There's an entire philosophical discussion (and entire potential community) to be had here about accurately modelling output devices, which most emulators don't bother with. Beyond most CRT shaders presenting an idealized model, there's even more nuance.
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The way the TV, or PVM, or monitor, or any other thing extracted the signal back *out* of the transport layer has an effect on the video output before even getting to the point of modeling the visual effects of the 'tube itself.
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A TV with a particularly bad single-chip composite decoder would impart a significantly higher amount of smearing and other effects during the decode. Does anyone try to model that accurately? Do they, hell.
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That's without even getting into the realm of audio, where the majority of emulators tend to treat things as if the signal path between the audio chips themselves and the speakers was a straight pair of wires, with no attempt at modeling any backend LPFs, amps, or anything else.
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As much as there's a robust, varied community revolving around preserving consoles, I've often wondered why there isn't an equally-large community working on researching this or that display device, and accurately modeling the analog effects of the signal path.
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Vastauksena käyttäjille @TheMogMiner ja @Enichan
To be glib, I suspect same reason nobody cares about preserving things like java mobile games. Once people can play the games they want, they lose interest beyond that. That and, for audio specifically, I think there's just not many people with that knowledge and technical skill
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Vastauksena käyttäjille @succupony ja @Enichan
That's not glib at all, I think you pretty much hit the nail on the head. It's why the brutal hack to get Primal Rage 2 working in MAME has never been merged in: It's known to be a hack, and merging it in would eliminate what little motivation there is to find a solution.
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Regarding technical skill in modelling analog signal paths, it's mainly a matter of abstraction. I don't know the first thing about analog circuitry, but I hooked up discrete audio emulation in a few games last summer. Have schematic, will travel.
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It's not really the most well-known or well-promoted aspect of the codebase, but there's a full-on netlist solver for networks of discrete components. So if someone were to take the time to at least document the analog backend, it could be modeled and emulated.
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Vastauksena käyttäjille @TheMogMiner ja @Enichan
Huh, I had no idea that existed. That's actually really awesome.
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It's how Pong, Breakout, and a small handful of other non-CPU TTL games got emulated in MAME a while back. It sat there for a while, then towards the middle of last year a bunch of devs came out of nowhere, added a bunch more IC models to it, and made it much more usable.
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I took a crack at emulating Atari's "Tank" arcade machine, and it does boot and display stuff, but it's not quite right. It's also why MAME needs better models of display devices, as TTL games don't really place nicely with the "everything's a framebuffer" paradigm.
0 vastausta 0 uudelleentwiittausta 1 tykkäysKiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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