X-SYNC-1 and general PlayStation 1/2 Questions

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Seraphic
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Joined: Fri Mar 19, 2010 1:46 pm

X-SYNC-1 and general PlayStation 1/2 Questions

Post by Seraphic »

Was able to locate a SCPH-1050 (official Sony PlayStation 1 RGB Scart Cable :D) and grabbed an X-SYNC-1 unit to go with it. Both arrived yesterday and I was able to do some testing and found that the three PlayStation 1 games I tried (on PlayStation 2) reported as 336x252p while 480i FMV from the same games reported as 672x504i (which seems odd because after cropping its 664x480 and I thought the max frame buffer on PlayStation 1 was 640x480... in fact, I am almost sure that when using component, that same 480i FMV is detected as 640x480). I also notice one lone black line in the 480i FMV over scart that goes all the way across pixel two (the second pixel line down from the top and goes all the way across. Any thoughts on why the difference and the lines?

Also, is 15khz RGBHV similar to Digital RGB in that both are 0-255 and what is the difference between 15khz RGBHV and 31khz RGsB on PS2?

Last, for PlayStation 2 games that support 480p anamorphic, what is their correct display format? 853x480 (if odd not supported would you use 852x480 or 854x480) or 848x480?

Here are just a few quick pictures.

PlayStation 2 System (notice two two black lines second from top and bottom (not a perfect crop)?
Image

Pocket Fighter upscaled from 336x252p to 672x504p and crops to 604x448 at that point (that white line was pixel 605).
Image
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Fudoh
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Re: X-SYNC-1 and general PlayStation 1/2 Questions

Post by Fudoh »

imo you're pushing it too hard.

The problem with analogue signals is that there's no 100% "hard" horizontal resolution. You have your fixed resolution when the game's calculated inside the system, but everything else is bandwith determined and - when captured on analogue inputs - it's a matter of appying the rate sampling rate. This gets very obvious when you have a look at your Pocket Fighters capture. The sampling applied during capture wasn't perfect. You get so many mismatched pixel columns, that you can hardly expext to achieve a pixel perfect digital capture.

The sampling rate options available in your capture card are limited so while it - admittedly - does a good job, it's only so good as the software presets allow it to be.
Also, is 15khz RGBHV similar to Digital RGB in that both are 0-255
contrary to analogue component, RGB uses full luma range, yes.
and what is the difference between 15khz RGBHV and 31khz RGsB on PS2?
what are you asking for ? 15khz has 240 visible lines per field, while 31khz has 480 lines per frame. RGBHV uses no three dedicated color channels without sync signals, plus two seperated sync lines. RGsB uses two raw color channels plus a third one with composite sync mixed into it.
Last, for PlayStation 2 games that support 480p anamorphic, what is their correct display format? 853x480 (if odd not supported would you use 852x480 or 854x480) or 848x480? display format?
852 as in true 16:9 NTSC. But note that capturing in this actual resolution is wrong. It's just a display parameter for live stretching. The actual output on anamorphic NTSC remains at 720 pixels in width (minus the PS2's underscan area).*

PS: your field order on the PS2 screenshot is mixed up.

(* think of doing a DVD rip. There are morons who re-encode 720x480 16:9 at 852x480 instead of keeping the original resolution and tagging the file with a 16:9 AR so it gets properly displayed by the player.)
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