Username:
B
I
U
S
"
url
img
#
code
sup
sub
font
size
color
smiley
embarassed
thumbsup
happy
Huh?
Angry
Roll Eyes
Undecided
Lips Sealed
Kiss
Cry
Grin
Wink
Tongue
Shocked
Cheesy
Smiley
Sad
1 page
--
--
List results:
Search options:
Use \ before commas in usernames
Hello. Might not be right on time with this (AGDQ preparations and stuff), but I have a serious request for PSX owners.

Since Octoshock is now available and hyped about, and it's being effectively ported over for TASing needs, there raised a question about exact resolutions we must be encoding things at.

Mednafen seems to have some special concept about borders and scaling to 4:3, so I would like to check how things are in reality and compare, but I don't have a PSX.

If we pick a game that is known to run at 320x240 natively,and run it in Octoshock (I'm using the options provided by the core from BizHawk client), it will dump 350x240 (debug mode, no clipped overscan) or 330x240 (debug mode, clipped overscan), making the picture 320x240, but then vertical borders on both sides: 30 pixels and 10 pixels respectively. So the dump is not 4:3, while the game output is.

It was explained as accounting for "legal NTSC frame bounds", but should we screw the game's 4:3 output by adding those borders and then still forcing 4:3?

The thing I would love to get from you guys is a photo of your CRT TV with some PSX game running, that we know is outputting 320x240 (some don't, for example, Abe games use 368x240, and there are all kinds of silly output resolutions out there). Megaman 8 is that, GTA2 is that, can't give a list of them all right away, but I could look for such games.

Another thing (harder) is a sample of console (preferably NTSC) video output. It's expected to be raw, since recorders can add their own borders and change resolution all they want, so it'd be required to record something truly internal for the console.

I'm posting this call here, because you guys are known for recording console output for a whole bunch of years already, and know how to handle all that stuff. But the SDA encodes I've downloaded were all forced to be 320x240 / 640x480 (or alike), and were having all sorts of borders already.

So I want to compare the frames, see what a CRT cuts away (if it does), what it stretches and how. I know that TVs can be configured differently, but some "usual" configuration should exist too Smiley

Thanks in advance.
Thread title:  
Quote from feos:
If we pick a game that is known to run at 320x240 natively,and run it in Octoshock (I'm using the options provided by the core from BizHawk client), it will dump 350x240 (debug mode, no clipped overscan) or 330x240 (debug mode, clipped overscan), making the picture 320x240, but then vertical borders on both sides: 30 pixels and 10 pixels respectively. So the dump is not 4:3, while the game output is.

It was explained as accounting for "legal NTSC frame bounds", but should we screw the game's 4:3 output by adding those borders and then still forcing 4:3?

no. it seems to me that you want to crop to 320x240. unfortunately i don't have my ps1 with me right now but i think it should be safe to use the aspect ratio as your guide. it's well known that an ntsc signal has way more data than is meant to be displayed and if the emulator produces that then fine, whatever, but it should be cropped for display. for example analog capture devices almost always give you only 480 lines even though they receive all 525. more info.
Here's a PAL example. Octoshock's "debug video mode" where it outputs what it thinks direct game screen is, with overscan clipped out, that I then stretched to 768x576. I put it over a TV that shows the same scene.



It seems to me, that if we account for all distortion the convex TV screen does, and for the content it hides under black paint, the match is perfect. Meaning we can reliably stretch such an emulator video output to whatever 4:3 we want, and get a fair result.

Once someone shoots an NTSC Crash 2 on TV, I will be fine with this test.

Note: Even though Crash 2 is actually not 320x240, if we stretch it right, it is still okay. Also, I didn't crop anything, I only enabled "clip overscan" in emulator options.