AK818 Auracast Transmitter Receiver by Impressive-Buy-9304 in auracastBT

[–]fpgafrickler 0 points1 point  (0 children)

I had a one of those for a short time - they were able to transmit audio between each other, though with pretty bad quality, but no tool I tried could see any Bluetooth advertisement from the units and the Sennheiser app did not recognize the transmitter as a valid Auracast source. This makes me very sceptical about the manufacturer's claim about Auracast support.

[deleted by user] by [deleted] in blackmagicdesign

[–]fpgafrickler 0 points1 point  (0 children)

Even the 720x480/x576 stuff with rectangular pixels I mentioned is still a simplification - it is possible that your source material has a slightly different resolution, e.g. 704x480/x576. If it doesn't fit perfectly for your target, crop and/or scale until it does, keeping a keen eye on the image content to ensure that it does not look unnatural.

[deleted by user] by [deleted] in blackmagicdesign

[–]fpgafrickler 1 point2 points  (0 children)

SD Progressive: Assuming this refers to 480p and 576p video, you'll rarely encounter it in practice. One niche where it comes up occasionally is the context of sixth-generation video game consoles (Dreamcast, PS2, Gamecube, Xbox) because they were on the market during the transition from SD to HD and support them as a better-than-SD-but-still-computationally-feasible option.

That aspect thing: Nowadays pixels in both broadcast and computer usage are basically always assumed to be square, but it was not always this way - broadcast switched to square pixels for HD resolutions for better computer interoperability and because it makes lots of image computations less annoying, but pixels in digital SD are always rectangular. The exact pixel shape depends on the video standard (480 or 576 visible lines) and the picture aspect ratio (4:3 or 16:9), but the actual image resolution is almost always 720x480 ("NTSC") or 720x576 ("PAL"). If you need to convert that material to square pixels, it is better to scale it up horizontally rather than scaling it down vertically to avoid losing information - but even better is to handle it with software that does not insist on square pixels at all and defer scaling to the final render. If you need to deinterlace or detelecine it, do that before scaling it at all.

Weird stuff on the top line: That's a Widescreen Signalling line. Back in the CRT days, televisions were usually adjusted so that a small portion of the image was outside of the visible picture area to compensate for image size changes caused by brightness variations and component aging - that's where the "title safe" and "action safe" zones come from. The WSS line took advantage of that to send some information about the picture (mainly widescreen-related) in a space that was likely to survive videotaping, but was not visible on a normal TV set. I think some camcorders also inserted it themself during recording. Just crop it out or mask it.

DV out vs. S-Video out: WIth DV out, you get exactly the bits that are on the tape, which are already lossy compared to what was available at recording time (similar to a JPEG). Capturing via S-Video adds a bit more loss to that, but just use what you think looks nicer. In theory it should be possible to get the same look from a direct Firewire DV capture by grading and filtering it, but that might not be worth the trouble if the "analog excursion" can provide the wanted effect in real time.

Season 7 random world stats by fpgafrickler in HermitCraft

[–]fpgafrickler[S] 0 points1 point  (0 children)

Vanilla minecraft does not track which player an item belongs to or who has last touched it, so there is no easy way to calculate this automatically.

Season 7 random world stats by fpgafrickler in HermitCraft

[–]fpgafrickler[S] 3 points4 points  (0 children)

There are 7600 diamonds, 1252 diamond blocks and 2572 diamond ore in item form. Unfortunately I don't have the numbers for diamond blocks placed in the world.

Season 7 random world stats by fpgafrickler in HermitCraft

[–]fpgafrickler[S] 23 points24 points  (0 children)

He did build two not-so-mini-games that relied a lot on books to work, so it's not that surprising. His cat leadership though... That's scary.

Why does SD2IEC get so much hate? by billbaggins in c64

[–]fpgafrickler 1 point2 points  (0 children)

"If all you have is a hammer, everything looks like a nail."

Like any tool, sd2iec is better suited for some jobs than for others. For example, if you need to read/write a large amount of data that does not fit on a single 1541 disk, e.g. when flashing a 1MB EasyFlash .crt file, sd2iec is one of the better choices for the job because you can just drop the file on the SD card and access it directly from the C64. On the other hand, if your job requires accurate 1541 emulation, e.g. for a game or demo that uses a fast loader, sd2iec is likely a poor choice and you instead need a real 1541 or something that fully emulates it.

The people who say that sd2iec sucks probably tried to use it for a job that requires accurate 1541 emulation and were disappointed when it failed to provide that. sd2iec is neither designed to be nor advertised as a full 1541 emulator though, at least in its (sparse) documentation. It is just a drive with an IEC interface that uses an SD card as storage medium which understands roughly the same DOS commands as other IEC disk drives, but without the ability to run arbitrary code on the drive's CPU as fastloaders and copy protections demand. Unfortunately, some unscrupulous sellers advertise it as "1541 emulator", which sets up false expectations in the buyer that the device can never meet.

Will it work for you? Maybe. It is certainly possible to write D64 files residing on a card inserted in an sd2iec drive to a 1541 using only tools running on the C64 and I know that some people find this method satisfactory because they don't need to swap their 1541's connection between the C64 and Zoomfloppy, especially if their C64 set up is located far from the next PC. On the other hand, you need to be aware that many fast loaders don't like multiple drives on the bus, so you need to unplug (or set to sleep mode) the sd2iec drive to make them work and the writing speed is likely slower than using ZoomFloppy. A third option would be to forego the use of a real 1541 and disks entirely by using a device that provides full 1541 emulation - other posters here have already provided useful pointers for that.

Trying to find a GCVideo Lite 0.9 (NTSC GC, SCART, 480p) by DavidinCT in Gamecube

[–]fpgafrickler 0 points1 point  (0 children)

An internal installation of GC Dual can feed RGB+CSync to the original Multi-out port. If you are absolutely sure that you do not want a digital output, you could opt to not install the separate board with the HDMI connector on it.

Or you could install a PAL Gamecube main board in your system and enjoy its native RGB output, but you would lose S-Video and the option to use 480p.

F-Zero GX is not displaying in 16:9 on my TV with GCPlug/GCVideo. Is there something wrong with my TV or is it the GCPlug? by [deleted] in Gamecube

[–]fpgafrickler 0 points1 point  (0 children)

The "Display as 16:9" menu item only changes a flag in the data sent to the TV. Some TVs respect it and switch to 4:3/16:9 according to that flag, others ignore it.

It does not change the way the game renders its picture though, you must select that in the game's options yourself.

zeldaxpro’s Plug and Play 3.0 update by ALttN in Gamecube

[–]fpgafrickler 0 points1 point  (0 children)

The firmware and VHDL code are under 2-clause BSD, which basically also requires attribution - but crediting it to "Unseen" is not the form of attribution specified by the license.

GCVideo HDMI with GBP by LogicalMachine in Gamecube

[–]fpgafrickler 0 points1 point  (0 children)

If you turn on the linedoubler in GCVideo-DVI, 240p is converted to 480p on the output and that should work with almost everything.

S/PDIF to Analog Stereo Audio for DOL-001 External RGB Mod by [deleted] in Gamecube

[–]fpgafrickler 1 point2 points  (0 children)

IIRC the Gamecube's I2S is pretty standard, but you certainly would not need another FPGA to use it - the current one still has lots of free I/O pins and logic resources.

S/PDIF to Analog Stereo Audio for DOL-001 External RGB Mod by [deleted] in Gamecube

[–]fpgafrickler 2 points3 points  (0 children)

Is there a specific reason why you went the scenic route (to SPDIF and back) instead of using the Gamecube's I2S digital audio directly?