Yes, Yamato helped a lot fixing those issues. I am really close to finally making that 1.5 release, the release candidate you have is very close to what will be in it. Working a lot on the in system help, and still ahev to document a lot. Thanks!Konsolkongen wrote:Hey Artemio. The new version for the WIi fixes the RGB problem. Thanks a lot
Indeed, I am impressed by its output in all modes but 480p. I checked it with teh scope, and it needs some amplification it seems. I must have a couple of pictures somewhere of teh sync at 480p on GC and Wii, and although the GC has a cleaner signal in 480p it still pales when compared to the DSUB on the Dreamcast.Konsolkongen wrote: The Wii has super clean RGB in 240p mode. This actually goes for component as well, but most of the time we use that for 480p which is a blurry mess on the Wii.
There is (was). The issue is that the wii used 0-255 encoding for the colors, where the Dreamcast uses 0.0 to 1.0, a whole analog range (which is of course a lie since it cannot possible represent all values because it has 565 colro encoding, but at least works pretty well with percentages). Since dividing that range in 10 gives me 25.5 intervales to get each IRE value, I didn't want to lie to the user when saying I am displaying a 90 IRE pattern and I know I am really displaying a 90.2 IRE pattern. That's why I added the smaller steps.Konsolkongen wrote:Is there a reason for the huge amount of IRE patterns? It would be very tedious having to go through all of those if you were calibrating with by 10% increments
Great job!
I must admit that it bothers me, and I will pre calculate teh closest values for the 10 IRE steps and just use those to display the best approximate the Wii can give, which is always 0.2% of error in all odd 10 increments. Will rpobably leave the "70.2 IRE" message though. Let me know if you find any other issuesm, and thanks.