This is essentially the fundamental operation of a vector quantizer codec, which was popular in the early days of lossy video compression due to its low processing requirements. The fact that this term doesn't appear in the article means the author has independently discovered and reinvented this theory, which is itself quite impressive.
Bad Apple but it's played inside Super Mario Bros
11–20 of 46 posts
Re: Bad Apple but it's played inside Super Mario Bros
#12Re: Bad Apple but it's played inside Super Mario Bros
#13Earlier quoted context omitted.
Indeed, if you want to see what is possible with only a Famicom (or NES) itself you can have a look at Little Limit's incredible Bad Apple "port" [1]. This recording is from an emulator [2], but I know from personal experience that it plays perfectly fine on my "New Famicom" (HVC-101). This is not to detract from how amazing the posted ACE is, but it is indeed different in terms of data limitations. [1]: https://litt…
I like this version. https://youtu.be/WPUYjDNks9Y It's impressive what can be done if a lot of effort is put in.
[1]: https://somethingnerdy.com/unlocking-the-nes-for-former-dawn
Re: Bad Apple but it's played inside Super Mario Bros
#14Could it run doom?
Re: Bad Apple but it's played inside Super Mario Bros
#15can this be done on real hardware with a modified controller?
This is a video of it running on a console, though I'm uncertain how the inputs were provided
Re: Bad Apple but it's played inside Super Mario Bros
#16Super cool. Is it mentioned anywhere how big the payload is? How many button presses? Are the audio samples "streamed" or does it all fit in NES RAM?
Hey, I'm the TASer who put this run together. This was 5.8 million inputs. I share the full assembly code in the tasvideos writeup: https://tasvideos.org/8991S#HereSTheAsmCode To summarize what I put in the writeup, the 7-bit PCM audio was streamed in at approximately 25 Khz, (reading from the controller and writing to address $4011 every 71 CPU cycles.) while occasionally dipping to 9 Khz while streaming in the grap…
Re: Bad Apple but it's played inside Super Mario Bros
#17Awesome!!! Could it run doom?
Re: Bad Apple but it's played inside Super Mario Bros
#18Super cool. Is it mentioned anywhere how big the payload is? How many button presses? Are the audio samples "streamed" or does it all fit in NES RAM?
Hey, I'm the TASer who put this run together. This was 5.8 million inputs. I share the full assembly code in the tasvideos writeup: https://tasvideos.org/8991S#HereSTheAsmCode To summarize what I put in the writeup, the 7-bit PCM audio was streamed in at approximately 25 Khz, (reading from the controller and writing to address $4011 every 71 CPU cycles.) while occasionally dipping to 9 Khz while streaming in the grap…
Re: Bad Apple but it's played inside Super Mario Bros
#19Re: Bad Apple but it's played inside Super Mario Bros
#20Super cool. Is it mentioned anywhere how big the payload is? How many button presses? Are the audio samples "streamed" or does it all fit in NES RAM?
Hey, I'm the TASer who put this run together. This was 5.8 million inputs. I share the full assembly code in the tasvideos writeup: https://tasvideos.org/8991S#HereSTheAsmCode To summarize what I put in the writeup, the 7-bit PCM audio was streamed in at approximately 25 Khz, (reading from the controller and writing to address $4011 every 71 CPU cycles.) while occasionally dipping to 9 Khz while streaming in the grap…