Quantcast
[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

2017/01/28: An issue regarding the front page of /jp/ has been fixed. Also, thanks to all who contacted us about sponsorship.

/vr/ - Retro Games


View post   

[ Toggle deleted replies ]
File: 2.77 MB, 948x1533, Aspect Ratio.png [View same] [iqdb] [saucenao] [google] [report]
5289283 No.5289283 [Reply] [Original] [archived.moe]

I've used the same cable for all 3 consoles, any idea what could cause this?
Also I think the SNES and N64 image are a bit bent on the top left.
TV is a Sony KV-29XL70K

>> No.5289291

>>5289283
Not every console has the same amount of overscan. Try going in to the service menu and increasing vsize to whatever works best

>> No.5289296

I have the opposite problem on mine. All my 8 and 16 bit consoles get cut off at the top & bottom. It happens in both RF and composite and none of the TV's built-in adjustable options seems to do anything to fix it.

>> No.5289304

Older consoles tended to not fill the entire screen to account for overscan from CRTs.

>> No.5289305

>>5289291
My TV doesn't have any options for overscan sadly. Any other idea, or do I just have to live with it?
Also forgot to mention that the picture of the N64 and SNES are shaky while the Gamecube's is perfect.

>> No.5289307

>>5289283
It's because you have a flatscreen CRT.

>> No.5289312

>>5289305
Anon means the service menu, not the menu you get from the menu button on your remote. Service menu takes a special key combination to launch.

>> No.5289317

>>5289312
Thank you, I'll look into it.
>>5289307
But why does it work perfectly with the gamecube?

>> No.5289321

>>5289304

Not OP but similar situation, will I have to keep changing the overscan everytime? PS1 and SNES look very different on my set, and there's also some shaking depending on what happens on the screen.

>> No.5289348

>>5289283
snes and 64 output NTSC

Cube outputs 480i

>> No.5289362

OP here, should I just give up, get a SCART cable for my Wii and emulate them with homebrew?

>> No.5289394

>>5289362
With emulation you'll still have the vertical size changing a bit.

Also, are you using NTSC or PAL consoles/games, or a mix?

>> No.5289435
File: 698 KB, 256x256, 1523312539263.gif [View same] [iqdb] [saucenao] [google] [report]
5289435

>>5289348
What did he mean by this

>> No.5289439

>>5289394
PAL consoles and PAL TV but the TV supports NTSC according to it's manual.

>> No.5289445

>>5289348
excuse me what

>> No.5289504

>>5289317
>But why does it work perfectly with the gamecube?
Because the Gamecube was designed in a time where flatscreen CRTs were common and it knows how to handle that.

>> No.5289530

>>5289283
Normal for pal versions

>> No.5289551

>>5289439
>PAL

The letterboxing is normal then, the PAL consoles output 756i video but most don't use all the extra vertical lines so they're letterboxed 480i images.

For whatever reason Nintendo actually gave a fuck with the Gamecube and had them capable of full frame PAL images

>> No.5289574

>>5289551
*576i

The standard spec to adhere to PAL overscan should be around 256/512 scan lines, while NTSC is fine with 224/448. Only with hacks you can draw to the entire 240/288/480/576 space with certain consoles, but suffice to say you only wasted resources, and it wasn't even reliable/useful.

>> No.5289998

>>5289574
It was certainly useful, since now I know I shouldn't waste more time looking into it.
Thank you!

>> No.5290208

>>5289283
Overscan. Nearly all SNES and some n64 games have a vertical resolution of 224, that's why it's not filling out the screen vertically. It has to be at least 240 to fill the screen. Unless you go into your TV service mode and stretch the visible display.

>> No.5290475

>>5290208
>It has to be at least 240 to fill the screen.

SMW PAL reaches 239 lines on the screen, but as said here >>5289574 you have to reach 256 in order for little to no black lines to be shown.

>> No.5290525

>>5289283

Very common, consoles often output different "size" images. I can set my pvm up perfectly with other retro consoles then the N64 always has black borders. The only solution is to increase overscan, but I'm not giving up pixels on actual good consoles to get rid of black bars on an inferior one.

Trolling aside, I usually play N64 on a consumer set for this very reason.

>> No.5290568

>>5289998
Not him but if your TV has a 16:9 mode you can probably modify it in the service menu to make it stretch PAL games to fit the screen.

>> No.5290950

>>5289435
>>5289445
I think he meant that snes outputs 240, n64 outputs 240 (and extremely rarely 480 with the expansion pak) and cube outputs 480. TVs that support higher resolutions than that have never been great at interpreting the 240 resolution and and scale in an incorrect way to 480

>> No.5291029

>>5289439
It's not an old TV so fixing the PAL letterboxing is only a button push away. Look for aspect or 'ARC' button on the remote, you should be able to get it to stretch to the point where it exactly matches an NTSC display. It's the speed the games run at that might fuck you over. Not all companies gave a shit about making their games run at the correct speed on PAL.

>> No.5291031

>>5290568
16:9 mode would make the letterboxing worse, m8. It's one of the zoom modes he wants.

>> No.5291335

>>5291031
No, I mean changing what the button does. My TV has separate geometry settings for 4:3 and 16:9, and since I never needed to use the 16:9 mode I made it stretch the image slightly.

>> No.5291381

>>5291029
Aspect Ratio button either changes it to 4:3 or 16:9, the pictures were taken at 4:3

>> No.5291895

OP Here, managed to change stuff in service menu to my likings but now the current Input is always on the screen, any ideas what I fucked up?

>> No.5292396

>>5290950
That's total nonsense though, CRTs don't interpolate nothing.

>>5291029
Look for aspect or 'ARC' button on the remote, you should be able to get it to stretch to the point where it exactly matches an NTSC display.

You're overestimating consumer sets.

>> No.5293380

Older shit was actually 224p (not 240) or 448i. GameCube is one of the first that does 480i/p aside from Dreamcast. That's why there's 224p and 240p calibration screens in 240psuite.

>> No.5293479

>>5293380
240p/480i on consoles existed in Europe since the Mega Drive, not to mention various home computers. 240p is basically full overscan territory on consumer NTSC sets.

Also, 224p and 448i don't really exist, the specifications are either 240/288p or 480/576i.

>> No.5293640

>>5289283
GameCube has a surprisingly large overscan area. It’s even mentioned in the SDK.

>> No.5294262

In all stars it looks like the border in uneven and even the gamecube has a bit of a border. Could indicate a weakening flyback, you may also notice the border change when going from to bright scenes. My tv shows everything fullscreen but if I play for more than an hour I notice the edges of the screen becoming a little distorted.

>>
Name (leave empty)
Comment (leave empty)
Name
E-mail
Subject
Comment
Password [?]Password used for file deletion.
reCAPTCHA
Action