it's more fun to emulate

like ZSNES, it’s mostly just the GUI for me

5 Likes

Probably the first NES emulator for most folks back then. Also probably one of the most user friendly before everything moved to windows.

3 Likes

That’s my favorite part.

3 Likes

Yeah, I mean, I can confess to nostalgia for it as a person who had a shitty computer in the late 90s and was happy any emulator could run on it. That mouse cursor definitely is part of that.

4 Likes

Mostly it just ran really well, it had a fun gui, it hada tile editor you could play around with. It was just good software.

I actually didnt get that it was a play on “testicle” at all at the time. I assumed it was NES-magical but spelled weird.

4 Likes

Yeah the blood dripping hand was the second coolest part after the gross nads icon.

2 Likes

I briefly did switch nnnesterj’s awful happy face icon to the nesticle balls a bit later down the line.

1 Like

I watched someone mess with SNESticle last night (GC version), and while it seemed to run decently well, the sound was crunchy — like, it seemed like the Gaussian filter wasn’t implemented or something. Also, some songs were inexplicably in the wrong tempo.

great stuff

5 Likes

does anybody know what setting affects when you quit a game in dosbox whether it goes back to command prompt or not. I’m pretty sure my config files are setup identically for every game the only change being if it uses mt32 or not or if it needs some more cpu cycles. but it seems completely arbitrary which games result in quitting going back to the command prompt, back to retroarch, or it quits out of retroarch entirely. running it through retroarch I’d prefer it go back to the prompt so I can see any unique quit messages a dos game might have and since I can just bring up the retroarch menu to quit out entirely or do anything else

Is it possible to emulate Gba games on a hacked 3DS?
If so, even something demanding like Mother 3?

yes

1 Like

A post was merged into an existing topic: information wants to be free imo

2 posts were merged into an existing topic: information wants to be free imo

really wishing anyone had ever bothered to port mednafen’s PS1 emulation to PSP, for those few things POPS doesn’t handle

2 Likes

thinking of getting this on the next batch

5 Likes

transistor level

11 Likes

https://www.reddit.com/r/emulation/comments/ttlwjd/mame_0242/

Yes, the rumours are true, after many years, we’ve added support for another LaserDisc-based arcade system. It’s a system that only ran a single game: Time Traveler, created by Rick Dyer at Virtual Image Productions, starring Stephen Wilber, and published by Sega. This full-motion video game consists of a near-constant stream of quick time events, utilising a mixture of live action video and computer-generated imagery. Although re-living the early ’90s corniness is pretty awesome, this is a milestone because it’s the first LaserDisc arcade game preserved using the Domesday86 Project toolchain. In short, this involves the use of custom hardware to record the raw radio frequency signal from a LaserDisc player’s laser pickup, and then decoding it in software. This frees you from the limitations of LaserDisc player demodulators and video capture devices. As well as better, more consistent video quality, this opens up possibilities like combining multiple captures to overcome disc degradation and laser pickup dropout.

  1. It’s captured at 10 bits per sample, 40 million samples per second. This was found to be a good balance in terms of USB3 bandwidth, and the lower sample resolution isn’t an issue as the most important thing is frequency resolution. WAV (i.e. RIFF WAVE) is just a container format like AVI, though the most commonly-used data within the container is linear PCM at 44.1 thousand samples per second and 16 bits of resolution. You’re not wrong that the resulting file is a series of samples, but it’s like referring to any given video file as an “MP4”.
  2. The resulting captures (.LDS files) clock in at around 100 gigs for a single side of an hour-long disc, but can be compressed with FLAC for roughly 40-50% size savings, the resulting files bearing the extension .LDF. End-to-end, going from a single raw .LDF to a HuffYUV-encoded, AVI-containered video stream takes about 8 hours per 30 minutes of video on my 4.1GHz Zen 2 3950X (which has 16 cores and 32 threads).
  3. Once you get past the laser pickup, LaserDiscs are almost completely different in terms of how they’re read - or at least converted into data - compared to a CD. The pits and lands on a CD-DA disc translate directly into a self-clocked stream of bits. On a LaserDisc, it’s not the pattern but the length of the pits and lands that matters. For all intents and purposes, it’s an analog optical format.
  4. Funny enough, audio CDs and LaserDiscs do have one point of overlap, which is that one of the two audio channels on the LaserDisc can contain data which has been EFM-encoded and then modulated onto the overall carrier. Prior to that modulation step before it’s mastered onto the disc, the EFM data broadly resembles what you’d find on an audio CD.
  5. The above point is one of the main reasons why the classic “just run the disc through a capture card” plan is flawed: You just plain can’t capture the digital data. In the case of the BBC Domesday 1986 project, that means you can’t actually get at the underlying databases, map survey data, and other things that the software needs to run. In the case of LaserActive games, it means you can’t get at the relevant program code and data for the various MegaDrive and PC-Engine titles.
  6. Having what amounts to everything on the disc, and doing the processing in software later, throws the door open to a wide array of methods for getting a theoretically-perfect capture. More and more LaserDiscs are succumbing to gradual “laser rot”, where the metal layer stops adhering to the acrylic disc itself. This prevents the laser from maintaining tracking for brief moments, and results in little sparkles or brief portions of incorrectly-decoded video. This loss of tracking is usually accompanied by the RF signal from the laser pickup swinging well outside a nominal range, and so this can be detected by the ld-decode pipeline. It can then look at the next line, previous line, left/right on the same line, or even forward/back one field in order to find the best fit to fill it in.
  7. For the ultimate capture quality, if you have 3 or more of the same disc from the same mastering run, and you’ve taken the time to get .LDS or .LDF captures of each one, then the ld-decode toolchain can perform a median function for every single Y/C sample of each capture. Statistically, the vast majority of dropouts are going to be on different spots in each disc, so given enough input captures from different discs, it should be possible to reconstruct a capture that is 100% dropout-free.

also, and running on a nasa mainframe computer, but still impressive:

11 Likes

This is absurd, incredible, amazing. Incredible tech. Incredible step for game preservation!

But actually watching footage of the game, it’s too bad Time Traveler starts off with a boomer cowboy blasting native americans in the face what the hell

RF sampling is some wild tech. And it’s probably going to make most of what I do look goofy when it becomes more commonplace.

really can’t wait for my wife to get the domesday setup going, we’re so close

2 Likes