shmups.system11.org

Shmups Forum
 
* FAQ    * Search
 * Register  * Login 
It is currently Wed Aug 12, 2020 9:30 pm View unanswered posts
View active topics



Post new topic Reply to topic  [ 1172 posts ]  Go to page Previous  1 ... 36, 37, 38, 39, 40  Next
Author Message
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Dec 03, 2019 9:45 pm 



Joined: 19 Jul 2017
Posts: 1793
strayan wrote:
nmalinoski wrote:
strayan wrote:
So, “direct mode” on the ultrahdmi. How much lag does this mode eliminate?

It's supposed to bypass the scaler, so I would imagine it would be effectively lagless, but remember the tradeoff is going to be HDMI blackouts during video mode changes and potential incompatibilities with the refresh rates and 240p/480i over HDMI.


Yup, I know it’s lagless but what is the lag when not in direct mode?

Personally, I'm not sure what kind of lag or delay the framerate conversion adds, but I can't imagine it's any more than a single frame.


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Feb 04, 2020 6:56 pm 



Joined: 25 Dec 2017
Posts: 5
Anyone able to assist?

I am attempting to update my N64RGB12 (viletim) board to use borti's IGR routines, but reset / toggling de-blur isn't working.

I've successfully flashed the IGR firmware, but in-game reset isn't working.
https://github.com/borti4938/n64rgb/blo ... im_igr.pof

Currently, I have pad M going to Pin 27 on the PIF (continuity verified) and pad A going to a via that traces back to the center pin on controller 1 (continuity verified).

Any troubleshooting recommendations?

*Edit* This is now resolved. I didn't have the correct firmware. This one worked on my 1.2 board:
https://github.com/borti4938/n64rgb/blo ... T100C5.pof


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Feb 24, 2020 1:20 pm 



Joined: 24 Feb 2020
Posts: 2
Hi Everybody,

I'm quite new here but i have just installed a N64 RGB from Tim, latest version in my pal N64 console.

Now everything works but i'm still very confused on the DEBLUR function with using a switch.

So i ordered a switch from Tim's website and he told me that i must:

- connect a wire from the A pad of the board to the middle pin of the switch (top row)

- connect a wire from the GND of the board to the left or right pin of the switch (top row)

When putting on on/off i do notice that the screen is somehow repositioned to the left/right but i dont see any deblurring at all.

However, since i read somewhere that the A stands for AUTOMATIC and that M pad for MANUAL i thought Tim was mistaken and i must connect a wire to the M pad for using the switch, so manual switching on/off ?

I did that , but seems the same thing.

Anybody knows what i'm doing wrong?

Thanks


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Mar 02, 2020 2:54 pm 



Joined: 25 Dec 2017
Posts: 5
Sounds like you have it wired correctly - I'm looking around to see if I can verify how it's supposed to be wired with the mini-switch Tim has for sale.
I had mine deblur wired with a simple dupont wire from A to GND, then I moved onto updating the firmware so I could go switchless.

Honestly, the deblur function is very subtle on most games - You'll really only notice it on an HD (modern) screen. I couldn't see a difference on any of my CRT screens when enabled. Look at the edges on text, rather than the entire screen.

Edit: Found a twitter post with pictures you might be able to use for verification of your install method:
https://twitter.com/ghostvgm/status/1154844972585291777


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Mar 02, 2020 3:25 pm 


User avatar

Joined: 16 Jan 2014
Posts: 976
Concur on the subtlety of the N64 deblur. I have the classic TI video amp RGB mod on my N64 and was considering Tims board for the deblur function, but when my pal Overlord Manny brought his N64 that he modded with Tims board I was extremely disappointed with the deblur on my Trinitron Wega. You had to struggle to see it in any game, and the standard RGB output looked no different from my TI amp mod, so I decided Tims board wasnt worth it.

The Gameshark deblur functions which actually turn off AA on the N64 are MUCH more noticeable, and even increase framerates a tiny bit in some areas, such as when moving Marios face around at the beginning of SM64. If you have an everdrive you can download patched ROMs with the deblur function and you'll be much happier with that if you want a courser picture. Of course its a matter of taste, looks better with some games than others.


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Mar 02, 2020 4:12 pm 



Joined: 19 Jul 2017
Posts: 1793
Josh128 wrote:
Concur on the subtlety of the N64 deblur. I have the classic TI video amp RGB mod on my N64 and was considering Tims board for the deblur function, but when my pal Overlord Manny brought his N64 that he modded with Tims board I was extremely disappointed with the deblur on my Trinitron Wega. You had to struggle to see it in any game, and the standard RGB output looked no different from my TI amp mod, so I decided Tims board wasnt worth it.

I think you'd get more out of deblur playing on a flat-panel display. I haven't tried it myself, but my understanding is that CRTs tend to mask the N64's blurring.

Josh128 wrote:
The Gameshark deblur functions which actually turn off AA on the N64 are MUCH more noticeable, and even increase framerates a tiny bit in some areas, such as when moving Marios face around at the beginning of SM64. If you have an everdrive you can download patched ROMs with the deblur function and you'll be much happier with that if you want a courser picture. Of course its a matter of taste, looks better with some games than others.

If improving framerate is the priority, I would think the recent recompiled/optimized version of SM64 would be preferable, but I expect it's possible to disable AA in that build as well.


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Mar 02, 2020 4:19 pm 


User avatar

Joined: 20 Jul 2017
Posts: 564
SPiET wrote:
When putting on on/off i do notice that the screen is somehow repositioned to the left/right but i dont see any deblurring at all.


What games are you looking at? And what is your display chain (CRT or LCD, scalers, etc.)?


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Mar 02, 2020 4:33 pm 


User avatar

Joined: 16 Jan 2014
Posts: 976
nmalinoski wrote:
If improving framerate is the priority, I would think the recent recompiled/optimized version of SM64 would be preferable, but I expect it's possible to disable AA in that build as well.


Nah it wasnt the priority, it was just a side effect I noticed, and it was minimal at that. The Mario head can drop to 20 fps when fiddling with it standard, but stays at a solid 30 with the Gameshark no-AA code. It definitely sharpens the edges (even on CRT) of games that use AA (not all games do).


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Mar 02, 2020 4:59 pm 


User avatar

Joined: 16 May 2008
Posts: 1903
Location: Denmark
The deblur of Tim's board does make a noticeable difference on modern TVs with the OSSC and optimized settings, but I do agree that it's much less noticeable on CRTs :)

I just have the A and GND pad shorted on mine with no switch as I don't yet own any games that run in higher resolutions and would need this turned off.


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Mar 03, 2020 4:09 pm 


User avatar

Joined: 31 Oct 2016
Posts: 762
Location: bmore
how does the N64 Advanced handle deblur in comparison to tim's board? Is it pretty much the same?


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed Mar 04, 2020 9:46 am 


User avatar

Joined: 20 Jul 2017
Posts: 564
vol.2 wrote:
how does the N64 Advanced handle deblur in comparison to tim's board? Is it pretty much the same?


Yeah, both implementations are by the same person and functionally identical afaik


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed Mar 04, 2020 10:04 am 



Joined: 24 Feb 2020
Posts: 2
dibmem wrote:
Sounds like you have it wired correctly - I'm looking around to see if I can verify how it's supposed to be wired with the mini-switch Tim has for sale.
I had mine deblur wired with a simple dupont wire from A to GND, then I moved onto updating the firmware so I could go switchless.

Honestly, the deblur function is very subtle on most games - You'll really only notice it on an HD (modern) screen. I couldn't see a difference on any of my CRT screens when enabled. Look at the edges on text, rather than the entire screen.

Edit: Found a twitter post with pictures you might be able to use for verification of your install method:
https://twitter.com/ghostvgm/status/1154844972585291777


i got it wired from info of Tim so here it goes.

- Solder a wire from A pad of the board to the middle pin of the Switch (row 1 or row 2).

- Solder a wire from the GND pad of the board to the left/right pin of the same row where you solder the middle pin.

Enjoy :)

Indeed playing it on my CRT, it is very subtle and you dont see it always; I tested with Super Mario 64 and Kart and there are moments when you enable/disable the switch, that you'll see the screen move a bit to the left/right that is when it is activated/deactivated.


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Thu Mar 05, 2020 12:00 am 


User avatar

Joined: 16 Jan 2014
Posts: 976
SPiET wrote:
when you enable/disable the switch, that you'll see the screen move a bit to the left/right that is when it is activated/deactivated.


Yep, you have it then. Kinda disappointing huh? I was expecting more as well.


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Apr 20, 2020 7:22 am 


User avatar

Joined: 14 May 2015
Posts: 109
Location: Australia
So I’m going to assemble one of borti’s power regulator boards and get rid of the noise since installing a N64RGB a few years ago. I’m thinking of putting together a N64RGB Advanced for my spare N64. Does anyone know if the 720 mod adds lag or if it is compatible with all HDMI displays? IE, does the line tripling push the signal outside standard spec and cause issues with finicky displays?


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Apr 20, 2020 8:02 am 


User avatar

Joined: 02 Jan 2016
Posts: 138
bonzo.bits wrote:
So I’m going to assemble one of borti’s power regulator boards and get rid of the noise since installing a N64RGB a few years ago. I’m thinking of putting together a N64RGB Advanced for my spare N64. Does anyone know if the 720 mod adds lag or if it is compatible with all HDMI displays? IE, does the line tripling push the signal outside standard spec and cause issues with finicky displays?


Borti calls it "pseudo" 720p because it's not a true 720p signal. I believe it's 1280 x 768. It works fine on my PVM-20L5, OSSC, LCD monitor, and my capture card (Datapath E1S). It's not recognized on either of my HDTV's via component. I could get it to work with my HDTV's only with the OSSC or a cheap VGA to HDMI converter. Here's a direct capture of it if you're curious:

https://streamable.com/jm5r2

Just ignore the scanlines. They don't look right when captured. I don't notice any input lag in 720p on my PVM.
_________________
https://twitter.com/unmaker64

console mods


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Apr 20, 2020 12:57 pm 


User avatar

Joined: 14 May 2015
Posts: 109
Location: Australia
unmaker wrote:
Borti calls it "pseudo" 720p because it's not a true 720p signal. I believe it's 1280 x 768. It works fine on my PVM-20L5, OSSC, LCD monitor, and my capture card (Datapath E1S). It's not recognized on either of my HDTV's via component. I could get it to work with my HDTV's only with the OSSC or a cheap VGA to HDMI converter. Here's a direct capture of it if you're curious:

https://streamable.com/jm5r2

Just ignore the scanlines. They don't look right when captured. I don't notice any input lag in 720p on my PVM.

Nice picture. Thanks.

I think I may need to look at a new display - my TV is very picky and the only OSSC line mode above 2x that it accepts is Genesis at 3x. My previous HDTV did 1280 x 768 but this one doesn’t.

I’m thinking of getting a PC CRT monitor for use with MiSTer. Any idea if this N64RGB line triple > OSSC > HDMI:VGA Converter would work?

Monitor supports these modes:

640x480@180Hz
800x600@??Hz
1024x768@>85Hz
1280x1024@85Hz
1600x1200@75Hz

Edit: nm. Since it’s basically a 16:9 resolution I think I’d be better of with a widescreen solution.


Last edited by bonzo.bits on Mon Apr 20, 2020 10:25 pm, edited 1 time in total.

Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Apr 20, 2020 7:06 pm 



Joined: 14 Oct 2016
Posts: 26
The de-blur is certainly very subtle for 3D graphics, but I'd rather have it on than off - text and certain 2D graphics do look a little sharper even on high-end PVMs.


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed May 20, 2020 5:37 am 



Joined: 22 Oct 2018
Posts: 39
I think my RGB modded N64 has had it:

Image

I have a Japanese console with Tim's RGB board installed. This is the second time I’ve had this issue (the first time I thought it was a faulty cable) my guess is without opening it up that there’s some kind of short or problem with the multi-out as there isn’t really any sync and only the blue signal is coming through. Retrogamingcables were kind enough to send me a replacement but while it initially seemed to fix it I think that was just a coincidence.

I’ve contacted the modder that did the install (he’s on viletim’s list of approved installers) so I’m hoping he can give me a hand. Has anyone here encountered this issue?

*EDIT* He got back to me and said he'd help me out. Here's hoping it's an easy fix!


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed May 20, 2020 2:10 pm 



Joined: 19 Jul 2017
Posts: 1793
Listai wrote:
I think my RGB modded N64 has had it:
...
I have a Japanese console with Tim's RGB board installed. This is the second time I’ve had this issue (the first time I thought it was a faulty cable) my guess is without opening it up that there’s some kind of short or problem with the multi-out as there isn’t really any sync and only the blue signal is coming through. Retrogamingcables were kind enough to send me a replacement but while it initially seemed to fix it I think that was just a coincidence.

I’ve contacted the modder that did the install (he’s on viletim’s list of approved installers) so I’m hoping he can give me a hand. Has anyone here encountered this issue?

*EDIT* He got back to me and said he'd help me out. Here's hoping it's an easy fix!

Does composite video or S-Video still work?


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed May 20, 2020 9:43 pm 



Joined: 22 Oct 2018
Posts: 39
nmalinoski wrote:
Does composite video or S-Video still work?


I didn't have the cables to test it (I thought I still had some composite but apparently not) so I've shipped it to the modder. He's a good bloke so I'm sure he'll get to the bottom of it. Since it was an intermittent problem (it happened once six months ago) my guess is there's a connection issue at the multi-out.

If I bring up the menu on my 20L2 it will flip between SYNC/NO SYNC when the N64 input is active.


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Jun 02, 2020 1:02 pm 



Joined: 10 Aug 2009
Posts: 10
I've just finished installing Borti's N64 Advanced board and everything works except the reset button combination. I have enabled it in the menu and checked that Pin 27 of the PIF is going to the reset pad on the top left hand of the board using the continuity tester. Is there anything I might have missed?

I'm pressing Z + Start + R + A + B to try to reset but nothing happens. The other toggles (15 bit mode, deblur) work fine.


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Thu Jun 11, 2020 10:34 pm 



Joined: 02 May 2017
Posts: 56
Hi,

I have Tim's N64RGB installed and would like to add Borti’s voltage regulator from Arthrimus to have a cleaner image (Tim added a fix for the 3.3v rail noise on revision 2.0, but I have an early 1.2 board).

The thing is I cannot find instructions on how to install the voltage regulator, is it like the picture? or does the 3.3V pad goes to somewhere on the n64 itself?? where?

Image

Cheers!


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Fri Jun 12, 2020 2:31 am 


User avatar

Joined: 09 Aug 2017
Posts: 1427
Location: Australia
Yeah solder the board to the 3.3v pad, and dont any other 3.3v wires. You just want the clean power from the board. If you cut the 3.3v line where your red line is then you can solder whatever.

Funny, He told us all that resistors should be close to the source when I put them on the board, But now he has them present where Borti listened to him and made the flex cable that has the resistors close to the source. Works anyway.

And hes still powering the board/amp off 3.3v? Is that a buck booster?

Image


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed Jun 17, 2020 11:09 pm 



Joined: 17 Jun 2020
Posts: 1
ajdesmarais wrote:
I just installed this new RGB board but it seems to have an issue. The video looks like this. I'm using a Luma for cync. I suppose I could try wiring it up differently, but it doesn't seem like a sync issue...

Image

I was having the same issue after using an RGB mod as designed by F_L_a_S_H. I was able to fix it by putting the tape which I forgot under the (mav)-nus adapter soldered to the board.


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Jun 29, 2020 4:27 am 



Joined: 29 Jun 2020
Posts: 2
(Removed for being a duplicate)


Last edited by CrinerBoyz on Sat Jul 04, 2020 10:27 pm, edited 1 time in total.

Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Jun 30, 2020 1:44 am 



Joined: 29 Jun 2020
Posts: 2
Hi everyone!

I just got my Tim Worthington RGB mod up and running with a RAD2X as the cable. Everything looks great EXCEPT one small thing. I'm seeing a small artifact that almost looks like a drop shadow just to the right of Mario:

Image

This artifact only appears around Mario in Mario 64 and Mario in Super Smash Bros. I haven't really noticed it anywhere else.

After conversing with some people on Reddit I believe I've narrowed it down to being a sync issue. Would you agree with this? If so, what would be the recommended fix? I know there are different ways of wiring Tim's mod for different types of sync, which one should I do?

Thanks for the help!


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed Jul 08, 2020 9:04 am 


User avatar

Joined: 14 May 2015
Posts: 109
Location: Australia
I just installed borti's 3.3v regulator on Tim N64 RGB board v1.2. There is no longer any noise when playing in CRT via SCART, but via OSSC there is still some noise in the picture - although it is reduced from the level prior to installing the regulator.

Anyone else had this issue? Any tips? Thanks!

EDIT: looks like I’ll need to try supplying 5V to the THS.


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Jul 13, 2020 1:26 pm 



Joined: 31 Jul 2019
Posts: 5
CrinerBoyz wrote:
Hi everyone!

I just got my Tim Worthington RGB mod up and running with a RAD2X as the cable. Everything looks great EXCEPT one small thing. I'm seeing a small artifact that almost looks like a drop shadow just to the right of Mario:

https://i.imgur.com/BiayYIz.jpg

This artifact only appears around Mario in Mario 64 and Mario in Super Smash Bros. I haven't really noticed it anywhere else.

After conversing with some people on Reddit I believe I've narrowed it down to being a sync issue. Would you agree with this? If so, what would be the recommended fix? I know there are different ways of wiring Tim's mod for different types of sync, which one should I do?

Thanks for the help!


I dont know if it is even possible to rewire a rad2x without much destruction, but if it is, try to rewire it to sync on luma. Some n64s luma pin is ground(for example PAL pikachu model), if thats the case, cut the trace and connect CS75 to it from the RGB board. (even if luma is present, cutting the trace and connecting CS75 results a cleaner sync signal, I dont't know it it is necessary for rad2x or not)

If rewiring rad2x is not an option, you should cut the composite video trace on the N64 and connect cs75 to the multiAV composite video pin.

I don't like doing permanent mods, this is why I suggested the luma option first. (not really permanent mod, it is possible to repair the cut trace with a jumper wire)


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Aug 04, 2020 4:48 pm 



Joined: 28 May 2020
Posts: 5
I just wanted to say thanks for this thread. It's gold. I just redid my rather messy N64A installation with a rainbow flat, shielded wire to the multiout, moving ground connections around, trying different scart cables, etc. I even added a heatsink to the FPGA. There were many noise related issues before: digital noise, loss of sync, certain colors creating strange shadow patterns. Shielded wires and rewiring helped minimally, in the end it was the 3.3v mod that fixed it. In the process I also identified another issue: aftermarket PSU. But even with stock PSU the console would display a bit of noise after cold power-on (PSU disconnected). I think the 5V source may have been an additional issue here, it went away when supplying 5V through a voltage regulator.


Top
 Offline Profile  
 
 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Aug 04, 2020 4:50 pm 



Joined: 28 May 2020
Posts: 5
CrinerBoyz wrote:
Hi everyone!

I just got my Tim Worthington RGB mod up and running with a RAD2X as the cable. Everything looks great EXCEPT one small thing. I'm seeing a small artifact that almost looks like a drop shadow just to the right of Mario:

Image

This artifact only appears around Mario in Mario 64 and Mario in Super Smash Bros. I haven't really noticed it anywhere else.

After conversing with some people on Reddit I believe I've narrowed it down to being a sync issue. Would you agree with this? If so, what would be the recommended fix? I know there are different ways of wiring Tim's mod for different types of sync, which one should I do?

Thanks for the help!


Could it be the LPF filter on the mod board? What configuration did you use for sync by the way?


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1172 posts ]  Go to page Previous  1 ... 36, 37, 38, 39, 40  Next

All times are UTC


Who is online

Users browsing this forum: emphatic, Guspaz, marqs, yoshiyukiblade and 10 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Space Pilot 3K template by Jakob Persson
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group