--- Log opened Sun Feb 13 00:00:24 2022 |
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00:58 | <&ToxicFrog> | McMartin: "Rather than try to make our mail code respect these" -- I've missed something; what's the mail code? |
00:59 | <&ToxicFrog> | Also |
00:59 | <&ToxicFrog> | "two top-level configuration sections: MEMORY and SEGMENTS. The MEMORY segment" |
00:59 | <&ToxicFrog> | Should be "MEMORY section" for consistency? |
01:00 | <&McMartin> | Oops. "main code" |
01:01 | <&McMartin> | Oof |
01:01 | <&McMartin> | I ran out of words, tbh |
01:01 | <&McMartin> | I'm using "MEMORY section" to mean the lines in the MEMORY { ... } text. |
01:01 | <&ToxicFrog> | right, but you refer to it as the "MEMORY segment" in that sentence instead |
01:02 | <&ToxicFrog> | Even though it's the "MEMORY section" elsewhere |
01:02 | <&McMartin> | Yeah. |
01:02 | | * McMartin changes those to "block" |
01:06 | | * McMartin also adjusts the formatting a little to stuff that doesn't break mobile |
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20:27 | <&McMartin> | Digging more into this NES stuff and man. I think the NES might be the buggiest 8-bit hardware that ever got really popular. |
20:27 | <&McMartin> | Not like "look at these weird corner cases", but, like "hey, remember those clearly visible glitches in major commercial releases? That's because Control Register X reports the wrong value for an entire scanline if you do these writes at the wrong time" |
20:27 | <&McMartin> | "Be sure to read controllers until you get the same value twice in a row because the *sound hardware* will steal bits from the serial response" |
20:27 | <&McMartin> | and there are dozens of these |
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20:29 | <&[R]> | O.o |
20:30 | < abudhabi_> | Hahaha. |
20:31 | <&McMartin> | I'm glad to see there's still some research going on though |
20:31 | <&McMartin> | That last one has a potential fix because modern devs think they can find a sync where the controller I/O will never interfere with Audio DMA... by forcing some kind of hard sync via the *video* DMA. |
20:32 | < abudhabi_> | Hardware or emulated? |
20:32 | <&McMartin> | Hardware. Emulation generally does not simulate this interference, in part because it is poorly understood. |
20:34 | <&McMartin> | But also, these aren't entirely bizarre corner caess, either. The "visible glitch" case includes, among other games, Super Mario 1 |
20:34 | <&McMartin> | The "read controllers twice" thing was standard practice across a bunch of games, but absolutely includes Super Mario 3 |
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20:40 | <&McMartin> | Also it turns out the sound hardware was far better than most games actually made use of... |
20:41 | <&McMartin> | ... because many developers consistently used it wrong, producing an audio error that nowadays is basically the console's distinctive sound~ |
20:42 | <&McMartin> | (Its digital sound is... usually... a 1-bit delta-PCM system, and almost everybody packed the bits in their bytes in the wrong order, which distorts the sound wave but doesn't scramble it, because every eighth sample is still the correct value) |
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--- Log closed Mon Feb 14 00:00:25 2022 |