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Mesen Retroarch Core & HDNES Packs

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Removing the jumping sound does seem to get rid of that "popping" sound that happens. I guess there is something going on with that sound effect that causes it to make a loud pop every so often.

As for the shader differences with Castlevania and Metroid goes i'm not sure what to say other than with Castlevania the shader looks correct, the scanlines are the proper size but with Metroid using the same shader it has the same look as when used with a 480p game (N64 and Dreamcast).

Here are some screenshots to show this off.1603171180_Castlevania(USA)(RevA)-180810-200907.thumb.png.68947457a935a08e4e1b335e7dc07850.png2028525532_Castlevania(USA)(RevA)-180810-200935.thumb.png.a788652882af31c5d1cf75b8fe84f72d.pngThese 2 Castlevania shots are using the stock crt-aperture shader.

1348684354_Metroid(USA)-180810-201120.thumb.png.d55c57fcfc13f537271d49d22bd56f5d.pngThis Metroid shot is showing the stock crt-aperture shader, same as the Castlevania shots. Notice the scanlines are thinner and there are more of them.

256482819_Metroid(USA)-180810-201136.thumb.png.e9d84274d6a4c772e47bef4b4f334760.pngThis last Metroid shot is crt-aperture but with a 240p "descale" pass applied before the crt effect pass. It shows the scanlines in line with how they look in the Castlevania shots.


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I'm stumped. Both Castlevania and Metroid output at 512x480. That's really odd that the default CRT shader option plays nicely with one, but behaves differently for the other. @Lordmonkus I noticed you wrote a tutorial about using SweetFX / Reshade to introduce shaders last year. Do you see the same issue in both the standalone version with SweetFX / Reshade and the Retroarch version with integrated shaders? Aside from that, I may be out of ideas.

As far as audio goes, I just remembered that the Metroid game uses the jumping sound to indicate lava damage as well. I think it was a very odd choice for the developers of the Metroid game. But, they programmed the jumping sound to play in a rapid loop when the player is damaged by lava or acid. This means if you delete the jumping sound, there will be silence when damaged by lava (this may, or may not be okay for you). An alternate strategy you could try is duplicating the running sound and renaming one of them to the jumping sound (since they are the same sound anyway with the running sound just being a bit softer). I'm not sure if that would help.

In any case, if the popping sound is intermittent, and the Retroarch version causes it to occur more frequently, my best guess is that it may be a performance issue. I notice audio popping issues on my end as well if I have too many windows open while running Mesen. If I close the windows, it seems to get better.

With that said, programming of sound did require 6502 assembly knowledge as part of the replacement process. This was beyond my area of expertise. So, KYA (the developer of the Castlevania pack) was gracious enough to assist during this part of development with the Metroid pack. So, KYA may also know something of the sound popping issue that I may not.

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Mesen standalone is now my favorite stand alone NES emulator.  I was not even looking for it and found it by accident.  I always prefer standalone emulators on the PC as I hate retroarch it is a PITA to configure and very easy to corrupt.  Many times I just changed one setting and something stops working had to restore a full backup on my external drive.  Standalone emulators I rarely corrupt.

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