most devs are agreeable to dual or triple licensing. It's usually a good idea to actually ask before you assume the license is preventing you from doing something.

Last edited by R. Belmont; 08/18/08 01:26 AM.
Re: Nestopia & NES/Famicom -- Video & Sound Questi [Re: R. Belmont] #43883 08/18/08 03:20 AM
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Fair enough. And maybe I'm weird (actually I've got hard proof of it :P), but I don't really think it's necessary to credit everyone else that's done an idea before me. For example, if I ever write a unix-like kernel, I wouldn't feel it necessary or even desirable to credit Andrew Tannenbaum, Linus Torvalds, and Theo de Raddt just because they all have worked on Unix-like kernels.

Re: Nestopia & NES/Famicom -- Video & Sound Questi [Re: Mike S.] #43884 08/18/08 04:39 AM
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Quote:
it used the phase angle palette generation for PC10 and Vs as well. The original implementation turned out to be not exactly right a few years later, but the actual math was of course sound.
But that code was copied from Kevin Horton's QBASIC implementation, so it's not like they came up with it. Hence my question.

Re: Nestopia & NES/Famicom -- Video & Sound Questi [Re: NewRisingSun] #43893 08/18/08 01:11 PM
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Oh, I see. So you knew all along, but you couldn't resist the opportunity to play "gotcha" instead of just clearing things up. Carry on.

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