Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cuevavirus

Pages: 1 ... 6 7 [8] 9 10
106
Here it is lads

New version 2020-04-24

- Added options for PS1 aspect ratio modes
- Added fitted scaling mode
- Added config application (ur0:/data/sharpscale/config.txt no longer needed)

107
Also.. I don't think this plugin has any benefit for PS1 games on the Vita... the Vita should already accomplish this with the Screen Mode set to Original in official and adrenaline settings.

I think original outputs a fixed 640x480. Maybe sometimes the integer mode will work better depending on the dimensions of the original framebuffer. But the Vita's screen is quiet good so it's not a big difference.

@cuevavirus Is there a way to force the image to 16:9 or 4:3?

I added options for those and a config app that let's you change it without having to restart or even close adrenaline. If other common ratios are used for widescreen patches I can add those too.



108
It would be possible to force PSX games to cover the top and bottom of the screen by keeping their 4:3 aspect ratio?

I had thought of this too. Here's Castlevania with aspect ratio forced to 4:3 and scaled to fit the screen exactly.



Some games may have black bars on the top and bottom because they're part of the framebuffer.



In 1080i mode some games will have a framebuffer too small to be scaled up to the full size of the display. Scaling is limited to 4x the original framebuffer size.


109
General / Re: DolceSDK - Playstation Vita homebrew SDK
« on: April 21, 2020, 11:30:07 PM »
Changes summary 2020-04-21

toolchain

- dolce-mkbootparam renamed to dolce-make-bootparam and updated with all boot param options. See sample usage at https://github.com/cuevavirus/BG-App-PSV

headers

- added psp2/systemgesture.h for SceSystemGesture

packages

- added libvita2d_sys

110
General / Re: DolceSDK - Playstation Vita homebrew SDK
« on: April 19, 2020, 10:38:08 PM »
Changes summary 2020-04-19

toolchain

Thanks to Graphene, the toolchain is able to create apps never before seen with Vitasdk.

- fixed a bug in velf generation that prevented most common dialogs from being used
- added dolce-mkbootparam, a new command for creating custom boot params
- changes to dolce-make-fself and dolce_make_self to allow using custom boot params made with the previous command

Dolcesdk/vitasdk makes use of mksfoex, originally from pspsdk. We have included the pspsdk license which vitasdk had failed to do.

headers

Changes to SceIftu.

111
New version:

- Fixed a bug where some PS1 games had black screen in 1080i
- Centred the framebuffer when cropping occurs
- Enabled "display area settings" in original mode

112
Playing some PS1 games and this mod is making it real clear which games used variable resolutions, and for what.

Check out SotN or Chrono Cross, for example.

played both of these for like 5 min. while the resolution changes it doesnt change during actual gameplay.

This is so great, been waiting for something like this since 2016 when I bought my PSTV! Thank you!

Would it be possible in the future to have different settings for different hdmi-output modes?


stay tuned for 1080p30Hz

113
General / Re: DolceSDK - Playstation Vita homebrew SDK
« on: April 07, 2020, 07:10:03 AM »
Changes summary 2020-04-06

toolchain

- CMake macros have fixed dependency management and will no longer have circular dependency error.
- Changes to dolce_create_stubs to allow easy creation of static libraries from stubs
- Added dolce_gen_libs, a new cmake function that allows easy creation of static libraries from yml NID databases

headers

Additions and fixes to  SceJPEG, SceAvPlayer, SceRegMgr, ScePower, SceThreadmgr/Processmgr, SceAudio, SceSblACMgr, SceSysmem, SceLibKernel, SceDisplay

packages

Added ffmpeg and lame (https://github.com/DolceSDK/packages/commit/7e4452a49231d94a7ab18560bc1a28a83b7dddd5)

samples

GXM samples restored (https://github.com/DolceSDK/samples/commit/269651fed1935707023a2a916a8f182dd852ef18)

buildscripts

gdb removed due to intermittent build errors (https://github.com/vitasdk/buildscripts/issues/65)

114
General / DolceSDK - Playstation Vita homebrew SDK
« on: April 07, 2020, 07:03:11 AM »
Development of DolceSDK has ended to focus on Vita Development Suite.

115
That's two settings, original and bilinear on, for media playback.

116
Sharpscale has been update with new features:

All framebuffer sizes are now supported and there are now two configurable options.

Scaling modes
    Original: system default
    Integer: integer scaling up to the largest size that fits inside the display resolution
    Real: no scaling is performed

Bilinear filtering
    On: system default
    Off: nearest neighbour

Here are some recommended configurations for different cases:

Games: integer bilinear off
Games with variable framebuffer size: original bilinear on
HDMI capture: real
Media: original bilinear on

For Adrenaline and PS1 games, disable any built-in scaling via the adrenaline options or quick menu (official) options.

Configuration is provided by a text file at ur0:/data/sharpscale/config.txt containing two numbers separated by a space.

    Scaling mode
        0 original
        1 integer
        2 real
    Bilinear filtering
        0 off
        1 on

For example, to use integer mode and turn off bilinear filtering, write "1 0" in the text file.

Example: game with a framebuffer smaller than 960x544 outputting the unscaled framebuffer on the Vita



117
Yes please watch this thread for the latest updates. I will also provide information here on how to configure the next version of sharpscale. The default configuration is not yet decided.

118
Either a config text file or a config app.

The other bounty is for rendering at 960x544, while this plugin changes how a rendered frame is scaled to the display output. For example if you are using 720p mode on PSTV, PSP games will render at 480x272 but will output 480x272 or 960x544 to the display, instead of 1280x720.

119
No need to switch video modes. Either 480x272 or doubled 960x544 in 720p with black bars.

120
adrenaline has a different sized framebuffer so it's not working at the moment, but I'll have that fixed soon

Pages: 1 ... 6 7 [8] 9 10