Anyone can write a tutorial because i didnt understand anything!! how can i patch HDLOADER???:cry::chinscrat
Valaki segitsen már hogy kell pacsolni a hdloadert?
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Anyone can write a tutorial because i didnt understand anything!! how can i patch HDLOADER???:cry::chinscrat
Valaki segitsen már hogy kell pacsolni a hdloadert?
gyigyo, It is not finished yet.
About purple tint in VGA mode with component cable
When the console enter in VGA mode, whatever video mode is selected from the menu (Component or RGB), it will always display RGB singals, it will automatically switch if necessary.
So, if RGB singals are sent over component cable, it will results in a pink tint picture, because TV/display cannot algebraically calculate correct color space from RGB input, since component signal was expected.
The same way, it is what can happen sending component signals over RGB cables, like SCART or DB-15 (VGA). In this case the TV/monitor will display a green tint.
Like says dlanor, VGA mode can be tested only trough VGA cable;)
Feedback for 14th. round
Console and TV/Monitor settings: PAL PS2 SCPH-50004B connected via component cables to a Plasma TV
Results with on-the-fly switching in GSModeSelector menu:
- 480p - Displays in 480i.
- 576p - Displays in 576i.
- HDTV 480p - Displays in 480p but screen is shifted to the right and scretched horizontally and squished vertically
- HDTV 720p - Displays in 720p. Screen is half-height and shifted to the upper-left of the screen with the upper-right portion displaying a partial copy of the screen (VRAM contents?).
- HDTV 1080i - Displays in 1080i. Screen is half-height and shifted to the upper-left of the screen with the upper-right portion displaying a partial copy of the screen (VRAM contents?).
That is of course true, but a more important point is that the GS is so flexible that for every existing graphics mode using one video standard, such as VGA, there are also other graphics modes that can yield a similar picture using another video standard such as SCART/RGB or Component signals.
Unfortunately many TV sets are limited in what sync methods they will accept over SCART, normally blocking the use of progressive video through that interface, but when using Component cable it should be 'open season' on all kinds of resolution variations.
So a GS video mode patcher should be able to transform any source video mode into a suitable target video mode for either VGA or Component cables, though probably limited to standard PAL and NTSC modes when using SCART.
Thus a future version of the mode patcher might offer the user a standard set of target resolutions suitable for all video standards plus an extended set of target resolutions valid both for VGA and for Component cables, though the details of GS activation of the selected target mode would differ depending on the user-specified cable and monitor/TV type.
Best regards: dlanor
@doctorxyz:
Partial report on round 14:
The 'Circle' and 'Triangle' commands still do not yield 480p and 576p as labled, instead producing only 480i and 576i, just as in all previous versions. Whatever documentation told you that those modes would be progressive is simply false, so you should just relabel those patch buttons as 480i and 576i, and amend your docs accordingly.
Apart from those the other HDTV compatible modes seem to work quite well, and the new test method does seem to eliminate a lot of the screen garbage seen before. But that can also be misleading, as screen 'duplication' and garbage around the 'real' screen data of a game, will be just as before when a game is started.
One odd feature to look out for is that the 1080i mode produced no visible picture here in on-the-fly testing. But when starting a game this mode displayed more or less the same as in previous version. I noticed that the magic number of this mode differed from that used in last version though, even though the old value is used in several tables of the new version too. But I have no idea what effect a change from 'EE' to 'F0' in the final digits of that number may have. I did try a recompile using the old magic number, but that version too worked the same as yours, giving black screen in on-the-fly display, but displaying correctly for a launched game.
One result which surprised me is that with patch mode 1080i I do get screen display even for FFX International, even though this does not work with any other patch mode I can try. Unfortunately this excludes most of the VGA modes though, not only because of the colour tint, but mainly because they mostly use vertical sync rates that my TV won't accept.
But the big question to me is why 1080i should work with FFX when none of the progressive modes do. I guess this is because FFX does poke some GS registers of its own, and when those register values combine with other values poked by the mode selector, the result of some combinations is a video mode unacceptable to my TV, causing it to show a black screen instead. Since that happens for all progressive modes, and those are what we really want to activate, it will be necessary to research a method to fix such problems. Most likely FFX is just one of many games with the same kind of problem.
Best regards: dlanor
Maybe try contacting emu-kidid he implemented
PAL 50Hz, PAL 60Hz, NTSC 60Hz, and 480P into his SD-Boot and GCOS projects coded for the GC/Wii he may have info that might be useful / translate for ps2 use also.
Hi psx-sceners!
Sorry about not answering everything... The same obstacles here: Time and skill.
@For those carefully and technical psx-sceners,
- Please look at post #97(http://www.psx-scene.com/forums/show...9&postcount=97) and #102 (http://www.psx-scene.com/forums/show...&postcount=102) updates
- As you can see, I use to update my posts whenever I can. Keep this on mind!
@Vegeta,
Thanks again for the feedback(on v0.14)!
@kevstah2004,
Thanks for the hint! Maybe I contact emu-kidid on the future in order to clarify some questions.
But I think before I ask I need to study a how SMS (Simple Media System) work with VESA (=VGA) modes.
There are some interesting MIPS code on "SMS_GS_0.s" file. Maybe understanding it I can fix this damn BSOD stuff for VGA testers (including myself, since GT4+HDL+VGA is my main and original goal on this project).
@dlanor
I agree with you... I saw that PAL(0x02) and NTSC(0x03) that could be non-interlaced here: "Playstation 2 Video Modes" from blue (http://users.neoscientists.org/~blue/ps2videomodes.txt). At that link, video mode numbers on "No" column does not match with "mode" setGsCrt parameters.
After reading (again) ps2force480p (from asmodean) C source code, I discovered that the technique used there is change not only interlace/field values for SetGsCrt syscall, but also the mode (ex.:from 0x02 NTSC to 0x50 HDTV-480p) envolved (ps2force480p.cpp, v1.14 2008/05/18, coded by asmodean):
Code:opcodes[11] = 0x24110000; // addiu s1, zero, $0000 // Non-interlaced
opcodes[12] = 0x24120050; // addiu s2, zero, $0050 // HDTV-480P(720x480)
opcodes[15] = 0x24130001; // addiu s3, zero, $0001 // Frame mode (Read Every Line)
BR,
Very interesting and yes, it does explain the borders on all sides of the screen in 1080i mode.
Similiarly there are many PS2 games (non-progressive i.e 480i only games) that internally run in 512x448 and I believe are scaled up to 640x448 by the GS when run at 480i but when those non-480p games are FORCED by software like Xploder HDTV Player to 480p, there are huge black borders on the left and right sides of the screen so the screen is rendered at 640x480p but the game display only fills 512x448 of that 640x480p field.
I suppose this is where a correct MAGH value would stretch the display to fill the screen in such games when forced to 480p?
Hmmm... Maybe. We could play with DW and MAGH... Decreasing DW and increasing MAGH until get the desired effect, for instance. But if we decrease DW a lot, we start to cut off borders of game screen buffer! I comproved this when making fune tuning on GT4 HDTV(1080i) mode setting via try-and-error.
Well,I intend to implement (when have enough time for this) a configuration file readable on Notepad and better setting control under GUI, in order to put all this fine tune stuff in hands of psx-scene testers!
BR,