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Thread: GS Mode Selector: Development & Feedback
  

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  1. #2611  
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    Quote Originally Posted by doctorxyz View Post
    Attachment 37197
    WARNING for Newbies: This is a fork from OPL 0.9.1. r644 contained on main repo (ifcaro's one), which aims for OPL (Open PS2 Loader) and GSM (Graphics Synthesizer Mode Selector) integration.


    The binary is attached here.
    The source code I'll upload on https://bitbucket.org/doctorxyz/opl_gsm ASAP. EDIT 2012.08.20 - The source code has been upload on opl_gsm repo.
    "Carpe diem"! ;-)
    I downloaded this binary and it seems to work, however the biggest short coming I see is the design. The enforce video mode setting really needs to be on the game setting screen, not the main screen. I have one game that requires a special video mode to launch, all the others I prefer to run in their normal mode that is the default...
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  2. #2612  
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    Hi. I tried OPL + GSM posted on page 248.
    Mode 576P (and 1080p, wich looks very nice) works in-game (when games are compatible)
    but mode 576p doesn't work when choosed just for OPL gui. My TV says no signal in this case (but it doesn't really matter anyway)

    One stupid question for you: It seems Pal games usually display in 576i.
    So why when you choose 576p mode with last GSM, you've got black borders ?

    I mean, why black borders if resolution hasn't change, just an interlace to progressive change?
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  3. #2613  
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    Hi guys. sorry i could not reply, my internet-provider did some reorganisation with equipment and I did not have Internet access for long 7 days. Can you imagine this? Could you spend 7 days without internet? I doubt it.

    Anyway lets make some things clear. Feel free to correct me.

    Ok. If game runs in NTSC in interlace mode---it displays 60 fields---not FPS--but fields.. Field---is half of a frame. Two fields=one frame or FPS. FPS is only possible in Progressive Scan mode. Field is only possible in Interlace Scan Mode.

    If game runs in PAL in interlace mode---it displays 50 fields---which is equal to 25 FPS(Frames or Full Image(All Lines))...

    Can some one tell me:
    If game switches to Progressive Scan---It shows already FPS----but how many? 60 or 30 FPS? So like question is: In Progressive Scan game shows "Real FPS"---more or less?

    Also I created here thread:
    http://psx-scene.com/forums/f291/gol...n-480p-105791/ (Golden List of PS2-Games which Natively output in Progressive Scan 480p)
    about games which natively support Progressive Scan.
    I think we have to research them, and figure out what is so different in game when game works in Progressive Scan and in interlace mode.. If we will know which code is changed inside of the game---we will know how to implement natively Progressive Scan in every ps2 game.

    Also I think we have to test Gran Turismo--in order to figure out how 1080i works----thus way we can implement 1080i natively in any ps2 game...

    Adding some picture of turning on Progressive Scan on my LG CRT TV with Component Input which supports 480i on component...

    Guys I have some Doc for Graphics Synthesizer---I am attaching it, maybe someone will be happy to read it. If file can not be attached---just tell me, I will delete it..
    Enjoy...
    Attached Thumbnails Attached Thumbnails foto1422.jpg   foto1423.jpg   foto1425.jpg  
    Last edited by RandQalan; 10-02-2012 at 11:54 PM.
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  4. #2614  
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    Quote Originally Posted by SkyNet View Post
    Hi guys. sorry i could not reply, my internet-provider did some reorganisation with equipment and I did not have Internet access for long 7 days. Can you imagine this? Could you spend 7 days without internet? I doubt it.
    That's really bad. D:

    Quote Originally Posted by SkyNet View Post
    Ok. If game runs in NTSC in interlace mode---it displays 60 fields---not FPS--but fields.. Field---is half of a frame. Two fields=one frame or FPS. FPS is only possible in Progressive Scan mode. Field is only possible in Interlace Scan Mode.

    If game runs in PAL in interlace mode---it displays 50 fields---which is equal to 25 FPS(Frames or Full Image(All Lines))...
    Correct, but you must be sure what "FPS" means here. It's not the rate at which graphics are rendered by the game, but the rate at which complete frames are drawn by the GS CRT Controller.

    Quote Originally Posted by SkyNet View Post
    If game switches to Progressive Scan---It shows already FPS----but how many? 60 or 30 FPS? So like question is: In Progressive Scan game shows "Real FPS"---more or less?
    60 frames/second. Every draw by the CRTC is a complete frame.

    Quote Originally Posted by SkyNet View Post
    Also I created here thread:
    http://psx-scene.com/forums/f291/gol...n-480p-105791/ (Golden List of PS2-Games which Natively output in Progressive Scan 480p)
    about games which natively support Progressive Scan.
    I think we have to research them, and figure out what is so different in game when game works in Progressive Scan and in interlace mode.. If we will know which code is changed inside of the game---we will know how to implement natively Progressive Scan in every ps2 game.

    Also I think we have to test Gran Turismo--in order to figure out how 1080i works----thus way we can implement 1080i natively in any ps2 game...
    Like I mentioned in this post: http://psx-scene.com/forums/f291/gs-...ml#post1001798 (GS Mode Selector: Development & Feedback)

    That's all that is probably needed to be done, to get 480P in most games. GSM tries to fulfil all that by intercepting writes to the GS registers and substituting the values being written with the appropriate values.

    As the GS has only 4MB of VRAM, it isn't even possible to have a 1920x1080 frame buffer to begin with. Therefore, 1080I mode on the Playstation 2 isn't true 1080I.

    Quote Originally Posted by SkyNet View Post
    Guys I have some Doc for Graphics Synthesizer---I am attaching it, maybe someone will be happy to read it. If file can not be attached---just tell me, I will delete it..
    Enjoy...
    The mods will need to give the green light here, as it's a copyrighted document from the Sony SDK. It shouldn't be readily available to non-licensed developers.
    Unmodified SCPH-77006 with SM 3.6
    SCPH-39006 with M-chip modchip, SCPH-10281 NA and refurb Seagate 80GB HDD
    SCPH-10000 v1.00 with SCPH-10190 PCMCIA NA and SCPH-20400 HDD unit
    PS2ESDL v0.823B

    やっほー 汗がひかる♪
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  5. #2615  
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    Quote Originally Posted by SkyNet View Post
    Hi guys. sorry i could not reply, my internet-provider did some reorganisation with equipment and I did not have Internet access for long 7 days. Can you imagine this? Could you spend 7 days without internet? I doubt it.

    Anyway lets make some things clear. Feel free to correct me.

    Ok. If game runs in NTSC in interlace mode---it displays 60 fields---not FPS--but fields.. Field---is half of a frame. Two fields=one frame or FPS. FPS is only possible in Progressive Scan mode. Field is only possible in Interlace Scan Mode.

    If game runs in PAL in interlace mode---it displays 50 fields---which is equal to 25 FPS(Frames or Full Image(All Lines))...

    Can some one tell me:
    If game switches to Progressive Scan---It shows already FPS----but how many? 60 or 30 FPS? So like question is: In Progressive Scan game shows "Real FPS"---more or less?

    Also I created here thread:
    http://psx-scene.com/forums/f291/gol...n-480p-105791/ (Golden List of PS2-Games which Natively output in Progressive Scan 480p)
    about games which natively support Progressive Scan.
    I think we have to research them, and figure out what is so different in game when game works in Progressive Scan and in interlace mode.. If we will know which code is changed inside of the game---we will know how to implement natively Progressive Scan in every ps2 game.

    Also I think we have to test Gran Turismo--in order to figure out how 1080i works----thus way we can implement 1080i natively in any ps2 game...

    Adding some picture of turning on Progressive Scan on my LG CRT TV with Component Input which supports 480i on component...

    Guys I have some Doc for Graphics Synthesizer---I am attaching it, maybe someone will be happy to read it. If file can not be attached---just tell me, I will delete it..
    Enjoy...
    Try using upload locations and PM for future stuff please
    I really don't want to do something to a good person

    V10 SCPH-50001 with Network adapter SCPH-10281 500 G HD
    PSP 3000 9G 6.20 PRO CFW Perm
    Unofficial FMCB v1.8C OPL self compiled HD and SMB preferred
    Is how all good gaming systems came to be
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  6. #2616  
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    Sorry guys, I did mistake by uploading it. I promise it will never happen again, ever... Sorry, 1000 times...
    Thank you RandQalan that you did not ban me...
    Again 1000 times sorry for my mistake, I hope community will forgive me.....
    RandQalan and pmaster like this.

    Best Regards from PS3 Linux User
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  7. #2617 Research on the SetGS*Param() functions 
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    It's still not as complete as what I managed to get before I accidentally deleted the file, but it still shows what the functions accept. I still don't know what the GsHParam functions do though, as it seems tied with the hardware.

    Functions not mentioned here are not disassembled nor looked at by me. I believe that most (if not all) of them just configure unknown parts of the Playstation 2, which are not even mentioned on the Internet.

    EDIT: I forgot to mention, I think that the only known value handled by VParam is the GCONT (RGB/YBrPr setting) value. It's the first bit.
    Other than that... I suppose that nobody knows the significance of the other bits handled by both sets of functions.

    As usual, the older Protokernel boot ROM has got less code. Not only because it doesn't have to worry about different hardware versions, but because it was probably designed with less features in mind.

    SCPH-77006 (v15) Boot ROM v2.20
    Code:
    static u64 GsHVParam=0x40;		/* 0x80015f20 */
    static int var_80015f7c=-1;		/* 0x80015f7c */
    static unsigned char var_80015f80=0xFF;	/* 0x80015f80 */
    static unsigned int var_80022bd8;	/* 0x80022bd8 */
    static unsigned int var_80022b44;	/* 0x80022b44 */
    
    /* 0x800077d0 */
    static int func_800077d0(unsigned int arg){
    	/* Reconfigures some unknown part (0xbf803210) of the PS2. Again, this kind of function is not present in BIOS v1.01. */
    }
    
    /* 0x8000d578 */
    void GetGsVParam(void){
    	return(((unsigned char)GsHVParam&1) | (GsHVParam>>40&0xFF&1)<<5 | (GsHVParam>>1&0xFF&1)<<1 | (GsHVParam>>6&0xFF&7)<<2 | 0x80);
    }
    
    /* 0x8000d8a8 */
    int SetGsVParam(unsigned int arg){
    	GsHVParam=GsHVParam&0xFFFFFFFE|(arg&1);
    	return(func_800077d0(0x7E)<<8|func_800077d0(0x7F));
    }
    
    /* 0x8000d338 */
    void GetGsHParam(unsigned int *arg1, unsigned int *arg2, unsigned int *arg3, unsigned int *arg4){
    	unsigned int temp;
    
    	if((GS_REG_CSR>>16&0xFF)>=0x19 && var_80022b44&0xFE!=0x1C){
    		temp=GsHVParam<<14>>26-25;
    	}
    	else{
    		if((GS_REG_CSR>>16&0xFF)>=0x19 && var_80022b44&0xFE==0x1C){
    			temp=GsHVParam<<14>>26-1;
    		}
    		else{
    			temp=GsHVParam<<14>>26;
    		}
    	}
    
    	/* 0x0000d410 */
    	*arg1=temp;
    
    	if((GS_REG_CSR>>16&0xFF)>=0x19 && var_80022b44&0xFE==0x1C){
    		temp=GsHVParam<<14>>28-8;
    	}
    	else{
    		temp=GsHVParam<<14>>28;
    	}
    
    	/* 0x0000d474 */
    	*arg2=temp;
    
    	if(((GS_REG_CSR>>16&0xFF)>=0x19 || var_80022b44&0xFE==0x1C) && ((GS_REG_CSR>>16&0xFF)>=0x19 && var_80022b44&0xFE==0x1C))
    		/* 0x0000d4e4 */
    		temp=GsHVParam<<8>>26+0x18;
    	}
    	else{
    		/* 0x0000d500 */
    		temp=GsHVParam<<8>>26;
    	}
    
    	/* 0x0000d510 */
    	*arg3=temp;
    
    	if((GS_REG_CSR>>16&0xFF)>=0x19 && var_80022b44&0xFE==0x1C){
    		*arg4=GsHVParam>>28-8;
    	}
    	else{
    		*arg4=GsHVParam>>28;
    	}
    }
    
    /* 0x8000d5f0 */
    void SetGsHParam(unsigned int arg1, unsigned int arg2, unsigned int arg3, unsigned int arg4){
    	unsigned int value, value2;
    
    	if(arg4==0xFF){
    		arg1=~arg1;
    		if(arg1!=var_80015f7c){
    			if(arg3==0x83){	/* 0x8000d638 */
    				value=arg1>>30;
    				if(var_80015f7c>>38==value || GsHVParam>>42&3!=var_80015f80){
    					func_80008108(value, 0x83);
    				}
    			}
    			else{	/* 0x8000d680 */
    				value=arg1>>8&3;
    				if(value!=var_80015f7c>>8&3 || GsHVParam>>42&3!=var_80015f80){
    					func_80008108(value, arg4);
    				}
    			}
    
    			/* 0x8000d6c0 */
    			var_80015f7c=arg1;
    			var_80015f80=GsHVParam>>42&3;
    		}
    
    		/* 0x8000d6d8 */
    		if(arg4&0x83==0) arg2=arg2&0x30C;
    
    		if(var_80022bd8!=0x40 && var_80022bd8!=0x60){
    			*(volatile unsigned char*)0xbf801908=8;
    			*(volatile unsigned char*)0xbf801904=0x42;
    			*(volatile unsigned char*)0xbf801905=0;
    			*(volatile unsigned char*)0xbf801900=0x80;
    			*(volatile unsigned char*)0xbf801900=arg1;
    			*(volatile unsigned char*)0xbf801900=arg1>>8;
    			*(volatile unsigned char*)0xbf801900=arg1>>16;
    			*(volatile unsigned char*)0xbf801906=0x35;
    
    			/* 0x8000d778 */
    			while(*(volatile unsigned char*)0xbf801908 & 1){
    				__asm("nop\nnop\nnnop");
    			}
    
    			*(volatile unsigned char*)0xbf801900=arg3;
    			*(volatile unsigned char*)0xbf801900=arg3>>8;
    			*(volatile unsigned char*)0xbf801900=arg3>>16;
    			*(volatile unsigned char*)0xbf801900=arg3>>24;
    			*(volatile unsigned char*)0xbf801906=0x35;
    
    			while(*(volatile unsigned char*)0xbf801908 & 1){
    				__asm("nop\nnop\nnnop");
    			}
    
    			*(volatile unsigned char*)0xbf801900=arg2;
    			*(volatile unsigned char*)0xbf801900=arg2>>8;
    			*(volatile unsigned char*)0xbf801906=0x11;
    
    			while(*(volatile unsigned char*)0xbf801908 & 1){
    				__asm("nop\nnop\nnnop");
    			}
    
    			if(*(volatile unsigned char*)0xbf801908 & 4){
    				func_800075c0();
    				*(volatile unsigned char*)0xbf801908=8;
    				func_80008bd8(arg4);
    			}
    
    			__asm("sync\n");
    		}
    	}
    	else{
    		var_80015f80=arg4;
    		var_80015f7c=-1;
    	}
    }
    SCPH-10000 (v0) boot ROM v1.01:
    Code:
    /* 0x8000a768 */
    void GetGsHParam(unsigned int *arg1, unsigned int *arg2, unsigned int *arg3, unsigned int *arg4){
    	*arg1=GsHVParam<<14>>26;
    	*arg2=GsHVParam<<4>>28;
    	*arg3=GsHVParam<<8>>26;
    	*arg4=GsHVParam>>28;
    }
    
    /* 0x8000a820 */
    void SetGsHParam(unsigned int arg1, unsigned int arg2, unsigned int arg3, unsigned int arg4){
    	unsigned int value;
    
    	func_00007c18(0x80, arg1&0xff);
    	value=arg1>>8;
    	func_00007c18(0x81, value&0xFF);
    	func_00007c18(0x82, arg1>>16&0xF);
    	func_00007c18(0x83, arg3&0xff);
    	func_00007c18(0x84, arg3>>8&0xFF);
    	func_00007c18(0x85, arg3>>16&0xFF);
    	func_00007c18(0x86, arg3>>24);
    
    	func_00007c18(0x88, arg2>>8&0x3);
    	func_00007c18(0x87, arg2&0xFF);
    
    	func_80008020(value&3, arg4);
    }
    Last edited by SP193; 10-15-2012 at 04:01 AM. Reason: Added more information.
    doctorxyz likes this.
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  8. #2618  
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    Good work (I know how it is a bare bone). At least and for while, we can benefit from this GCONT (RGB/YBrPr setting) stuff.
    doctorxyz's PS2 & PS3 stuff: (http://psx-scene.com/forums/f257/doctorxyzs-ps2-ps3-stuff-101348/)
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  9. #2619  
    Ichisuke is offline Member
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    Sorry if I ask something that maybe has been already cleared, but I'm not able to find an answer.
    I have a PAL PS2 90000. I use component video on a philips 9551. I'm trying to play some NTSC PS1 games,
    but I can't get any results. The game always have decentered and cutted image.
    What option should I have to use? Or is it even possible to play NTSC PS1 games with component with this PS2 model?
    I'm using gsm 0.36 and the console have no internal mod, only FMCB. To load an import game I just use the swap method.
    Thanks.
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  10. #2620  
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    Hi,
    Quote Originally Posted by Ichisuke View Post
    I have a PAL PS2 90000. I use component video on a philips 9551. I'm trying to play some NTSC PS1 games,
    but I can't get any results. The game always have decentered and cutted image.
    What option should I have to use? Or is it even possible to play NTSC PS1 games with component with this PS2 model?
    I'm using gsm 0.36 and the console have no internal mod, only FMCB. To load an import game I just use the swap method.
    Thanks.
    As far as I remember for this scenario, GSM 0.36 should suffice for your specific needs.
    So, try to do the following steps on it:
    - Press [SQUARE] n times, until "PS1 PAL (HDTV 576p @50Hz)" be displayed.
    - Use DPAD arrows in order to adjust X and Y-axis settings (take in account that there aren't values which fit for all, so you must find the best ones for your by experimentation).
    - Press [START] in order to launch your title via FMCB / swap method.

    Good luck!

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