Difference between revisions of "240p test suite"
(Created page with 'A homebrew software suite for video game consoles developed to help in the evaluation of upscalers, upscan converters and line doublers. It has tests designed with the processin...') |
|||
Line 3: | Line 3: | ||
It has tests designed with the processing of 240p signals in mind, although when possible it includes other video modes and specific tests for them. | It has tests designed with the processing of 240p signals in mind, although when possible it includes other video modes and specific tests for them. | ||
− | == Tests == | + | == Tests and Patterns == |
+ | |||
+ | Since the software is running on a gamin platform, there is some degree of interactivity not possible on regular video tests, we have tried to use this as best as possible when applicable. For the rest of the cases regular test patterns, with inspiration in other sources, have been used. | ||
+ | |||
+ | Here's a description of each of the options, as well as any specific commands within them. | ||
=== Color Bars === | === Color Bars === | ||
+ | |||
+ | This is a typical pattern for adjusting blacks, whites and colors in general. Based on the [[CPS-2]] color adjust pattern. Each bar has been set at a regular interval in hexadecimal, corresponding to colors 0x00 to 0xFF (0 to 255). | ||
+ | |||
+ | ==== Genesis/MD Version ==== | ||
+ | |||
+ | In the case of the Genesis, there is a big limitation when trying to display primary colors. While it can display 64 colors simultaneously (4 palettes of 15 colors + alpha each), the palette only has 8 pure tones of Red, Green and Blue. Because of this, the scale can only display 8 tones per color, including the white scale. Nevertheless, the real values are stored in VRAM and on each palette. The palette is adjusted to what the Genesis can display. | ||
+ | |||
+ | ==== Dreamcast Version ==== | ||
+ | |||
+ | The pattern is displayed with full accurate colors. | ||
=== Colos Bars with Gray Scale === | === Colos Bars with Gray Scale === | ||
+ | |||
+ | This pattern idea and layout borrows form the Digital Video Essentials color adjust pattern. It has a gray background as reference, and can be used with color filters in order to adjust color accuracy. | ||
+ | |||
+ | ==== Genesis/MS version ==== | ||
+ | |||
+ | It seems the Genesis can display these non pure colors exactly as intended. | ||
+ | |||
+ | ==== Dreamcast Version ==== | ||
+ | |||
+ | The pattern is displayed with full accurate colors. | ||
=== Grid === | === Grid === | ||
+ | |||
+ | A grid which borrows its basic pattern from the [[CPS-2]] grid. It is used to determine linearity on CRTs, but is presented here in order to align the screen and find out overscan on the display. | ||
=== Linearity === | === Linearity === | ||
Line 23: | Line 49: | ||
== Versions == | == Versions == | ||
− | There are currently two platforms that run the suite, both have been developed and tested on real hardware, | + | There are currently two platforms that run the suite, both have been developed and tested on real hardware, The software should run in NTSC mode by default (hasn't been tested in PAL hardware). |
* Sega Genesis/ Mega Drive | * Sega Genesis/ Mega Drive | ||
* Sega Dreamcast | * Sega Dreamcast | ||
− | The Sega Genesis version was developed using the [SGDK http://code.google.com/p/sgdk/], it was the first version of the 240p Test Suite and is fully coded in C. In order to run it, we recommend the Tototek Flashcart or the newer Everdrive. | + | The Sega Genesis version was developed using the [SGDK http://code.google.com/p/sgdk/], it was the first version of the 240p Test Suite and is fully coded in C. In order to run it, we recommend the Tototek Flashcart or the newer Everdrive. The Genesis resolution is 320x224 and is being used fully, in NTSC (60hz). |
− | The Sega Dreamcast version includes more options, but the core functionality for 240p is the same. No special hardware or modifications are needed, it will run on any MIL compatible dreamcast after burning the CDI image (discjuggler format). | + | The Sega Dreamcast version includes more options, but the core functionality for 240p is the same. No special hardware or modifications are needed, it will run on any MIL compatible dreamcast after burning the CDI image (discjuggler format). The Dreamcast resoolution is full 320x240 when in that mode. |
== Source code == | == Source code == | ||
The source code will be released at the same time the binaries are, under the GPL. Homebrew and open source SDKs have been used on the platforms so far. The test pattern images used to generate the graphical data for the console versions will be included along with the source code. | The source code will be released at the same time the binaries are, under the GPL. Homebrew and open source SDKs have been used on the platforms so far. The test pattern images used to generate the graphical data for the console versions will be included along with the source code. | ||
+ | |||
+ | == Contributors == |
Revision as of 03:04, 14 February 2011
A homebrew software suite for video game consoles developed to help in the evaluation of upscalers, upscan converters and line doublers.
It has tests designed with the processing of 240p signals in mind, although when possible it includes other video modes and specific tests for them.
Contents
Tests and Patterns
Since the software is running on a gamin platform, there is some degree of interactivity not possible on regular video tests, we have tried to use this as best as possible when applicable. For the rest of the cases regular test patterns, with inspiration in other sources, have been used.
Here's a description of each of the options, as well as any specific commands within them.
Color Bars
This is a typical pattern for adjusting blacks, whites and colors in general. Based on the CPS-2 color adjust pattern. Each bar has been set at a regular interval in hexadecimal, corresponding to colors 0x00 to 0xFF (0 to 255).
Genesis/MD Version
In the case of the Genesis, there is a big limitation when trying to display primary colors. While it can display 64 colors simultaneously (4 palettes of 15 colors + alpha each), the palette only has 8 pure tones of Red, Green and Blue. Because of this, the scale can only display 8 tones per color, including the white scale. Nevertheless, the real values are stored in VRAM and on each palette. The palette is adjusted to what the Genesis can display.
Dreamcast Version
The pattern is displayed with full accurate colors.
Colos Bars with Gray Scale
This pattern idea and layout borrows form the Digital Video Essentials color adjust pattern. It has a gray background as reference, and can be used with color filters in order to adjust color accuracy.
Genesis/MS version
It seems the Genesis can display these non pure colors exactly as intended.
Dreamcast Version
The pattern is displayed with full accurate colors.
Grid
A grid which borrows its basic pattern from the CPS-2 grid. It is used to determine linearity on CRTs, but is presented here in order to align the screen and find out overscan on the display.
Linearity
Drop Shadow
Lag Test
Horizontal Stripes
Checkerboard
Versions
There are currently two platforms that run the suite, both have been developed and tested on real hardware, The software should run in NTSC mode by default (hasn't been tested in PAL hardware).
- Sega Genesis/ Mega Drive
- Sega Dreamcast
The Sega Genesis version was developed using the [SGDK http://code.google.com/p/sgdk/], it was the first version of the 240p Test Suite and is fully coded in C. In order to run it, we recommend the Tototek Flashcart or the newer Everdrive. The Genesis resolution is 320x224 and is being used fully, in NTSC (60hz).
The Sega Dreamcast version includes more options, but the core functionality for 240p is the same. No special hardware or modifications are needed, it will run on any MIL compatible dreamcast after burning the CDI image (discjuggler format). The Dreamcast resoolution is full 320x240 when in that mode.
Source code
The source code will be released at the same time the binaries are, under the GPL. Homebrew and open source SDKs have been used on the platforms so far. The test pattern images used to generate the graphical data for the console versions will be included along with the source code.