Questions that do not deserve a thread

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FinalBaton
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Re: Questions that do not deserve a thread

Post by FinalBaton »

LEGENOARYNINLIA wrote:If there is anyone who can do 480i to 240p and has Capcom Vs SNK 2 for the PS2, can you post some photos of how it looks? I'm curious as it's currently the only PS2 fighting game that looks a bit ass on my setup. Emphasis on curious.
If I had it, I would post screenshots for you for sure. But since I have the Dreamcast version, I won't be getting the PS2 one.

(and while the 480i -> 240p Extron interface trick works great on my setup for the ps2, it doesn't work for the Dreamcast. At least for me. Maybe there's a way to get it to work, but I don't know how to do it.

Maybe someone can help me in getting the trick to work on Dreamcast?)
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creamygarlicdip
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Re: Questions that do not deserve a thread

Post by creamygarlicdip »

Guspaz wrote:All this assuming that the games are actually line doubled 240p output at 480i

On a digital display? Ideally a Framemeister or OSSC, or if you set the PS2 to 480p on games that support it and use a scanline generator.

On a CRT? As the scanlines demystified page says, you can use one of the techniques for converting 480i signals to 240p, like the RGB interface, which IIRC can't do 480p -> 240p (need an Extron VSC for that), but can do 480i -> 240p.
Yah I know a lot of ps2 2d fighters are linedoubled for 480i. Side note: The 240p that comes out of my saturn model 1 via s-video looks remarkably clean, much moreso than the dreamcast 240p which kinda hurts my eyes staring at it, ha. It would be great to get some of that quality 240p from ps2.
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LEGENOARYNINLIA
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Re: Questions that do not deserve a thread

Post by LEGENOARYNINLIA »

amaradona wrote:
LEGENOARYNINLIA wrote:
amaradona wrote:Hi,just wondering if the sony s-video to rgb converter YR-1000 or 3000 is accepting ntsc.
I too would like to know this. My Google Fu only got me mentions of PAL and SECAM in a manual.
Yes Fudoh confirmed to me that they dont do NTSC...

He advised me the ntsc version Sony YR-421.
Ah, thanks! To both of you.
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Cirventhor
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Re: Questions that do not deserve a thread

Post by Cirventhor »

Following up on my previous question, would this step down converter supply enough power for the SNES?

Image

50W would seem to be enough, but I'm concerned that 435mA is a bit too weak for the SNES (unless I'm mixing up AC/DC mA).
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JBC
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Re: Questions that do not deserve a thread

Post by JBC »

When they port a 2D 4:3 game to 16:9 widescreen, why don't they just extend the visible portion of the stage instead of stretching it or leaving black bars?

I can understand this for shmups, but certain games like Super Mario Bros could still work without a major overhaul.
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ZellSF
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Re: Questions that do not deserve a thread

Post by ZellSF »

8BA wrote:When they port a 2D 4:3 game to 16:9 widescreen, why don't they just extend the visible portion of the stage instead of stretching it or leaving black bars?

I can understand this for shmups, but certain games like Super Mario Bros could still work without a major overhaul.
The answer is pretty simple: they don't port 2D games. They use emulators, emulators are programs that basically pretend to be a console and behave exactly like it. They can't modify anything about the game because they don't know how the game itself works. They only know how the console works and replicate that.

Then there's also the fact that they don't want do change anything, because then they would have to QA those changes. Companies test everything about their products before releasing them, now say Super Mario Bros is already pretty extensively tested, but if you were to make changes you would have to extensively test them again before releasing it to make sure those changes don't break anything.

Finally we have the users, who when they buy Super Mario Bros primarily do so for the nostalgia. They want what they remember. Not significantly (and allowing you to see more in a 2D game is significant) changed games. It'll divide communities that play the games competitively, best case scenario they'll just ignore the new release (lost sales...).
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Fudoh
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Re: Questions that do not deserve a thread

Post by Fudoh »

but I'm concerned that 435mA is a bit too weak for the SNES (unless I'm mixing up AC/DC mA).
that's 435mA at 115V. Your SNES's power supply will only draw about 80mA. You're thinking of the SNES itself which requires 9V at about 1000mA.
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FinalBaton
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Re: Questions that do not deserve a thread

Post by FinalBaton »

Hi Fudoh :) I've got a question for you

Do you have an idea as to why I can't get the Extron interface trick to work on 480i Dreamcast signal?

It works perfectly fine with the PS2, so why doesnt it work with the DC?
My chain for PS2 is : SCART cable -> SyncStrike -> VGA cable -> Extron interface -> BNC cables -> NEC XM37 Plus
Chain for DC is : KURO VGA box(in 480i mode) -> VGA cable -> Extron interface -> BNC to VGA cable -> NEC XM37 Plus
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Fudoh
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Re: Questions that do not deserve a thread

Post by Fudoh »

only reason I could think of is that the sync polarity is maybe different (due to you using a VGA box). Doesn't the picture react at all when you toggle the DDSP Switch ? Does your RGB interface have a jumper for switching the sync polarity ?
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Re: Questions that do not deserve a thread

Post by Einzelherz »

Why have console arcade sticks become so much more cramped in the past decade? I have had several over the years and most of them have roughly 3-4 inches of space between the stick and buttons. I just got a HORI for XBOX 360 and there's roughly half that space. I find my fingers running into each other when playing.
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Re: Questions that do not deserve a thread

Post by TransatlanticFoe »

8BA wrote:When they port a 2D 4:3 game to 16:9 widescreen, why don't they just extend the visible portion of the stage instead of stretching it or leaving black bars?

I can understand this for shmups, but certain games like Super Mario Bros could still work without a major overhaul.
It's not entirely unprecedented. While not 2D games, the Gunblade/LA Machineguns ports for Wii extended the playing field in 16:9 mode. It was a purely aesthetic change though, as you can't hit or be hit by anything outside of the original 4:3 playing area - it just shows you more of the game instead of black bars.
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Re: Questions that do not deserve a thread

Post by cfx »

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Last edited by cfx on Thu May 29, 2025 4:08 am, edited 1 time in total.
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Einzelherz
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Re: Questions that do not deserve a thread

Post by Einzelherz »

cfx wrote: Because they all decided to exactly mimic various Japanese candy cab control panels (why those are so cramped I don't know other than space issues I presume). Some of the later Hori RAPs...the Kai versions I think, moved the sticks and buttons a bit further apart.

I hate it. I built sticks years ago and designed my box and layout where it was ergonomic for me. That meant more space between stick and buttons, and a enough space under both the buttons and stick for a palm rest. Of course I preferred Happ/iL parts too so I'm a weirdo, but whatever. I have CTS and having to contort my wrists for these cramped controls is bad for me.

I can understand it on compact sticks, but on something large like the Hori VLX it is just crazy.
How difficult is it making a console specific joystick? Or a multi console setup like the Q4RAF? Does it require cannibalising hardware or do people make circuits and connectors for different consoles?
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JBC
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Re: Questions that do not deserve a thread

Post by JBC »

TransatlanticFoe wrote:
8BA wrote:When they port a 2D 4:3 game to 16:9 widescreen, why don't they just extend the visible portion of the stage instead of stretching it or leaving black bars?

I can understand this for shmups, but certain games like Super Mario Bros could still work without a major overhaul.
It's not entirely unprecedented. While not 2D games, the Gunblade/LA Machineguns ports for Wii extended the playing field in 16:9 mode. It was a purely aesthetic change though, as you can't hit or be hit by anything outside of the original 4:3 playing area - it just shows you more of the game instead of black bars.
Ah! I didn't know this & I have that port. I always enjoyed them in the arcades & even though they are simplistic I still find them pretty fun at home. I really love those chunky, flat shaded polygons of early 3D games like these & Virtua Fighter. Thanks for the info.

The more I think about this the more I realize certain 2D side scrollers would be affected by the extra real estate. Some would work, but others would have secret or hidden areas revealed. The early Sonic games for instance - there were hidden spaces in the walls you could jump through. A part of the gameplay was accidentally discovering these areas, or sort of feeling them out once you were aware of the mechanic. If you were to extend the screen that element would be lost.
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Ikaruga11
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Re: Questions that do not deserve a thread

Post by Ikaruga11 »

How do the SNES HD Retrovision Component cables compare to the regular RGB Cables in terms of picture quality? Does the Mini produce a better Component picture like it does with RGB?
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Guspaz
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Re: Questions that do not deserve a thread

Post by Guspaz »

I didn't notice any difference in quality between RGB and the HDR cables, but on a device like the Framemeister it might matter how well the device handles component versus RGB.

The HDR cables are converting RGB to component, and so the quality can only be as good as the quality of the RGB: the 1chip and mini will be sharper.
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Re: Questions that do not deserve a thread

Post by cfx »

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ZellSF
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Re: Questions that do not deserve a thread

Post by ZellSF »

cfx wrote:
ZellSF wrote:
8BA wrote:When they port a 2D 4:3 game to 16:9 widescreen, why don't they just extend the visible portion of the stage instead of stretching it or leaving black bars?

I can understand this for shmups, but certain games like Super Mario Bros could still work without a major overhaul.
The answer is pretty simple: they don't port 2D games. They use emulators, emulators are programs that basically pretend to be a console and behave exactly like it. They can't modify anything about the game because they don't know how the game itself works. They only know how the console works and replicate that.
That's painting with a pretty damn broad brush isn't it?

Who are "they" anyway?

Every single 2D game ever, is emulated? And by programmers that never have any source code or knowledge of the original games?

Stop spreading nonsense and misinformation.
They being most publishers and I was talking about most games, not all of them. I thought this was clearly implied.
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Re: Questions that do not deserve a thread

Post by accaris »

I'm about to grab an iScan Ultra from a local shop for $40. This is a steal as far as I'm concerned, but I read something that made me hesitate. A guy on Nintendoage said the Ultra was not compatible with 8-bit and 16-bit consoles like NES and SNES, and that you'd get a distorted jittery picture due to something off with the sync. (Talking about composite and s-video here.)

Now, I know this isn't true with an iScan HD, because I've seen one of those in action first-hand and there was zero jitter to be seen. But what about the Ultra? Can anyone with an Ultra confirm? Fudoh?
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Re: Questions that do not deserve a thread

Post by FinalBaton »

Fudoh wrote:only reason I could think of is that the sync polarity is maybe different (due to you using a VGA box). Doesn't the picture react at all when you toggle the DDSP Switch ? Does your RGB interface have a jumper for switching the sync polarity ?
Picture doesn't react when I toggle DDSP, no.

There's a switch on the front of the unit called "NEG. SYNC" and it plays with polarity. Is this the feature you were referring to regarding an internal jumper?

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Fudoh
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Re: Questions that do not deserve a thread

Post by Fudoh »

Now, I know this isn't true with an iScan HD, because I've seen one of those in action first-hand and there was zero jitter to be seen. But what about the Ultra? Can anyone with an Ultra confirm? Fudoh?
I only had a brief intermezzo with the Ultra a very long time ago, but didn't find anything that would turn it incompatible - keep in mind though that the Ultra does not yet have RGB inputs, just component inputs. The HD was the first DVDO to introduce RGB compatibility.
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Re: Questions that do not deserve a thread

Post by Fudoh »

Is this the feature you were referring to regarding an internal jumper?
this^. On the bigger interfaces you got a bunch of internal jumper which allow you to control horizontal and vertical sync independently from each other. Your best option would to have somebody else confirm that a DC can be 240p-lized by using an interface like this. I don't think I've ever tried this with a DC.
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Re: Questions that do not deserve a thread

Post by creamygarlicdip »

Guspaz wrote:I didn't notice any difference in quality between RGB and the HDR cables, but on a device like the Framemeister it might matter how well the device handles component versus RGB.

The HDR cables are converting RGB to component, and so the quality can only be as good as the quality of the RGB: the 1chip and mini will be sharper.
So the hdr cables are legit? I haven't been able to find any in depth reviews comparing them to rgb, s-video etc..
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Re: Questions that do not deserve a thread

Post by accaris »

Fudoh wrote:
Now, I know this isn't true with an iScan HD, because I've seen one of those in action first-hand and there was zero jitter to be seen. But what about the Ultra? Can anyone with an Ultra confirm? Fudoh?
I only had a brief intermezzo with the Ultra a very long time ago, but didn't find anything that would turn it incompatible - keep in mind though that the Ultra does not yet have RGB inputs, just component inputs. The HD was the first DVDO to introduce RGB compatibility.
Thanks I'm probably going to avoid the Ultra to be on the safe side... I found some more evidence in this thread http://www.avsforum.com/forum/37-video- ... hd-18.html that the Ultra in fact does not recognize certain signals. Straight from the horse's mouth.

It's a little weird though because the iScan Plus and Pro both recognize NES just fine.
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Re: Questions that do not deserve a thread

Post by atheistgod1999 »

Will a Japanese Sega Saturn memory backup cartridge work on a North American Saturn?
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Re: Questions that do not deserve a thread

Post by cfx »

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Cirventhor
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Re: Questions that do not deserve a thread

Post by Cirventhor »

Quick question about the Gamecube output: Obviously the console is designed for 4:3 SD TV's, but when displayed on a modern TV (in 480p) in 4:3 AR it seems to be slightly more narrow than 4:3. There seems to be some horizontal underscanning going on, with black bars on each side. Is this underscan area supposed to be cropped out while stretching the active parts of the video frame to a proper 4:3 AR? I've tried doing so, but it seemed to result in circles being ovals and so on.
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Re: Questions that do not deserve a thread

Post by Star1 »

Cirventhor wrote:Following up on my previous question, would this step down converter supply enough power for the SNES?

Image

50W would seem to be enough, but I'm concerned that 435mA is a bit too weak for the SNES (unless I'm mixing up AC/DC mA).
I have the same one, I use it for Dreamcast, Saturn and N64, no issues at all. Can't imagine Snes should be any different.
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Re: Questions that do not deserve a thread

Post by Ikaruga11 »

So Super Famicom cartridges are larger than Super Nintendo cartridges? If I make an SNES region-free by removing the tabs, will Super Nintendo cartridges fit looser, or will they fit just as tight?
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Re: Questions that do not deserve a thread

Post by FinalBaton »

Fudoh wrote:
Is this the feature you were referring to regarding an internal jumper?
this^. On the bigger interfaces you got a bunch of internal jumper which allow you to control horizontal and vertical sync independently from each other. Your best option would to have somebody else confirm that a DC can be 240p-lized by using an interface like this. I don't think I've ever tried this with a DC.
Just tried it annnnnnd... it still won't work.

Oh well, no biggie, the NEC displays 480p natively so I'll just rock SSF2T in progressive scan and throw an SLG in the mix. Et voilà!
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