FBX wrote:Tomdominer wrote:Hey FBX,
Is there a guide to creating these profiles? I guess you need the exact output from the console / game and then use the scale values to enlarge them the right amount of times to get some sort of multiple of 1080p? The problem is that I find the XRGB "zoom / scale" menus totally counter intuitive. Also, it takes so long to actually see the picture that zooming by hand takes FOREVER.
I was hoping to try my hand at creating a profile for "Saturn High-Ten Bomberman", which in ten player mode goes into some sort of progressive widescreen signal. Also, creating some saturn profiles in general would be good!
Any pointers on how to calculate what all the settings should be would be greatly appreciated.
Unfortunately it is very tedious, but Artemio's 240p Test Suit on
the Genesis for example was a huge help in showing me where I needed
to align
the picture
to the graphics:
1. In using
the Visual_Set functions
to align
the masking, I used Artemio's grid test patterns for 320 and 256, which show
the edge
of the active graphics in red. Pressing
the C-button lights up
the overscan area, and this let me know how close I was getting
to completely blocking it out. This part was even more tedious because
the Framemeister has
to blank and repost
the video after each adjustment
of the H & V Widths and well as
the H & V Positions. So it took an hour or so
of fine-tuning these settings
to a perfect border mask.
2. Once I got
the Visual_Set functions perfectly set
to the edges
of the Genesis graphics, then I had
to experiment with different combinations
of Zoom_Size and Zoom_Overscan until
the scaling was perfect. For that, Artemio's vertically scrolling grid let me know when I nailed
the perfect 4x. Now thankfully
the Framemeister updates these adjustments on-
the-fly, but because
the combinations required
to nail integer-perfect scaling are pot luck, it becomes much
like trying
to crack a combination lock. You just keep trying different combinations until that scrolling grid shows zero scaling artifacts, and that's when you know you nailed it. Further confirmation
of 4x-perfect scaling can be done by turning Zoom off and checking Smart_2x. If
the picture takes up
the same vertical space as Smart_2x, you know you're at 4x 240p. For this, I used pieces
of tape on my TV screen that marked
the exact vertical borders
of Smart_2x, and those tape markers acted as guide posts when I would try
to dial in
the Zoom settings.
3. Lastly comes aspect correction. For both square pixels and TV, I would use a tape measure and write down in inches
the vertical size
of the 4x image. Then I would use simple math
to determine how many inches wide
the image should be based on that vertical measurement. Then I would adjust Zoom-Width until
the horizontal was at
the correct aspect ratio. For 5x, I would multiply
the 4x measurements by 1.25 and adjust Zoom-Width accordingly.
Anyway,
the main thing
to remember when wanting
to do integer-perfect scaling 1080p profiles is
to check vertical scroll either in a test rom or in a game that features it. It should be liquid smooth if properly scaled.