Forum: Official GS Mode Selector Forum - Discuss GS Mode Selector in this forum.


The above video goes away if you are a member and logged in, so log in now!




 
Would you like to get all the new info from
PSX-Scene in your email each day?




Want to learn more about the team keeping you up to date with the latest scene news?

Read about them now!

Check out our Developer bios, too!

 


User Tag List

Like Tree175Likes

Thread: GS Mode Selector: Development & Feedback
  

Page 25 of 274 FirstFirst ... 15 23 24 25 26 27 35 75 125 ... LastLast
Results 241 to 250 of 2732
  1. #241 Some discoveries about EE and IOP timers 
    doctorxyz's Avatar
    doctorxyz is offline I'm just a modest sorcerer's apprentice!
    Join Date
    May 2007
    Posts
    1,090
    Downloads
    2
    Uploads
    0
    Mentioned
    4 Post(s)
    Tagged
    7 Thread(s)
    Likes Given
    123
    Likes Received
    204
    EE Timers
    Code:
    - TIMER0 and TIMER1, used with interrupt controller INTC
    - TIMER2 and TIMER3, reserved by the EE kernel
      (should not be used by applications)
    They are:
    - Based on the bus clock or the VBLNK
    - Synchronized to the screen display

    IOP Timer Counters
    Code:
    Bits Signal source       Gate signal Prescaler
    ---- ----- -------       ----------- ---------
    16   sysclock or pixel   H-blank     none
    16   sysclock or H-blank V-blank     none
    16   sysclock            none        1/1, 1/8
    32   sysclock or H-blank V-blank     none
    32   sysclock            none        1/1, 1/8, 1/16, 1/256
    32   sysclock            none        1/1, 1/8, 1/16, 1/256
    doctorxyz's PS2 & PS3 stuff: (http://psx-scene.com/forums/f257/doctorxyzs-ps2-ps3-stuff-101348/)
    Reply With Quote  

  2. #242  
    lee4 is offline CMP GH
    Join Date
    Nov 2006
    Posts
    249
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    6
    Tidbit: About Sony Graphics Synthesizer
    Sony produced 3 version
    10000 to 50000 series uses separated EE (Emotion Engine), GS (Graphics Synthesizer), SM (System Memory) chips
    700xx series combined EE & GS into one chip.
    7x000 to 90000 series combined EE, GS and SM into one chip.
    Reply With Quote  

  3. #243  
    doctorxyz's Avatar
    doctorxyz is offline I'm just a modest sorcerer's apprentice!
    Join Date
    May 2007
    Posts
    1,090
    Downloads
    2
    Uploads
    0
    Mentioned
    4 Post(s)
    Tagged
    7 Thread(s)
    Likes Given
    123
    Likes Received
    204
    Quote Originally Posted by dlanor View Post
    NB: While GSM can already be used as a PAL/NTSC enforcer, this does not work correctly for all games (this applies to all recent GSM versions). Some games, like Disgaea, become strangely magnified if GSM is set to either PAL or NTSC, in a way that I have no explanation for. This happens even when the enforced mode is the same as the one the game is assumed to use (ie: PAL for the Eu version of Disgaea).
    If anyone has any real clue as to how or why that unmotivated magnification occurs, I'd love to hear it.
    Hi,

    Please note that next lines are only speculations, needed to be confirmed by coding+testing ok!

    Currently, we are using the following params when forcing titles to PAL 576i:
    Code:
    interlace = 0x01;			// Interlaced
    mode = 0x03;					// PAL 576i
    field = 0x00;					// Field mode (Read Every Other Line)
    What if Disgae was designed originally to set the following?
    Code:
    field = 0x01;					// Frame mode (Read Every Line)
    If so, maybe just keeping the original params for Field at ModdedSetGsCrt...
    Code:
    //	"lw $a2, 0x0208($v0)\n\t"		// Load target parameter value from Target_Field
    ...or setting field = 1 after user select PAL 576i from OSD menu...
    Code:
    interlace = 0x01;			// Interlaced
    mode = 0x03;					// PAL 576i
    field = 0x01;					// Frame mode (Read Every Line)
    ... solve the issue for this and similar titles, and due to this we should put more options on OSD, something like:
    Code:
    --- Fine-tune params switching ----
    Interlace (enable/disable)
    Mode (enable/disable)
    Field (enable/disable)
    DISPLAYx (enable/disable)
    BR,
    doctorxyz's PS2 & PS3 stuff: (http://psx-scene.com/forums/f257/doctorxyzs-ps2-ps3-stuff-101348/)
    Reply With Quote  

  4. #244 Video Output (RGB/Component) and Screen Type (4:3, full screen and 16:9) 
    doctorxyz's Avatar
    doctorxyz is offline I'm just a modest sorcerer's apprentice!
    Join Date
    May 2007
    Posts
    1,090
    Downloads
    2
    Uploads
    0
    Mentioned
    4 Post(s)
    Tagged
    7 Thread(s)
    Likes Given
    123
    Likes Received
    204
    On a future release we could...

    1. Start GSM on VGA mode for those that use CRT/LCD monitor just checking the PS2 OSD settings for video output
    Code:
    /*03*/u32 videoOutput:1;	// 0=rgb(scart), 1=component
    2. Implement on GSM OSD the same option that exists on PS2 OSD, in order to adjust the aspecf (screen type) on-the-fly:
    Code:
    /*01*/u32 screenType:2;		// 0=4:3, 1=fullscreen, 2=16:9
    Source: SIO Shell app from PS2DEV

    BR,
    doctorxyz's PS2 & PS3 stuff: (http://psx-scene.com/forums/f257/doctorxyzs-ps2-ps3-stuff-101348/)
    Reply With Quote  

  5. #245  
    urbigbro's Avatar
    urbigbro is offline \m/=(⎝⏠⏝⏠⎠)=\m/
    Join Date
    Apr 2006
    Location
    The beach with great weather year round.
    Posts
    948
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    3
    Quote Originally Posted by doctorxyz View Post
    On a future release we could...

    1. Start GSM on VGA mode for those that use CRT/LCD monitor just checking the PS2 OSD settings for video output
    That feature would help me out greatly when testing on my monitor.

    I have a CRT with 16:10 aspect ratio, so 16:9 would be great so I can have smaller letter box bars in the VGA 768p mode.

    Games Tested today.
    Katamari Damacy- same as We Love Katamari, all modes work, but games speed is faster in non-60 hz progressive modes. Speed is fine on 60hz prog modes.

    Need for Speed Most Wanted Black- freezes right before MC loading screen on all resolutions, even 480i.

    Okami- interlaced modes work great, with the exception of 576i.
    576i makes the game slow down considerably and some of the movies audio has crackling, or other sound anomolies
    1080i is awesome!
    all progressive mode make game run fast, VGA 768p 75 hz made game crash during battle (perhaps PS2 trying to render too much data for game engine to handle) "interlace lines" prominent on this game in VGA modes on a CRT monitor. These are not visible on my LCD monitor. I'm assuming the scaling chip somehow removes them.

    It appears my LCD will accept 1080i via the VGA input (with incorrect colors of course). If I change the PS2 OSDSYS component output to RGB, it displays similar to the 1080i through the component inputs, but I have more control over aspect ratio, and scaling. The scanlines do faintly appear in fast action parts, like battles.

    This may prove useful for others trying to test on fixed pixel displays. Perhaps on other peoples display devices the screen auto scaling, and manual zooming is better on the VGA input than their component input, due to more VGA resolution options.

    For Okami the best image quality is in the VGA 768p 75hz, on my LCD monitor. There are no "interlace lines" like on my CRT, and the aspect ratio is correct. Of course the speed is still too fast with crashing if too much is on screen. When I can get over to my friends house with a CRT HDTV, I'll do some testing to see what modes seem to work best on it.

    The more games I test with this app, the more I love it.
    Thanks for continuing to develop it.
    Last edited by urbigbro; 09-16-2009 at 06:48 AM.
    V3, V7, V9 PS2s FMCB 1.8/W custom FREEMCB.CNF , ULE+ICON GUI, HDL .8b childsafe, ESR, OPL beta, Misc. 3.5, & 2.5" HDDs
    PSP 1000
    PS3 60 GB BC compatible

    I Mod Fighting Sticks!!
    My PS2 Mods
    Network Games working w/HDL .8b
    Reply With Quote  

  6. #246 GSModeSelector v0.20 release from doctorxyz 
    doctorxyz's Avatar
    doctorxyz is offline I'm just a modest sorcerer's apprentice!
    Join Date
    May 2007
    Posts
    1,090
    Downloads
    2
    Uploads
    0
    Mentioned
    4 Post(s)
    Tagged
    7 Thread(s)
    Likes Given
    123
    Likes Received
    204
    Hi all,

    All night long I tried to solve the VSYNC issue but without success.

    Despite of that, at least I got two extra features to GSM, added as in this excerpt from "changes.txt":

    GSModeSelector v0.20 (2009.09.17) released by doctorxyz
    -Added more 2 on-the-fly settings (from PS2 Setup) into GSM OSD: screen type (4:3/fullscreen/16:9) and video Output (rgb_scart/component)

    BTW: I am sorry in advance to my newbie question that follows...How can I make a compressed ELF?

    BR,
    Attached Files
    Last edited by doctorxyz; 09-17-2009 at 05:37 AM.
    doctorxyz's PS2 & PS3 stuff: (http://psx-scene.com/forums/f257/doctorxyzs-ps2-ps3-stuff-101348/)
    Reply With Quote  

  7. #247  
    urbigbro's Avatar
    urbigbro is offline \m/=(⎝⏠⏝⏠⎠)=\m/
    Join Date
    Apr 2006
    Location
    The beach with great weather year round.
    Posts
    948
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    3
    Thanks for the update!

    The color space forcing doesn't seem to work. It reads the correct color space from the PS2, but it stays set to the setting in the System Configuration, no matter what.

    The aspect ratio forcing does work though.

    I would like to know what the "fullscreen" option means though. What exactly is it supposed to do? Is it still a 4:3 aspect ratio, or maybe 5:4?

    Game Tested Today

    Touring Car TOCA 3
    480i, 1080i run perfectly.
    576i and all progressive modes affect game speed, and cause audio to skip in videos due to this.
    The game didn't crash in any video modes.

    Have we any sort of "short list" as to which PS2s have been known to work at 576p? I'd like to add these test results, but my newest PS2 is a v12, which I didn't see as supporting it anywhere.
    V3, V7, V9 PS2s FMCB 1.8/W custom FREEMCB.CNF , ULE+ICON GUI, HDL .8b childsafe, ESR, OPL beta, Misc. 3.5, & 2.5" HDDs
    PSP 1000
    PS3 60 GB BC compatible

    I Mod Fighting Sticks!!
    My PS2 Mods
    Network Games working w/HDL .8b
    Reply With Quote  

  8. #248  
    doctorxyz's Avatar
    doctorxyz is offline I'm just a modest sorcerer's apprentice!
    Join Date
    May 2007
    Posts
    1,090
    Downloads
    2
    Uploads
    0
    Mentioned
    4 Post(s)
    Tagged
    7 Thread(s)
    Likes Given
    123
    Likes Received
    204
    Quote Originally Posted by urbigbro View Post
    The color space forcing doesn't seem to work. It reads the correct color space from the PS2, but it stays set to the setting in the System Configuration, no matter what.
    Oh damn... Maybe it was my fault. I will check the code ASAP.

    Quote Originally Posted by urbigbro View Post
    The aspect ratio forcing does work though.
    Great!

    Quote Originally Posted by urbigbro View Post
    I would like to know what the "fullscreen" option means though. What exactly is it supposed to do? Is it still a 4:3 aspect ratio, or maybe 5:4?
    Unhappily I have no additional info for what "fullscreen" really stands for!

    Quote Originally Posted by urbigbro View Post
    Have we any sort of "short list" as to which PS2s have been known to work at 576p? I'd like to add these test results, but my newest PS2 is a v12, which I didn't see as supporting it anywhere.
    @all
    It would be great if some of you could create (and keep updated) a worksheet (like Google one, for instance) - or even a sepparate thread - in order to organise the results by user, game/app title, GSM/GSTest release, original mode, target mode, console, connection, tv/monitor set, etc.

    BR,

    EDIT: Almost discovering how VSYNC is made. Despite of that, a lot of precaution must be made before publish any release with this feature!
    Last edited by doctorxyz; 09-17-2009 at 08:23 AM. Reason: about VSYNC
    doctorxyz's PS2 & PS3 stuff: (http://psx-scene.com/forums/f257/doctorxyzs-ps2-ps3-stuff-101348/)
    Reply With Quote  

  9. #249  
    Vegeta's Avatar
    Vegeta is offline Over 9000!
    Join Date
    Nov 2002
    Posts
    759
    Downloads
    9
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    Quote Originally Posted by doctorxyz View Post
    BTW: I am sorry in advance to my newbie question that follows...How can I make a compressed ELF?

    BR,
    You can use ps2packer. I have attached it for you.
    Attached Files
    Reply With Quote  

  10. #250  
    acdacd is offline Registered User
    Join Date
    Sep 2009
    Posts
    2
    Downloads
    0
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    0
    Likes Received
    0
    I've tested GSM v0.20 on my PS2 55007 + HDLoader 0.8c + Dell 2407(Max res: 1920x1200), connected by component.

    The function of video Output (rgb_scart/component) seems not work.
    It can be changed to rgb_scart, but can't be changed to component back.

    GSM -> HDloader 0.8c testing results:
    NTSC 480i ok, HDTV 480p ok, HDTV 720p ok, HDTV 1080i not work.

    Besides, i've also tested some games. (Startup by GSM -> HDLoader)
    Final Fantasy X(JAP) -> 480i mode ok, 480p mode not work.
    Super Robot Taisen Z(JAP) -> 480i mode ok, 480p mode not work.
    Higurashi no Matsuri(JAP) -> 480p mode not work(but this game has progressive mode itself in game.)

    The game screen of hanged 480p mode:
    Only one white cross line with black background.
    Reply With Quote  

Page 25 of 274 FirstFirst ... 15 23 24 25 26 27 35 75 125 ... LastLast
Tags for this Thread

View Tag Cloud

Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •