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Bad Apple but it's played inside Super Mario Bros

tasvideos.org

11–20 of 46 posts

Re: Bad Apple but it's played inside Super Mario Bros

#11
After checking each of the 256 cells, the cell with the lowest difference is chosen.

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.

Re: Bad Apple but it's played inside Super Mario Bros

#13
post #5

Earlier 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.

It really is impressive, but it is also fair to point out that it uses the MXM-1 mapper which only came into existence in 2022 [1]. I find it pointless to argue whether it is "cheating" or not as the technology it uses was used for other consoles at the time and it is fun to see new mappers like this, but it is, again, very different compared to keeping it within the realm of original Famicom/NES mappers and limits.

[1]: https://somethingnerdy.com/unlocking-the-nes-for-former-dawn

Re: Bad Apple but it's played inside Super Mario Bros

#16
post #2

Super 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…

yooo, its funny cartridge swap guy!

Re: Bad Apple but it's played inside Super Mario Bros

#18
post #2

Super 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…

I'd love a laymane overview of what you've done here

Re: Bad Apple but it's played inside Super Mario Bros

#20
post #2

Super 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…

I never really got the part about the audio conversion; are you just rounding it from 16 to 7 bits, or are you doing dithering + noise shaping (as you definitely should at such low bit depths)? And similarly, how are you downsampling from 44 kHz to a time-varying sample rate; are you properly filtering, or are you getting tons of aliasing?
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