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It is already known that NTSC versions of FF12 belong to the group of games that demand an interlaced resolution to work. So it will work in HDTV 1080i and VGA 1280x896 as well as the normal PAL and NTSC vmodes. But in the highres vmodes there will be a weird scaling error due to the game accessing some GS registers that GSM does not as yet control.
Originally Posted by zin0099
The PAL versions of FF12 are different though, as they refuse to run in NTSC, but will run both in PAL and in HDTV 576p, which surprised me as I had expected all progressive modes to fail for this game...
I'm not at all surprised that we have some weird issues with games from Square (IMO they are the real experts, not the Enix guys).
-dirge of cerberus load up to square enix screen but froze
They have always wanted to make the most visually of the available console resources and both FF12 and DoC are extremes in this class of games. This means that they make use of GS registers and features that most other games ignore, so we will not gain full control of these games in all vmodes without considerable extensions of the current GSM methods.
Best regards: dlanor
Sorry, I've been thinking that has a hardware to do it in PS2 (fat) that was changed to some sort of software in PSTwo (slim). Well, since the FMCB have a block to PSX games, I have to load GSM then tak off my memory card, so it see that the psx game is a psx game. Aparently, dy really moves the screen, but it goes to 0 and all the screen is not shown (I'm wondering if the PS2 GS can handle with negative numbers) . However dx doesn't move the screen, and one change in dw or dh do not show any screen. And for sure, the GSM just move and half the screen, since I'm tried to change to a VGA mode, with purple screen and when the psx game loads, the screen get its normal colors but dislocated.
Originally Posted by dlanor
I've take the same results with Tourist Trophy in this mode, since this is the unique vga mode that works for me, with the purple screen , and I still have to press x because I did not saw the intro movie. 480i and 480p are ok, but 1080i show a full half screen.
Originally Posted by doctorxyz
WooooooooooooW Tourist Trophy run perfectly well, in 1080i!!!!!!!!!!!!!!!!!!!
And show better graphics in menus, achievements, and every place!!!
It work even through VMC emulator!
It's a good combo.
I'll do tests with gt4!
Works perfectly with GT4 too in 1080i!!!!
menus, going to game 1080i, backing to menus, achievements! All works!
Too much celebrate!
I know it still need to be improved but for now let's celebrate this step on GT4!
Cheers for you guys! Incredibly!!
Last edited by DarkCrono666; 10-19-2009 at 11:15 AM.
Reason: GT4 tests
Possibly you have it confused with the PS3, where early models had the EE processor for PS2 compatibility as a physical chip, while later models only emulated the EE in software for the real PS3 processors (while even later PS3 models completely abolished PS2 compatibility).
Originally Posted by DarkCrono666
On the PS2 and PSTwo alike it is the IOP that takes over as the PS1 processor in PS1 mode. And that is why normal PS2 I/O drivers can't coexist with that mode, since they normally run in IOP RAM, then needed for PS1 programs...
There is absolutely no need to remove your FMCB MC, ever. Though you may need it in the 2nd MC slot if the PSX game only likes to use the 1st slot, forcing you to insert a PS1 MC there.
Well, since the FMCB have a block to PSX games, I have to load GSM then tak off my memory card, so it see that the psx game is a psx game.
What I do in starting a PSX game on my console is to just insert the PSX disc and in uLE press the 'Triangle' button, which I have defined as launch button for "MISC/PS2Disc".
That PS2Disc command of uLE can in fact launch almost every disc type supported by the PS2, including Original games both for PS1 and PS2, ESR backups/homebrews for PS2 and DVD-Video movie discs. The only disc type that the PS2 supports and which the PS2Disc command can not support is a CD-Audio disc, as we have no reliable way of starting the audio player in OSDSYS. (For that you must relaunch FMCB and play audio discs via the Sony browser.)
But for PS1 games you can always use the PS2Disc command (without removing the FMCB MC).
I have made some experiments with this myself now, and it is almost a total waste of time. The vmode you get when specifying 480p or 576p for a PS1 game will not really be progressive, it will only be 480i or 576i depending on your choice, so this is essentially the same as normal NTSC/PAL. But since you did it by first specifying a progressive resolution the MAGV scaling is set too high, which explains the vertical magnification and offset, while the horizontal offset is due to the differences between interlaced and progressive resolution usage.
Aparently, dy really moves the screen, but it goes to 0 and all the screen is not shown (I'm wondering if the PS2 GS can handle with negative numbers)
. However dx doesn't move the screen, and one change in dw or dh do not show any screen. And for sure, the GSM just move and half the screen, since I'm tried to change to a VGA mode, with purple screen
and when the psx game loads, the screen get its normal colors but dislocated.
The only useful aspect of all this is that you CAN use GSM as a pure NTSC/PAL switcher even for PS1 games, and by 'lying' about the vertical resolution in the DH parameter you can achieve a good Y-fix for it. According to my experiments the DX positioning also works, though not perhaps as you need it to, but some additional control of centering can also be achieved by additional 'lying', this time about the horizontal resolution of the DW parameter.
Thus it should be possible to force a PAL PS1 game to run with ideal centering for an NTSC-only TV set or vice versa (and the reverse is much easier).
But I still haven't tested all aspects of this, such as whether or not the console really will use proper NTSC colour modulation when enforcing a PAL PS1 game to NTSC resolution. Since the console is running in PS1 mode, I'm a bit hazy on which rules still apply normally.
Best regards: dlanor
I was forced to try it because my ZOGIS set problem... during the PS logo in the boot is all oks, my zogis announces 480i @ 60Hz signal, but at the start of the game, I think the resolution drop and that same flicker I mentioned before occurs and some time the signal drop out.
I was able to make some adjusts to the PS logo at 480p but at the game starts this changes losts their effects and the screen get ever the same position, at left down corner, with halved screen due to progressive... Damn ZOGIS.
When reasearching what are the correct colors from my PS2 Component cable that I just cutted in order to solder into VGA male adaptor and J2 connector, when making a new and decent VGA adaptor (non-SoG featured) for me, with wires proper hidden into a black plastic box...
...I found an interestant and updated schematics for those interested on making VGA adaptor SoG full-featured, so I sharing it with you on 3rd. post (http://www.psx-scene.com/forums/show...56&postcount=3). In case of further info be needed, please follow the links there. Why? Despite of a VGA cables (or adaptor) be a pre-requisite for some of us intending to use GSM with VGA display devices, this is not the main goal here okay!
Thanks in advance for your comprehension and cooperation
Last edited by doctorxyz; 10-19-2009 at 11:39 PM.
Reason: Trying to make a better explanation on this foreign language...:-(...
doctorxyz's PS2 & PS3 stuff: (http://psx-scene.com/forums/f257/doctorxyzs-ps2-ps3-stuff-101348/)
Now I can made my own VGA adaptor to use my LCD Non-SoG monitor with PS2
Thank you very much by found this pearl.
Going to research prices of CI's needed to do the printed circuit
Nice to see the evolution of GSM
I think you must have missed part of my previous post.
Originally Posted by DarkCrono666
It is not the ZOGIS that forces the resolution to go wrong. It is the shift to PS1 mode of the console itself which automatically sets the mode to interlace. So if you started by choosing 480p in GSM, the hardware still switches to standard NTSC as the console enters PS1 mode. There is NOTHING we can do to prevent this, as no PS2 program can stay in full control during PS1 mode.
But since you chose 480p mode before that switch to standard NTSC, the vertical magnification factor will be too high for proper display, which is why you get that 'halved screen' effect, as there is only room for half the screen data at double scaling, and this effect is further worsened by the incorrect centering also resulting from the same causes.
Edit: I've changed some incorrect info that I wrote here previously
The ONLY thing you can do with GSM for PS1 games is to use it as a normal PAL/NTSC switcher with X/Y-fix capabilities. But in so doing you must choose the corresponding progressive mode. If you choose to enforce NTSC and launch a PAL game, then the PS1 mode switch will change the resolution back to PAL again (at least on a PAL console). But if you choose to enforce 480p, then the PS1 mode switch will only change the resolution to 480i (effectively same as NTSC), which lets the game run at 60 Hz. But since the scaling and screen centering was set up for 480p, it will be all wrong for the 480i vmode really used. Thus you need to precompensate for this by tweaking some of your parameters so as to enforce the scaling you need.
These methods are still not completely verified, so as yet we can only recommend use of GSM for PS2 games.
Best regards: dlanor
Last edited by dlanor; 10-20-2009 at 12:47 PM.
Sorry for my bad english, I think I'm wasn't so clear about the damn ZOGIS part! ZOGIS doesn't show me the proper graphics during ps1 ntsc or pal modes (480i and 576i), even through normal boot, or through GSM forced methods. Zogis show that same flicker that I mentioned in Snes station emulator, due to a caracteristic that I don't know! But forcing to 480p the graphics get correct (no flicker), except the halved screen and dislocated parts. In 480p changing dx and dy it could almost center the PS logo boot, but not the rest of the game, at least in the ps1 game that I had tried (Chrono Trigger).
Originally Posted by dlanor
And I'm not complaining about this part of GSM, since it was not programmed to PS1 games, is just like a curiosity part!
At last, a question, the beta ps2psxe could take advantage from some of the GSM force methods? Or it take to high definitions by itself?
Thanks for answering!
Last edited by DarkCrono666; 12-10-2009 at 12:30 PM.
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