Andrew: If the algorithm would ever become fast enough for realtime use, I think it would be pretty cool for SNES games, in particular.
1,714 May 26, 2011 9:48 am
Re: "Depixelizing Pixel Art" (39 replies, posted in General Discussion)
ui: These guys are mathematical researchers. Their job is not to showcase pixel artists, but to showcase their algorithm. And for that reason I think it's actually the right choice for them to choose game sprites. The game sprites are neutral. Game sprites should be well polished, but don't really mean anything outside of the game context, which means the average reader will focus on what the algorithm does. More artistic artwork will likely beg the questions, where is this from, what does it mean? and take away the attention of the thing on display (the algorithm.)
And to continue the neutrality argument, game sprites are pixelated because they needed to be, and were actually usually not even perceived as being pixelated because of the TV screen's blur. It was never part of the aesthetic. Pixel art on the other hand, especially in recent years, is focusing on the pixelation as an aesthetic. It might even be seen as a light insult to the artist to depixelate their art. All of a sudden you have two conscious aesthetic choices that are competing, pixelated or depixelated, and the reader will perhaps not be judging the algorithm just on its technical merits because he may have a bias towards the pixelated aesthetic, if they were using "modern" pixel art as examples.
1,715 May 26, 2011 1:01 am
Re: where was i when they made this?! (2 replies, posted in Nintendo Consoles)
That's not a NES game, but a PC game with NES-inspired graphics. I prefer Super Smash Land which is the same idea but in Gameboy style. It's also not a real console game, but at least it stays within the limits of what the GB can do and could theoretically be ported.
1,716 May 26, 2011 12:30 am
Re: "Depixelizing Pixel Art" (39 replies, posted in General Discussion)
Seems like he got slashdotted. His page barely responds...
Shame, I would've wanted to read the paper...
Edit: Found a link in the cmments to the article. http://www.mediafire.com/?1yagc72uz7lx8u2
1,717 May 25, 2011 10:56 pm
Re: Fast Drum Sample? (in Sabrepulse and Venetian Snares) (22 replies, posted in General Discussion)
Say Bear Pulse
"BEAR PULSE!"
1,718 May 25, 2011 8:45 pm
Re: This girl is stealing chipt00ns. (175 replies, posted in General Discussion)
so dakota and i are going to start a stolen music comp.
i've submitted one of dakota's songs he submitted one of mine
anyone else want on it?
I'll steal both of your new versions and submit them again, which means I win the competition.
1,719 May 25, 2011 5:10 pm
Re: Fast Drum Sample? (in Sabrepulse and Venetian Snares) (22 replies, posted in General Discussion)
1,720 May 21, 2011 10:42 pm
Re: UK cart shops? (3 replies, posted in Nintendo Handhelds)
http://www.robwebb1.plus.com/copiers/copiers.htm
There's always Rob Webb, who's located in the UK. However, with the low dollar exchange rate, you will probably actually save a few pounds if you buy from Kitsch, even including shipping costs. On the other hand, UK shipping will probably be faster than overseas shipping.
1,721 May 21, 2011 10:13 am
Re: all sold (9 replies, posted in Trading Post)
This is cool and all, but why an MC2 and not an Arduinoboy? It's 2011...
1,722 May 19, 2011 8:29 pm
Re: lsdj-sav-utils - Call for Script Suggestions (38 replies, posted in Nintendo Handhelds)
In hindsight, a checksum of the data would've been nice too. And better compression, like Huffman, or even LZO... On the other hand I personally really like LSDj's compression because it's relatively easy to recover data from it.
1,723 May 19, 2011 1:51 pm
Re: lsdj-sav-utils - Call for Script Suggestions (38 replies, posted in Nintendo Handhelds)
It is actually entirely possible that you have this data in other locations aswell.
But as far as I remember, the compressor in LSDj only checks for that data and compresses it when it's in the "right" positions. Under normal circumstances you should never get the $e0 $f0 or $e0 $f1 commands anywhere else, even if the same sequence of bytes as the default wave or instrument exists at some other position in the uncompresssed data. Right?
1,724 May 19, 2011 11:18 am
Re: Drag'n'Derp: the gameboy cart to end all gameboy carts (705 replies, posted in Nintendo Handhelds)
1,725 May 19, 2011 7:59 am
Re: Drag'n'Derp: the gameboy cart to end all gameboy carts (705 replies, posted in Nintendo Handhelds)
1,726 May 19, 2011 7:51 am
Re: lsdj-sav-utils - Call for Script Suggestions (38 replies, posted in Nintendo Handhelds)
I don't really have any good suggestions, but since I've written my own file manager, I can help you a little with hints about hings you can error cherk when loading files.
All of this can be summarized as, check that the file length is correct. You should get $e0, $ff when you have output exactly 32768 bytes, not more, not less. What's below are just methods to detect errors as early as possible.
1) Check that block switches ($e0) are valid. The parameter must be > (the current block) and < $1f. Or constants $f0/$f1 for default instr/wave, or $ff for EOF.
2) Check that there's actually a block switch within the 512 bytes of a block. If not, the file is corrupted somehow.
3) Check each block against the values in FAT. If you don't have a 1:1 match, either the FAT or the contents of the file are corrupted.
4) Another thing you can check, which is the only thing in this list that I don't check in LittleFM, is that the default instrument/wave commands are at output positions that are actually possible. I.e. the instrument command can only output data at positions $3080, $3090 and following aligned addresses. Likewise, waves must be written to $6000, $6010 and so on.
At the very least, check 1 and 2.
1,727 May 17, 2011 3:29 am
Re: GB FM (4 replies, posted in Nintendo Handhelds)
Translation:
Move the cursor with the D pad. Currently selected values are reversed/white.
Press B to trigger the note. Press A to trigger the note raised one semitone.
Press L/R to change the octave.
Press select to turn "repeat" on/off, which produces a continuous note.
Press start to edit a waveform. Press start again to exit.
You can the W and M values in the formula. T is the time variable (read position in the waveform) and goes from 0-31.
The amplitude goes from -7 - 8. The output waveform is the carrier modulated by the modulator waveform.
The picture below shows the same parameters as above but with higher resolution.
___
My own notes: M is the modulator multiplier (overtone frequency) and W is the modulation depth.
1,728 May 13, 2011 1:50 pm
Re: Drag'n'Derp: the gameboy cart to end all gameboy carts (705 replies, posted in Nintendo Handhelds)
abrasive wrote:But I need those! For making carts!
What about all the other Aussie solder monkey's?
The ten thousand men you're thinking of are free men, and so are their families...