@all
Since my English is poor, I believe it could better to clarify some personal motivations behind some of my actions, in order to avoid misunderstandings okay!
GT4 is just my favourite game and I frequently play it on my VGA LCD monitor, and rarely on my LCD HDTV set (if I do this latter frequently instead, probably this thread does not exist).
My motivation started when I used to play GT4 on my monitor using MI (Matrix Infinity) modchip built-in target VGA vmode enabled, but it worked only when forcing a target VGA@60Hz vmode from the source (and default) GT4 vmode: Interlaced (480i). The final results was very poor, compared to my HDTV set. Naturally, I tried solve it, just changing the source (GT4 built-in) vmode to Progressive(480p) or HDTV(1080i) using the GT4 built-in menu - Since I knew that the framebuffer and real game resolution have better quality when selecting those modes... But it was without success: MI always gave me a display doubled in heigth, cutting off the bottom half part of game screen!
After that, I decided to start a extensive research for a solution to my problem, that worked also with HDLoader... Some months later... Here we are my friends! ;-)
So, please do not worry when I am focus my testing on GT4 game okay!
I know that are many people interested on GSM (thank God for it) and I will try to respect all your different needs and opinions; this is the reason we are improving this project in order to work with many titles, vmodes, and people as possible (let's recognize tht all of them is, in fact, impossible).

Originally Posted by
urbigbro
Awesome, this is the "VGA" mode that works the best for me so far.
For me too.

Originally Posted by
urbigbro
I realize that it is not progressive, and will test it on some other displays, to see what results I can get.
Seeing as we already have this somewhat "Hybrid" video mode, can any others be done? Two that I can think of right now are, PAL 60i, and PAL resolution with NTSC color encoding.
I'm specifically interested in the the PAL resolution with NTSC color encoding, because many of us in North America would love to play some games only released in PAL format, without having to use the inferior PAL-NTSC patching that cuts off part of the games resolution.
Many HDTV's sold in North America have PAL and NTSC support. Many of the SD TV's also have support for PAL, but almost none have a SCART connector, so unless the TV has component-in were screwed.
I multi-system SD TV. It will display PAL games resolution correctly, but only has s-video in, so the color is only black and white.
If this can't be done, that's cool, I realize that this video format may not even, be recognized by a TV, even if it is possible.
It could be done in a GSM future release, by implement patching only for the SetGsCrt Mode parameter, i.e., changing it from 3(PAL) to 2(NTSC), leaving other vmode parameters unchanged (DW,DH,MAGH,MAGV). Then, test it to see what happens. Maybe some DX and DY adjustment should be needed here.

Originally Posted by
dlanor
I have received your v0.22g update file in email, and am ready to start merging it with my own sources.
I see. I only hope this did not lead to any changes that will affect other games or tools badly in enforced vmodes. Focusing only on one test program can be risky.
Do not worry about that. It is just a question of personal interest and time for testing. Nothing more than this, as I stated in the beginning of this post okay!

Originally Posted by
dlanor
And ? What is the problem with that ?
The problem is... I see how you improve the quality of source code, despite of it is not perceived by final user. It would be a pity to just cut it off from GSM before making a deeper investigation in order to discover the real reason why the SYNCV stopped to work on v0.22 release.

Originally Posted by
dlanor
In my v0.22c beta I added the ability to disable/enable independent patches, as I know that some games require them (because I have such games), but also suspected that some games might show negative effects of such patching. I don't think we will ever be able to invent any default settings that will satisfy all games, and adapting settings 'on the fly' to suit different games will not be easy to do either. So for the present (at least) it will for some games be necessary that the user tweaks some settings in the GSM GUI, so as to adapt its usages for games with special needs.
As far as I could tell you have not removed the independent register patching from the new source code anyway,
I hope you realised that what I did on v0.22g was - among other things - putting the breakpoint setting back to trap writes for DISPLAYx GS Registers only, disabling the ones the SMODE2 and SYNCV GS Registers.

Originally Posted by
dlanor
so I have no problem merging it. As I see it we can already have SYNCV vmodes together with independent register patching, as long as the patch values do not mess up the vmode setup. And if that happens we'll just have to modify how/when we apply those patches, or simply disable the separate patching in the GUI. We may also need to add more custom modes for specific games, but since we use button combos for almost everything, we are not going to run out of combinations for a while yet.
For some cases we can do that without problems, but not for all cases.
I see your point. FYI: The old Blaze VGA app has specific seems to have specific patchs for some titles, since that app has a optional game list that you can choose after booting the title from CD/DVD.

Originally Posted by
dlanor
It's a contradiction in terms anyway, to speak of progressive and 896i for the same vmode
It was a distraction.

Originally Posted by
dlanor
, but aside from that there are some real problems involved too. One of those is to pump VRAM data at 1280x896p@60 speed, which I'm not sure we can do without affecting some games badly. But if you can make it work, so much the better

I see.. Anyway I will give a chance more for that vmode... If it won't work, I will forget it. Okay, maybe I am a sttuborn person! ;-)

Originally Posted by
dlanor
Good, but I'll focus more on the HDTV usage for my own testing.
This is great for the project, since you are focusing on the HDTV testing and me on the VGA one; they are complementary and improve the development/testing speed.

Originally Posted by
dlanor
I have it and will proceed with my merging.
Expect a release later tonight or tomorrow.
No problem about that, do it when possible.

Originally Posted by
dlanor
Btw: Did you manage to make the "-save-temps" flag work right under MinGW+MSYS yet ?
It really is a great way to debug some things, so I hope you can get it to work as intended.
After better analysing, when enabling that flag, before get the error some .i and .s files are created (and not deleted), so the flag is working. There are something bad with my ps2toolchain, since a problem occurs right after that, because the compiler suddenly stops and gives me the following error message:
Code:
C:/msys/1.0/local/ps2dev/ps2sdk/ee/startup/crt0.o(.text+0x134): In function `_ex
it':
src/crt0.s:150: undefined reference to `main'
make: *** [GSM.ELF] Error 1
I've just inspected the crt0.s:150 row here
Code:
C:\msys\1.0\local\ps2dev\ps2sdksrc\ee\startup\src\crt0.s
I dunno if this is the correct .s file related for the crt0.o file on that error messae, anyway here it is a code excerpt with row #150:
Code:
(...)
.ent _exit
_exit:
# Call global deconstructors through _fini().
la $8, _fini <--This is the row #150!
beqz $8, 3f # does _fini() exist?
nop
jalr $8
nop
3:
# Call ps2sdk's libc deinitialisation.
jal _ps2sdk_libc_deinit
nop
# If we received our program arguments in a0, then we were executed by a
# loader, and we don't want to return to the browser.
la $4, _args_ptr
lw $5, ($4)
beqz $5, 1f
move $4, $2 # main()'s return code
lw $6, ($5)
sw $0, ($6)
addiu $3, $0, 36
syscall # ExitDeleteThread(void)
# Return to the browser via Exit()
1:
addiu $3, $0, 4
syscall # Exit(void)
.end _exit
(...)

Originally Posted by
DarkCrono666
(In Portuguese)
Doctorxyz eu sou do Brasil, então se quiser perguntar alguma coisa em português é só dizer, no que eu puder ajudar é claro!

Originally Posted by
dlanor
I agree that you and doctorxyz may find it easier to converse in portuguese, this being your native language, but perhaps it is better if you use PM for conversation that the rest of us can't understand well. And then doctorxyz can inform us of any news this leads to here in the forum.

Originally Posted by
DarkCrono666
The portuguese part was just some kind of warn, maybe I can help he in some way since in portuguese I can explain better my results

DarkCrono666,
Cool. So let's exchange info in Portuguese by PM whenever necessary okay!
dlanor,
Last week a "more and less" similar episode happened on Open USB Loader and I politely asked for our german mates to write in English.
all,
In my modest opinion, since PSX-Scene is a English forum it is reasonable to write only on this language; moreover, this is a great chance to improve writing skills.

Originally Posted by
DarkCrono666
Maybe we can try it on Tourist Trophy, same GT4 tecnology, just to see the results.
It makes sense and you certaily could do that.

Originally Posted by
DarkCrono666
I've tried on the others too, still freezing in some part of the loading. The Menus until the game begins are ok.
(Which follows is just my speculations) The reason of these freezing could be:
- V-Blank miss (due to not enough optimization on DisplayHandler routine... This is expected since we are in beta stage of project)
- Lacking of proper branch delay slot handling on DisplayHandler (maybe we have this solved soon, candidate code already sent to dlanor validation).
If you didn't understand, do not worry. It is a Martian explanation... BTW: I am a Martian ;-)

Originally Posted by
DarkCrono666
I have a ideia too. If possible, you can add others loaders, just like HD_Gui from the VMC emulator. Or a configurable path to a especific loader.

ASAP. We are focusing on the main functionalities first;anyway...

Originally Posted by
DarkCrono666
And a question, what will happen if I just put a loader with the HD_loader.elf name other than HD_loader? Could I load uLE in this way?
...I believe this turnaround be enough for you, or you could use FMCB menu instead (learn more on that on its threads).

Originally Posted by
DarkCrono666
Congrats to your great job!
Thanks a lot!
BR (=Best Regards),