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Author Topic: Zsnexbox 2.98  (Read 1738 times)

nes6502

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Zsnexbox 2.98
« Reply #105 on: October 05, 2006, 01:27:00 PM »

QUOTE(Sp3eD @ Oct 5 2006, 08:17 PM) View Post

Once I get into the duck calibration screen none of the buttons on either of the controllers (normal in port 1 and gun in 2,3, or 4) work in 480p, 720p modes.  However, I did just try your emu in 480i and had similar luck as I did in Xports emu's (being that it gets through the calibration settings at least, but it still isn't aimming correctly).  I did just try a couple bits of trail and error and found out that 1080i does also indeed work though has the same symptoms of 480i.  Maybe a progressive scan issue.

However just to document exactly what I saw, after calibrating both 480i and 1080i the Y axis worked perfectly.  Odd thing was that when I aimmed steady at the screen (anywhere on it), while the Y axis stayed the same, the X axis in 480i mode went from the right side of the screen to the left side while 1080i went from left to right.  Fairly smoothly I might add.  This pattern repeated as long as I aimmed my gun steady.  When I moved it up or down a bit the curson started at its respective side of the screen and started the left to right (1080i) / right to left (480i) all over again.

Anyway, probably a bit to wordy, but that is what is happening smile.gif

I don't have a normal 480i TV that I can test as of right now, so the TV being the problem still isn't out of the question.

TV / Xbox specs for referance:
Xbox :  version 1.1
Softmodded with Krayzie's Ndure ver. 1.1.1
Hard Drive upgraded (200 gig)
XBMC 2.0.0 T3CH (FAT version) as main dashboard

TV : Sony 34" XBR960
Xbox hooked through Component AV pack running 720p 95% of the time.

Hope this helps, and I will be more then willing to test any kind of fixes as well as any other 720p/1080i issues if nessisary.

Thanks!
      Sp3eD
What emu's does it work flawlessly on?  I have only tried ZsnexBox and mednafenxNES version 8.  Did yours work with Xsnes9X?


What does it say on the screen when you point the lightgun at it in 720p? Does it say it's calibrated for this mode? Does it display X, Y coordinates in the lower left corner?

Does your gun work for any Lightgun enabled emulators or Xbox games?

Has anyone else out there gotten a lightgun to work in 720p or 1080i? No one has said anything about Lightgun support in HD modes, so I don't know if it is a lightguun, bios, Xbox version, TV, code, or HD issue.


The only thing I'd be able to do would be to fix it if it's a code issue. If it's anything else, then there would be nothing I could do. I just know that my Lightgun (Madkatz) works on a 480i TV using a 1.6 Softmodded Xbox.
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FireZtein

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Zsnexbox 2.98
« Reply #106 on: October 05, 2006, 01:37:00 PM »

OLDGAMER2006: What is your xbox config?? What mb version, chip and bios do you have?
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OLDGAMER2006

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Zsnexbox 2.98
« Reply #107 on: October 05, 2006, 01:50:00 PM »

QUOTE(Sp3eD @ Oct 5 2006, 03:17 PM) *

Once I get into the duck calibration screen none of the buttons on either of the controllers (normal in port 1 and gun in 2,3, or 4) work in 480p, 720p modes.  However, I did just try your emu in 480i and had similar luck as I did in Xports emu's (being that it gets through the calibration settings at least, but it still isn't aimming correctly).  I did just try a couple bits of trail and error and found out that 1080i does also indeed work though has the same symptoms of 480i.  Maybe a progressive scan issue.

However just to document exactly what I saw, after calibrating both 480i and 1080i the Y axis worked perfectly.  Odd thing was that when I aimmed steady at the screen (anywhere on it), while the Y axis stayed the same, the X axis in 480i mode went from the right side of the screen to the left side while 1080i went from left to right.  Fairly smoothly I might add.  This pattern repeated as long as I aimmed my gun steady.  When I moved it up or down a bit the curson started at its respective side of the screen and started the left to right (1080i) / right to left (480i) all over again.

Anyway, probably a bit to wordy, but that is what is happening smile.gif

I don't have a normal 480i TV that I can test as of right now, so the TV being the problem still isn't out of the question.

TV / Xbox specs for referance:
Xbox :  version 1.1
Softmodded with Krayzie's Ndure ver. 1.1.1
Hard Drive upgraded (200 gig)
XBMC 2.0.0 T3CH (FAT version) as main dashboard

TV : Sony 34" XBR960
Xbox hooked through Component AV pack running 720p 95% of the time.

Hope this helps, and I will be more then willing to test any kind of fixes as well as any other 720p/1080i issues if nessisary.

Thanks!
      Sp3eD
What emu's does it work flawlessly on?  I have only tried ZsnexBox and mednafenxNES version 8.  Did yours work with Xsnes9X?

Actually didnt get to try xsnes9x,but mednafenxnes and mameox

QUOTE(FireZtein @ Oct 5 2006, 03:37 PM) *

OLDGAMER2006: What is your xbox config?? What mb version, chip and bios do you have?

To tell you the truth im not sure what chip is in the xbox but it is avalaunch and a 80 gig.
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Sp3eD

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« Reply #108 on: October 05, 2006, 01:45:00 PM »

QUOTE(nes6502 @ Oct 5 2006, 08:34 PM) View Post

What does it say on the screen when you point the lightgun at it in 720p? Does it say it's calibrated for this mode? Does it display X, Y coordinates in the lower left corner?

Does your gun work for any Lightgun enabled emulators or Xbox games?


It is not calibrated for the 720p mode in the test screen (as when I go into the calibration screen it won't get past the first duck target) and when I aim it at the screen though the Y axis isn't entirely leveled with my gun (uncalibrated being the reason no doubt) it has the same symptoms of 480i and 1080i.  X axis is speratic and jumpy, though here it isn't even resembling a left to right pattern of any kind.  It just jumps from side to side at random.

I am getting Silent Scope as we speak to test that out, and I am going to reinstall xsnes9x to try it's lightgun support out.  I will update when I test a couple more things out.
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nes6502

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Zsnexbox 2.98
« Reply #109 on: October 05, 2006, 01:51:00 PM »

QUOTE(Sp3eD @ Oct 5 2006, 08:52 PM) View Post

It is not calibrated for the 720p mode in the test screen (as when I go into the calibration screen it won't get past the first duck target) and when I aim it at the screen though the Y axis isn't entirely leveled with my gun (uncalibrated being the reason no doubt) it has the same symptoms of 480i and 1080i.  X axis is speratic and jumpy, though here it isn't even resembling a left to right pattern of any kind.  It just jumps from side to side at random.

I am getting Silent Scope as we speak to test that out, and I am going to reinstall xsnes9x to try it's lightgun support out.  I will update when I test a couple more things out.


But what are the X and Y coordinates displayed on the Crosshair screen when you move the gun in front of the screen? Do they change? (i.e. X increase when you move left and Y increases when you move down)
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Sp3eD

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« Reply #110 on: October 05, 2006, 02:16:00 PM »

X kind of does its own thing, but the Y Axis numbers move perfectly with my movement.  I can hold steady and the Y number will stay the same.  The X number on the other hand moves everywhere.
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jellyworm

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« Reply #111 on: October 05, 2006, 02:28:00 PM »

Feature request:  ability to restore defaults for most/all option screens.  esp. video.

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nes6502

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« Reply #112 on: October 05, 2006, 02:28:00 PM »

QUOTE(jellyworm @ Oct 5 2006, 09:28 PM) View Post

Feature request:  ability to restore defaults for most/all option screens.  esp. video.


Status: It's allready there. Delete your ZsnexBox.ini
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jellyworm

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« Reply #113 on: October 05, 2006, 03:04:00 PM »

QUOTE(nes6502 @ Oct 5 2006, 09:35 PM) *

Status: It's allready there. Delete your ZsnexBox.ini


couldn't you put a feature that deletes the zsnexbox.ini?
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xystus

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« Reply #114 on: October 05, 2006, 02:59:00 PM »

QUOTE(jellyworm @ Oct 5 2006, 11:04 PM) View Post

couldn't you put a feature that deletes the zsnexbox.ini?



U serious? Shame on you, spoiled lazy fart!
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jellyworm

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« Reply #115 on: October 05, 2006, 03:06:00 PM »

QUOTE(xystus @ Oct 5 2006, 10:06 PM) View Post

U serious? Shame on you, spoiled lazy fart!


Yes.   Hell, nes went as far as doing everything else.  a text menu item that deletes a file couldn't take a ton of effort could it?

Shame on me...
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nes6502

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« Reply #116 on: October 05, 2006, 03:55:00 PM »

QUOTE(jellyworm @ Oct 5 2006, 10:04 PM) View Post

couldn't you put a feature that deletes the zsnexbox.ini?


No.
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blargg

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« Reply #117 on: October 05, 2006, 08:00:00 PM »

I'd like to eliminate some of the confusion around how a SNES appears on a TV.

First off, the signal to the TV doesn't have any pixels, just a series of scanlines within which the color/brightness/saturation varies. Like a CRT-based computer monitor, the TV scans a beam from left to right for each scanline. The signal determines how the beam is modulated during the scan. If the beam is changed less often, the resulting "pixels" are wider than if the beam is changed more often. Two things define the width of a "pixel" generated in this manner: how long it lasts within the video signal, and how quickly the TV scans the beam across the screen. It makes no sense to talk about how many pixels wide something is on the TV screen, since the definition of a pixel is up to the source of the video signal. Likewise, it makes no sense to talk of the SNES internally rescaling the image, since it defines the scale in the first place by how long each pixel lasts in its video signal.

The SNES outputs 223 active scanlines (in the normal resolution mode). The question is simply how wide a pixel is, compared to how tall it appears on a TV. Measuring a SNES image on a TV that is the same number of SNES pixels across as it is wide, I get a width that's about 1.145 times (8/7) the height. I get the same when I measure a video capture of the SNES. This is all you need to know to display a proper image. It takes into account both the SNES pixel timing and the TV's own timing.

Assuming the Xbox displays square pixels on a TV screen and you can only use 640x480 resolution, then you simply need to expand the 256x223 SNES pixel array to 585x446 Xbox pixels. But the Xbox might itself have non-square pixels. In that case, you need to find what their aspect ratio is, then adjust the scaling appropriately.

A far simpler way to calibrate all this, one that doesn't require any math, is for one developer to simply connect a SNES and Xbox to a TV with an A/B switch. Adjust the Xbox until its image matches that of the SNES (running the same game). Since you're using the same TV, when you make the images match you're also making the actual video signal from the Xbox closely match that of the SNES. Once this calibration is complete, it can be hard-coded into the emulator. When run on any Xbox connected to any TV, you will get the same image that a SNES connected to that TV would give.
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Consoleman!

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« Reply #118 on: October 05, 2006, 08:48:00 PM »

QUOTE(blargg @ Oct 5 2006, 10:00 PM) View Post

Assuming the Xbox displays square pixels on a TV screen and you can only use 640x480 resolution, then you simply need to expand the 256x223 SNES pixel array to 585x446 Xbox pixels. But the Xbox might itself have non-square pixels. In that case, you need to find what their aspect ratio is, then adjust the scaling appropriately.

A far simpler way to calibrate all this, one that doesn't require any math, is for one developer to simply connect a SNES and Xbox to a TV with an A/B switch. Adjust the Xbox until its image matches that of the SNES (running the same game). Since you're using the same TV, when you make the images match you're also making the actual video signal from the Xbox closely match that of the SNES. Once this calibration is complete, it can be hard-coded into the emulator. When run on any Xbox connected to any TV, you will get the same image that a SNES connected to that TV would give.

For the record, this method won't work with point filtering.
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Cospefogo

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« Reply #119 on: October 05, 2006, 08:55:00 PM »

QUOTE(Consoleman! @ Oct 5 2006, 11:55 PM) View Post

For the record, this method won't work with point filtering.


Agreed.
A correct display while in point filtering must be adjusted pixel by pixel,
point by point, dot by dot and so on. 1+1 need to be a big and solid 2, and
not a 1,999000 neither a 2,000034

-C
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