randomguy.42

@lars259
1 Followers
13 Following
13 Posts

I guess when targeting Opus files using sinc 50-48000 is a sensible choice, it will cut off the lowest subbass at 50hz and go all the way up to 48khz which is forced by Opus anyways.

Especially if we keep in mind the C64 has a technical limit of around 16khz if i am not mistaken.

Also Opus will filter above ~20-22khz (like most lossy codecs not running in exterme profiles)?

I record in audacity (32bit float 192khz) and export to 24bit 192khz masterflacs with an input volume of -18dB (70%)

#c64 #sid #retro #audio #sox #8580
I have been recording dual-mono audio from SID-Tap on my U64 using two 8580 and wonder what kind of filters i could test as well (not on the masters mind you) kinda try to get a 8580 vibe with filters on ;) been playing with these and sox:

lowpass 2000 0.707q
highpass 500 0.707q
bandpass 1500 0.5q
bandreject 1200 0.5q

Those all really change the soundstage quiet alot this is kinda nice in some test 150 +1 DR 350 +2DR and keeps audio clearer: sinc 350-48000

This will not be a very good experience even using the "legacy" AES-256 CBC mode cpu load would be way too high to seamlessly play on an a1200. Reticulum seems nice didnt know it before.
I think most if not all versions over 1.50 are fake version some are easily identified by their filesize and dates which do not fit the timeline reconstructured from the 1.50 HISTORY document. Others try to hide it by crunching the file. Trying this patch on the 1.50 i found now: https://aminet.net/package/util/arc/LhA_y2k_pch
Aminet - util/arc/LhA_y2k_pch.lha

Done with Gold Fish cd roms aka Fred Fish: lha_ff_1.30_6.5.92
lha_ff_1.38_25.8.92
lha_ff_1.48_2.11.92
lha_ff_Evaluation_V1.00_20-Dec-91
lha_ff_Evaluation_V1.10_14-Jan-91
lha_ff_Evaluation_V1.22_2-Apr-92
lha_ff_noVER_1761575123

Looking for LHA 1.71 likely the latest version which still works on Kickstart 1.3 AND can be patched with the Y2k Bugfix on Aminet.

#retro #amiga #retrocomputing

Guess I need to install Redkit for Witcher 2 to get the ability ids (want more talent points for a dark mode playthrough but static +3 or +2 seem to be too much)

function SetLevelUp()

// Tiered talent point progression
if (level <= 10)
{
// Early game: Rapid skill rediscovery
SetTalentPoints(talents + 3);

// level 2 grant riposte and talents + 2
}
else if (level <= 20)
{

SetTalentPoints(talents + 2);
}
else
{

SetTalentPoints(talents + 1);
}
#witcher2