Hmmm...I guess you're right...If I could somehow make the CPU only process the audio, that'd be nice, but I guess that isn't possible...nos_slived wrote:If it isn't overclocked it will. It will be the same as using the sound from an NES that isn't overclocked, and the video from one that is. The game won't speed up or slow down, but the CPU will encounter lag if not overclocked.
Overclocking the NES while maintaining audio quality...
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nos_slived
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If you could seperate the audio and video data, it would be possible, and I am guessing that audio and video use different pins, but I'm not sure. If you find a way, let us know. Unfortunately, I think that you will still have issues, because the video CPU may still lag on some games, and the audio CPU could lag a bit, but who knows, you may just find a way to make it work. Atleast on some games.

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SgtBowhack
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This idea has fundamental flaws. For example, the code from both will still have to be entering both CPUs at the same time. This means that the CPUs will be synched regardless of what you do (or one will crash, either way). You can't really have your cake and eat it too. It's just not possible to overclock and keep the sound at the right pitch, unless you just have something that changes the pitch of sound on the output.
I remember EPicenter mentioning that something like that might exist...does anyone know about how to build such a circuit?SgtBowhack wrote:This idea has fundamental flaws. For example, the code from both will still have to be entering both CPUs at the same time. This means that the CPUs will be synched regardless of what you do (or one will crash, either way). You can't really have your cake and eat it too. It's just not possible to overclock and keep the sound at the right pitch, unless you just have something that changes the pitch of sound on the output.
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Turbo Tax 1.0
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SgtBowhack
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I don't think it's possible. The sound code is included with everything else, and separating it out is just not gonna happen. Even if you split the stream of data to the CPU and send it to both CPUs, that's just redundant and doesn't actually take any load off of either. If you run one CPU at the slower speed you'd have to run both at the slower speed or, at very least, the data stream would cause the faster one basically to run at the slow speed.
In short, you just can't do it. Sorry.
In short, you just can't do it. Sorry.
Well, is there a circuit to compensate for the increased pitch is what I'm wondering now, and how do I build it?SgtBowhack wrote:I don't think it's possible. The sound code is included with everything else, and separating it out is just not gonna happen. Even if you split the stream of data to the CPU and send it to both CPUs, that's just redundant and doesn't actually take any load off of either. If you run one CPU at the slower speed you'd have to run both at the slower speed or, at very least, the data stream would cause the faster one basically to run at the slow speed.
In short, you just can't do it. Sorry.
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You'd need to wire a cart slot between the two, controller ports between the two. Then get pissed when the muzak gets all out of sync and the title muzak is still playing when you're halfway done with level 1. I'd find it more of an annoyance than anything.
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nos_slived
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You mean video going at a speed of 2x (i dont know how much faster it goes), and an audio going at 1x would stay in sync? It's my idea that the audio would most definitely fall behind.
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