144p Test Suite (was: STN torture test)
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Author:  tepples [ Wed May 30, 2018 5:17 pm ]
Post subject:  Re: STN torture test

0.05 (2018-05-30)

  • Fix Linearity corruption after closing help (0.04 regression)
  • Add GBC enhancement for menu/help, Grid, Gray ramp, Solid screen, Motion blur, Shadow sprite, Scroll test, Vertical scroll test, and Lame boy demo (requested by calima)

I now have 1726 bytes left to make PLUGE, Gradient color bars, SMPTE color bars, Color bars on gray, Color bleed, and their respective help pages. I might not be able to fit everything unless someone can help me find where I'm wasting space.

Attachments: [140.46 KiB]
Downloaded 190 times

Author:  tepples [ Thu May 31, 2018 8:56 am ]
Post subject:  Re: STN torture test

Does anyone here have a GameCube, a Game Boy Player, an EverDrive GB (or other Game Boy compatible flash cart), and a way to measure IRE levels? If so, I'd like you to try this, select "Solid color screen" (that is, White & RGB Screen) or "Motion blur" (which extends 100 IRE), and figure out what signal levels the GameCube is producing for shade 0 through 31. This should help me figure out the appropriate Game Boy Color RGB levels that correspond to 0, 7.5, and 100 IRE for the color balance tests.

And after adding draft help text for the (yet-to-be-developed) GBC-exclusive tests, I think I have about 600 bytes free. So yeah, I'll need help with the compression before I can turn my mockups into code.

Author:  lidnariq [ Thu May 31, 2018 11:58 am ]
Post subject:  Re: STN torture test

Yes to #s 1,2, and 4. I've been meaning to build something for #3 for a while but haven't gotten around to it.

Author:  tepples [ Sat Jun 02, 2018 12:09 pm ]
Post subject:  Re: STN torture test

I guess you could order a 32K cart with 144p Test Suite 0.05 and measure levels that way.

Author:  lidnariq [ Sat Jun 02, 2018 1:01 pm ]
Post subject:  Re: STN torture test

Or get around to building the simple design I floated 6 months ago...

Author:  tepples [ Sun Jun 03, 2018 2:34 pm ]
Post subject:  Re: STN torture test

It took heroic compression, but I was able to add the color balance tests with 127 bytes to spare.

0.06 (2018-06-03)

  • Add GBC-exclusive tests (PLUGE, Gradient color bars, SMPTE bars, Color bars on gray, Color bleed)
  • Assembly source files use .z80 extension for more convenient syntax highlighting
  • Backlight zone background is black, not green
  • Motion blur, Overscan, and Lame boy demo share 0-9 tiles
  • Better compression for tile maps using many tiles only once
  • Lame boy demo no longer shows RNG test
  • Eliminate some unnecessary ROM byte alignment

Attachments: [150.23 KiB]
Downloaded 197 times

Author:  Great Hierophant [ Wed Jun 06, 2018 1:33 pm ]
Post subject:  Re: STN torture test

I tried 0.06 in my GBC and I get a black screen after the manual lag test. It does not report the average latency, but I can get off the screen by pressing a button. Otherwise the new features are good. The test works as intended on my AGB-001 and AGS-101

Author:  tepples [ Wed Jun 06, 2018 4:11 pm ]
Post subject:  Re: STN torture test

After a bit of experimentation, I got it to trigger on a DMG too. It has nothing to do with the Game Boy model and everything to do with the lag value on the final press. When the reticles are overlapping while audio is on, the background is black for one frame (see megaton.s lines 261-274). If an A press during this frame causes the test to advance to the result screen, the screen remains black because the result screen does not modify the palette.

This is fixed in this commit, and the fix will be included in the next release. Thank you for reporting this.

Author:  tepples [ Sat Jun 30, 2018 2:33 pm ]
Post subject:  Re: STN torture test

I decided to skip versions 0.07 through 0.16 in order to align numbering with the NES suite. Version 0.17 fixes, among other things, the black screen in Manual lag when the tenth A press is at 0 frames. See the release announcement for details.

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