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Modder re-creates Game Boy Advance games using the audio from crash sounds

arstechnica.com

61–70 of 89 posts

Re: Modder re-creates Game Boy Advance games using the audio from crash sounds

#61
post #56

Earlier quoted context omitted.

Good memories. I still have my iPod Classic, I upgraded the battery and added 4 256GB MicroSD cards. I saw a mod recently for adding Bluetooth but it involves swapping the rear case and I don't think I'll go that far. There's something timeless about the design (and about owning copies of music files).

Given the ‘super compute in your pocket’ thing we say… super computers turned out to be terrible at playing music files without stopping. My iPhone will regularly forgot what I was listening to moments ago after I press pause. Insane.

Yeah this is so annoying! It especially seems to happen with 3rd party music player apps.

Re: Modder re-creates Game Boy Advance games using the audio from crash sounds

#62
post #56

Earlier quoted context omitted.

Given the ‘super compute in your pocket’ thing we say… super computers turned out to be terrible at playing music files without stopping. My iPhone will regularly forgot what I was listening to moments ago after I press pause. Insane.

Yeah this is so annoying! It especially seems to happen with 3rd party music player apps.

Also apps and or websites pausing my music but play no sound… ugh. I want an iPod.app to come along.

Tiny player does nice but the os level issues are getting insane.

Also apps that have their data deleted (Apple tv infuse app, play:sub iOS) because the os said so. I have plenty of space but things get deleted. I want to FILL my 256 phone please.

Re: Modder re-creates Game Boy Advance games using the audio from crash sounds

#64
post #35

This is insanely impressive. I'm sure many of the techniques used like the "majority vote" algorithm cited are underutilized across many industries.

One interesting application of taking the value appearing in majority, or more generally taking the median, is to remove noise or people from a sequence of several photos taken from the same point of view. This idea is to superimpose all the photos, and for each pixel, you simply keep the median [1]. [1]: https://patdavid.net/2013/05/noise-removal-in-photos-with-me...

This will have the effect of smoothing the image even if you didn't want to do that, which is part of the reason people are convinced phone cameras "overprocess" images or try to beautify you even when they aren't.

You have to counteract this by actually putting the noise back when you're done.

Re: Modder re-creates Game Boy Advance games using the audio from crash sounds

#65

The issue with long runs of 0x00 is related to "clock recovery". > Some digital data streams, especially high-speed serial data streams (such as the raw stream of data from the magnetic head of a disk drive and serial communication networks such as Ethernet) are sent without an accompanying clock signal. The receiver generates a clock from an approximate frequency reference, and then phase-aligns the clock to the tra…

I love how we used to use a bunch of very clever "code book" systems like 8b/10b which did a lot of careful work with small runs of bits to ensure the clock was recoverable and to avoid line capacitance issues. Then we just moved to things like 64/66b which takes a giant chunk of bits, adds a short header to guarantee a clock transition, then runs everything through a pseudorandom scrambler.

The PCIe standards kept moving to longer codes, and nowadays they're able to do "1b/1b" (no header at all)

Re: Modder re-creates Game Boy Advance games using the audio from crash sounds

#66

Earlier quoted context omitted.

A sprinkle of entropy improves everything

They do a similar thing for GPS data recovery. It is so far below the noise floor that normally speaking the signal is not recoverable. But then you inject some (known) noise and suddenly the noise modulated by the (unknown) signal starts to drown out the noise in the rest of the system and that in turn allows you to recover bits from the signal.

https://ciechanow.ski/gps/

Re: Modder re-creates Game Boy Advance games using the audio from crash sounds

#70
post #65

Earlier quoted context omitted.

I love how we used to use a bunch of very clever "code book" systems like 8b/10b which did a lot of careful work with small runs of bits to ensure the clock was recoverable and to avoid line capacitance issues. Then we just moved to things like 64/66b which takes a giant chunk of bits, adds a short header to guarantee a clock transition, then runs everything through a pseudorandom scrambler.

The PCIe standards kept moving to longer codes, and nowadays they're able to do "1b/1b" (no header at all)

Not really accurate. The switch from NRZ to PAM4 actually massively increased the bit error rate. They switched away from the 8b/10b style line code and replaced it with forwards error correction.

PCIe 6.0 uses 256 Byte frames, with 242 Bytes of data, 8 Bytes or CRC and 3 Bytes of error correction.

So it actually has way more overhead than the older versions and their 128b/130b line coding, It's just at a slightly different layer.

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