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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Sun Dec 24, 2017 5:28 am 


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Joined: 30 Apr 2012
Posts: 2083
Location: Kentucky
Syntax wrote:
It's not the camera, as the edges have bars in both pics.

There's alot of missing content either side and some top and bottom, and the aspect ratio is incorrect?
Not sure how someone can call that optimized.


The in-game camera...


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Sun Dec 24, 2017 5:34 am 


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Location: Australia
Oh! Lol. Makes sense now. Top and bottom bars put the aspect off for me.
Not an ideal menu to use for comparison shots tho.

Nice and sharp compared to AWA I'm playing on at my sister's for Christmas, even x4 looks horrid.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Sun Dec 24, 2017 5:19 pm 



Joined: 30 Dec 2014
Posts: 462
Hey Borti, are you still taking orders for modding systems with your new board?


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Fri Dec 29, 2017 12:40 am 



Joined: 13 Mar 2011
Posts: 1018
Location: Toronto, Canada
Hey Borti, your latest IGR deblur firmware for Tim's board has this crazy left/right movement in Paper Mario.

When I turn deblur off, it goes away.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Fri Dec 29, 2017 9:21 am 


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@tacoguy64: No, not at the moment.

@leonk: I haven't changed anything on the debtor algorithm. But I will take a look into it. You may want to take a look into the dev_tests branch, where I simplified the algorithm a bit.
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Fri Dec 29, 2017 11:42 am 



Joined: 07 Aug 2006
Posts: 453
Location: Sydney, Australia
borti4938 wrote:
I recognized it appr. a month ago and integrated it: link to the commit.
I wish he would have contacted me, but he didn't. I saw that by accident.
I also have improved some other incritical timings a few days ago.


The change made it work on a new production batch of N64RGB boards. Without setting the nDSYNC as a global clock I had colour errors. I didn't investigate further to work out why it was necessary.

paulb_nl wrote:
Some people have said that S-Video has a higher brightness compared to RGB so I have done some comparing. I connected luma from an RGB cable to the component input of the OSSC and made some captures. The N64 is an early model so it has the basic RGB mod.


It's too bright when you use a S-Video (or composite) cable from a NTSC console on a PAL console. And too dark the other way around.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Fri Dec 29, 2017 1:34 pm 



Joined: 15 Oct 2017
Posts: 125
viletim wrote:
paulb_nl wrote:
Some people have said that S-Video has a higher brightness compared to RGB so I have done some comparing. I connected luma from an RGB cable to the component input of the OSSC and made some captures. The N64 is an early model so it has the basic RGB mod.


It's too bright when you use a S-Video (or composite) cable from a NTSC console on a PAL console. And too dark the other way around.

I think he's referring to the difference in white levels between NTSC S-Video on an NTSC console and RGB. The latter is said to look a bit darker/greyer.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Fri Dec 29, 2017 11:32 pm 



Joined: 20 Feb 2016
Posts: 215
Yeah maybe some people are using the wrong cables which results in a darker image or their display is processing S-Video differently than RGB. As can be seen in the captures I posted the brightness output is exactly the same between S-Video and RGB.

I don't have an UltraHDMI but I have looked at various captures and videos of the UltraHDMI and it seems that it looks so bright because even with gamma boost off its brightening up the picture so much that its crushing the brighter colors together.

Here is a capture of the UltraHDMI by RetroRGB. The sand looks very washed out.
Image

OSSC capture with basic RGB mod. OSSC gain set very high to crush colors. The same can be achieved if you increase contrast, brightness and saturation on your TV. It looks very similar to the UltraHDMI capture.
Image

OSSC capture with gain set so white is 255 without crushing. There is more detail of the sand texture visible.
Image


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Wed Jan 03, 2018 5:19 am 



Joined: 30 Dec 2016
Posts: 2
Something is funky with the IGR atm. I have a 240 max v chip and flashed the firmware on it with the controller signal wired up to pin 16 and reset wired up to pin 28. It seems like the controller is not recognized in game, and I can't activate the in game reset or deblur function with the controller when both of these wired are connected to Ctrl and rst on the board. I've also tried connecting CTRL from board it to the middle of the controller, and I still get the same issue.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Jan 16, 2018 4:11 am 



Joined: 16 Jan 2018
Posts: 1
As a newbie, if I want an N64 mod that will give me the best quality RGB output, deblur features, and as many other options (linedoubling, component out, etc) as possible without adding any input lag, what would my best option be?


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Jan 16, 2018 7:01 am 



Joined: 31 Mar 2016
Posts: 140
^^^
N64 HDMI - probably the best and also the most expensive.
Tim's RGB + Borti's firmware - is on par but requires a scaler (OSSC or RGB), SCART and the occasional firmware update


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Jan 16, 2018 8:49 am 


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UltraHDMI introduces 1 Frame delay unless you are in the direct mode.
If HDMI is really wanted and the price for the UltraHDMI is way to high (which isn't at all - believe me! -, just availability is aweful), wait for an open source solution to build your own.

@RabidWookie:
If you are able to source and build everything by your own, take a look into my GitHub project for the N64 Advanced.
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Thu Feb 15, 2018 11:45 pm 


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Posts: 53
I have a brand new Tim's N64RGB board bought in 2016 (already v1.2 but before De-blur firmware) and need some help to figure out how to connect an Altera Blaster clone. I'm using this picture as guide:

http://www.digital-circuitry.com/IMAGES ... pinout.jpg

JTAG Pinout (Tim board)>>>>ALTERA BLASTER FEMALE

1. +3.3V power rail>>>>>>>>>>>> ???
2. Ground>>>>>>>>>>>>>>>>>> 2
3. TDO>>>>>>>>>>>>>>>>>>>> 3
4. TCK>>>>>>>>>>>>>>>>>>>> 1
5. TDI>>>>>>>>>>>>>>>>>>>> 9
6. TMS>>>>>>>>>>>>>>>>>>> 5


Is that correct? Where I connect the pin 1 (+3.3V power rail) ?

Also I plan to leave something read for a future reflash (new firmware, etc). My ideia is soldering an adapter (wires to a male jtag connector). Any better idea?


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Fri Feb 16, 2018 12:34 am 


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Posts: 833
Location: Australia
Follow the pinouts from FBX's guide

http://www.firebrandx.com/nespalette.html


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Fri Feb 16, 2018 12:47 pm 


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Posts: 53
Syntax wrote:
Follow the pinouts from FBX's guide

http://www.firebrandx.com/nespalette.html


Thank you!


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Sat Feb 17, 2018 8:42 am 


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leonk wrote:
Hey Borti, your latest IGR deblur firmware for Tim's board has this crazy left/right movement in Paper Mario.

When I turn deblur off, it goes away.


Ok, I guess I found the reason.
Problem is that a) falsely activated a synthesis option which should have never been enabled. And on the other side b) even a small change in logic could make the overall synthesis and fitter results go crazy, which could have the side effect of what you have seen above.

This completely burns my mind and seems to appear more often for the 240LE-sized CPLD and not that often for the 570LE-sized CPLD.

Due to that I think about discontinuing the auto estimation support for the CPLD based mods. Not sure, though...
It would be helpful if I can find a small pool of people for testing with different setups (setups = different combinations of modding boards and N64 regions (PAL, NTSC))
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Sat Feb 17, 2018 11:40 am 



Joined: 22 Dec 2010
Posts: 171
I also noticed this issue with Tim's board and you IGR deblur firmware. Strangely disconnecting the two GNDs on the ribbon cable made it go away. I just assumed that it was part of the whole interference issue with the N64 and these type of mods and left it at that with just a GND wire coming from the LDO and the GND strap coming from the heatsink.

I don't have that console anymore but I'm about ready to install your N64 Advanced board into a NTSC console which you can add to the pool if if helps.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Sat Feb 17, 2018 3:29 pm 


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That's very very strange. :/

I got the feeling during the past weeks (just see the large ammount of commits I made), that especially the 240LE-sized CPLD has a problem for what ever reason. This CPLD is almost full with having DeBlur estimation algorithm and IGR support; ~230LEs are used and all 24LABs. In example: yesterday I just edited a single line - changed a register into a constant - and the whole firmware cracked up: DeBlur was not working when estimated or forced on (rapidly changing between on and off) and gradients had discoloring.

Not such a big deal with the 570LE-sized CPLD.

The N64A is not a big deal. The FPGA does not have this problem at all (at least so far). But feedback here is also always good. Especially the dev_tests branch with the menu will get a lot of small updates during the next days. I cannot find all bugs and also feedback regarding usability is always appreciated!!! I hope to merge it into the master branch within next month or two :)
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Sat Feb 17, 2018 5:35 pm 



Joined: 22 Dec 2010
Posts: 171
Quote:
That's very very strange. :/

Yes, I had the two GNDs disconnected when I was messing with the interference issue and connected them back up after I'd finished to find that all of a sudden there was a new issue like what leonk described. Seemed strange but disconnecting the GNDs again fixed it in any case so I just left it at that.

Quote:
I got the feeling during the past weeks (just see the large ammount of commits I made), that especially the 240LE-sized CPLD has a problem for what ever reason. This CPLD is almost full with having DeBlur estimation algorithm and IGR support; ~230LEs are used and all 24LABs. In example: yesterday I just edited a single line - changed a register into a constant - and the whole firmware cracked up: DeBlur was not working when estimated or forced on (rapidly changing between on and off) and gradients had discoloring.

Sounds complicated. I hope you manage to find a way to fit it all in without loosing any of the features, it would be a shame if Tim's board couldn't have this firmware as it is probably one of the most common N64 RGB mods installed up to now apart from maybe the the basic amp mod on the early revision consoles.

Quote:
The N64A is not a big deal. The FPGA does not have this problem at all (at least so far). But feedback here is also always good. Especially the dev_tests branch with the menu will get a lot of small updates during the next days. I cannot find all bugs and also feedback regarding usability is always appreciated!!! I hope to merge it into the master branch within next month or two :)

Ooh, didn't notice the dev_tests branch. I'll stick to that then and report back if I notice any bugs.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Sat Feb 17, 2018 10:08 pm 



Joined: 13 Mar 2011
Posts: 1018
Location: Toronto, Canada
Hey Borti..

I just noticed you uploaded a new version of the firmware on Feb 9?

Well.. at this point, not sure what you did since the start of the year, but it's completely unusable on Viletim's PCB's (1.2 version). The left/right pixel shift every second is very noticeable - on games it never had this problem before (Ocarine of time is my test cart).

I'm reverting back to using what I pulled from GITHUB on Dec 28. It seems to work well.

Here's a link to the broken one I'm talking about:

https://github.com/borti4938/n64rgb/blo ... im_igr.pof


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Sun Feb 18, 2018 4:17 pm 


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I improved controller handling and the deblur estimation algorithm. Everything is fine if the synthesis and fitter runs good.

But as I said, the synthesis and fitter behaviour drives me crazy!!! Everything is fine on the FPGA, but on the CPLD the result can be vary by simply modify a single register value from a variant to a constant e.g.! It's absolutely aweful. And I cannot have a bunch of consoles at my side. So if now the firmware builds are fine, I will leave them as it is.

So please try out the current build and give me a short report if everything works fine.

BR
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Feb 19, 2018 6:03 am 



Joined: 13 Mar 2011
Posts: 1018
Location: Toronto, Canada
I tried the latest build. see above link.

Am I using the wrong firmware file for Tim's OEM PCB?

the side to side dance of the screen looks bad. :(


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Mon Feb 19, 2018 7:51 am 


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I've updated it yesterday right before I wrote my post.
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Feb 20, 2018 1:57 am 


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Just flashed the 5M240ZT100C4 and it is still moving left and right on Auto or Manual.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Feb 20, 2018 5:35 am 


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Just a single shift on turning on and off? Or rapidly shifting / shaking while you have it on?
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Feb 20, 2018 7:30 am 


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Rapidly shifting sorry :(


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Feb 20, 2018 8:22 am 


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Do not get it. I have the same PCB, same CPLD and on my setup it runs fine :(

Edit: I changed the register latching to positive edge. This is not in accordance to the initial DAC project but in the way as Unseen does it. Could be the case that I have to specify input delays though, which is not the case atm.
Everybody who wants to test it, please do it and give feedback: Download-Link
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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Feb 20, 2018 3:58 pm 


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Just tested for you, its still doing the same thing.

Seemed more stable on the Mario select screen but as soon as I went into gameplay Manual and Auto would turn themselves on and off at random intervals.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Feb 20, 2018 6:01 pm 


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Not sure if you changed the files in the link or I was super tired and grabbed an old POF file but I just flashed the most recent one and it seems solid :D

Ill keep it on overnight and have a play when I get up.

Thanks for all the trouble shooting (and everything else) so far

*** EDIT
I am super tired, the POF you sent me via PM was the one that didn't work, this new one you've linked seems to be the goods.


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 Post subject: Re: Nintendo 64 RGB Blur fixing
PostPosted: Tue Feb 20, 2018 6:34 pm 


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Ok, good to read :) I was recently tested two different firmware builds:
- one where I simply added another fitter assignment
- one where I where all registers are latched on the rising edge instead of the negative

Both were good on my setup.
I'll put them up to GitHub tomorrow then or later this evening.

If some more report that now the firmware is good, I'm willing to remove the half pixel shift (between DeBlur on and off) once again and test if it's now stable again.
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