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发表于 2016-6-13 13:49 · 江苏
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本帖最后由 gxb 于 2016-6-13 13:50 编辑
zhuwz 发表于 2016-6-13 04:53
ps是支持224p输出的,比如说kof96,只不过大部份游戏都加黑边或者延伸显示为240p。PS上游戏比街机劣化的 ...
http://problemkaputt.de/psx-spx.htm#graphicsprocessingunitgpu
从这里看,好像PS并不支持水平384线的画面,但是我用PS模拟器给卡普空合集5的显存截图,截图显示街霸2CE的分辨率是384X240,蛮奇怪的。
GP1(07h) - Vertical Display range (on Screen)
0-9 Y1 (NTSC=88h-(224/2), (PAL=A3h-(264/2)) ;\scanline numbers on screen,
10-19 Y2 (NTSC=88h+(224/2), (PAL=A3h+(264/2)) ;/relative to VSYNC
20-23 Not used (zero)
Specifies the vertical range within which the display area is displayed. The number of lines is Y2-Y1 (unlike as for the width, there's no rounding applied to the height). If Y2 is set to a much too large value, then the hardware stops to generate vblank interrupts (IRQ0).
The 88h/A3h values are the middle-scanlines on normal TV Sets, these values are used by MOST NTSC games, and SOME PAL games (see below notes on Mis-Centered PAL games).
The 224/264 values are for fullscreen pictures. Many NTSC games display 240 lines (overscan with hidden lines). Many PAL games display only 256 lines (underscan with black borders).
GP1(08h) - Display mode
0-1 Horizontal Resolution 1 (0=256, 1=320, 2=512, 3=640) ;GPUSTAT.17-18
2 Vertical Resolution (0=240, 1=480, when Bit5=1) ;GPUSTAT.19
3 Video Mode (0=NTSC/60Hz, 1=PAL/50Hz) ;GPUSTAT.20
4 Display Area Color Depth (0=15bit, 1=24bit) ;GPUSTAT.21
5 Vertical Interlace (0=Off, 1=On) ;GPUSTAT.22
6 Horizontal Resolution 2 (0=256/320/512/640, 1=368) ;GPUSTAT.16
7 "Reverseflag" (0=Normal, 1=Distorted) ;GPUSTAT.14
8-23 Not used (zero)
Note: Interlace must be enabled to see all lines in 480-lines mode (interlace is causing ugly flickering, so a non-interlaced low resolution image is typically having better quality than a high resolution interlaced image, a pretty bad example are the intro screens shown by the BIOS). The Display Area Color Depth does NOT affect the Drawing Area (the Drawing Area is <always> 15bit).
When the "Reverseflag" is set, the display scrolls down 2 lines or so, and colored regions are getting somehow hatched/distorted, but black and white regions are still looking okay. Don't know what that's good for? Probably relates to PAL/NTSC-Color Clock vs PSX-Dot Clock mismatches: Bit7=0 causes Flimmering errors (errors at different locations in each frame), and Bit7=1 causes Static errors (errors at same locations in all frames)?
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