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 Post subject: Re: 240p test suite
PostPosted: Mon Jan 02, 2017 12:14 pm 
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Posts: 6
I just tried it on my NESRGB-modded Famicom and it didn't seem to work - No audio played on the TV, no matter what I did. Maybe I'm just making a stupid mistake? Load the audio test and press A, right?


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 Post subject: Re: 240p test suite
PostPosted: Mon Jan 02, 2017 12:49 pm 
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Joined: Sun Sep 19, 2004 11:12 pm
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Location: NE Indiana, USA (NTSC)
Does it say "noise"? If so, the microphone bit is getting triggered before the tone begins. Does it still say "noise" when you turn the mic volume all the way down? I'll need to add a real time display to troubleshoot this. If it instead says "no signal", does the other sound test make noise?


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 Post subject: Re: 240p test suite
PostPosted: Mon Jan 02, 2017 12:57 pm 
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tepples wrote:
Does it say "noise"? If so, the microphone bit is getting triggered before the tone begins. Does it still say "noise" when you turn the mic volume all the way down? I'll need to add a real time display to troubleshoot this. If it instead says "no signal", does the other sound test make noise?

It says "noise" regardless of the mic position, including if I start with the mic all the way down.


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 Post subject: Re: 240p test suite
PostPosted: Mon Jan 02, 2017 2:22 pm 
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Location: NE Indiana, USA (NTSC)
retrorgb wrote:
tepples wrote:
Does it say "noise"? If so, the microphone bit is getting triggered before the tone begins. Does it still say "noise" when you turn the mic volume all the way down?

It says "noise" regardless of the mic position, including if I start with the mic all the way down.

Is the mic continuously triggered if you open player 2 in my controller test?


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 Post subject: Re: 240p test suite
PostPosted: Tue Jan 03, 2017 3:37 pm 
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Yes, "mic" stays red no matter what. Does that mean my controller is bad?

Also...cool controller test program!


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 Post subject: Re: 240p test suite
PostPosted: Thu Jan 05, 2017 5:42 pm 
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Location: NE Indiana, USA (NTSC)
That or the mic circuit in your Famicom is bad. It might cause problems in other games using the mic, such as the FDS version of Zelda where the player is supposed to blow Pols Voice away. If you want to troubleshoot it, feel free to open a new topic.


UPDATE: I had krom in #nesdev test an interim build with a couple changes, such as less frequent polling (155 CPU cycles per sample instead of 11), and it still had the problem of not being loud enough to trigger without going straight to feedback. I'll just remove this test from the next version and wait until I get a Famicom of my own to try other things like $4011 manipulation.

With that said, is there any other output testing functionality I could put in 0.15?


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 Post subject: Re: 240p test suite
PostPosted: Mon Jan 09, 2017 12:23 pm 
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Joined: Sun Jan 22, 2012 12:03 pm
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Location: Canada
Test suggestion:

It would be useful to be able to identify skipped frames (thinking about this recent thread).

In some of my work, the test I've used for this is to display a row of numbers, each number appearing for exactly one frame as we cycle through them. (All numbers have to be in a different visual position.)

Actually, after looking at the stopwatch test, that seems to be almost this, but I find it a lot less effective to try and read it because the numbers are always displayed, and the contrast between red and blue is not nearly as strong as if it would be if the numbers were appearing only on their frame. (Black would be better than that blue, and that dark blue is better than the red for contrast against white.) The little dots in the centre are only on for one frame, but they're small and red and in a circle instead of a row.

Additionally, a longer period than 10 may help; I've usually found 16 to be effective, in a row or a grid. 64 is probably too many, but 10 looks like too few to me, but I'm just "eyeballing" this, YMMV. A configurable period might be even better as it could help diagnose particular framerate mismatch problems too (e.g. 60 vs 50 fps).


Other versions of the 240p suite seem to have a "lag test" that is like your stopwatch but with bigger numbers arranged in a 4x2 grid; it seems that older versions had on/off numbers instead of red/blue, which I think was better, but given that the intent of that test was to be used with a camera, I don't think it made a difference for that purpose. My suggestion is for something that you should be able to see easily with the human eye, which wasn't really the original intent I think. A human test should try to emphasize and take advantage of persistence of vision (via greater contrast, or larger numbers, or only showing one at a time, etc.).


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 Post subject: Re: 240p test suite
PostPosted: Mon Jan 09, 2017 1:56 pm 
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You make a good point about the contrast. I've passed your feedback upstream and changed my version to use a blue ($01) active circle and pink ($26) inactive circles. This should improve visual contrast.


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 Post subject: Re: 240p test suite
PostPosted: Mon Jan 09, 2017 3:09 pm 
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Honestly, I think the most critical thing here is that inactive ones should be invisible (i.e. the background colour). Simply changing the colour is not very effective for persistence of vision.

When I was talking about contrast I just meant that dark blue against the white background was a better contrast than red against white, but black against white would be best, and the inactive numbers should be invisible.


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 Post subject: Re: 240p test suite
PostPosted: Mon Jan 23, 2017 6:25 pm 
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Location: NE Indiana, USA (NTSC)
If all goes well, here's the version I'll submit to the compo.

0.15 (2017-01-23)
  • Removed Famicom audio lag test after negative results by ccovell and krom
  • Stopwatch: Clock face uses a blue active circle and pink inactive circles for contrast (requested by rainwarrior)
  • Stopwatch: Down to show or hide inactive circles (requested by rainwarrior)


Attachments:
240pee-0.15.zip [187.76 KiB]
Downloaded 100 times
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 Post subject: Re: 240p test suite
PostPosted: Tue Jan 31, 2017 8:52 pm 
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Posts: 18346
Location: NE Indiana, USA (NTSC)
And the blurb:
Code:
Name:       240p Test Suite

Submitted By:    Damian Yerrick

Category:   Not sure; it's a "toy" (non-game) but fits in 64K discrete
      See https://forums.nesdev.com/viewtopic.php?p=171163#p171163

Description:     Tool to evaluate TV and upscaler processing of NES 240p video.
      Also includes a stopwatch to time how long your roommate
      has been on the phone.

Controls:   Control Pad, A: Choose an activity
      D-pad, A, Select: Control the activity (see help for details)
      Start: Show help
      B: Leave a help screen activity

Rom info:   UNROM
      Size: 64 KiB
      Zapper test requires Zapper and CRT SDTV

Credits:   Artemio Urbina - Original versions for Genesis and Super NES
      Damian Yerrick - Program and new artwork
      darryl.revok and mikejmoffitt - Some artwork
      lidnariq - IRE brightness measurement
      Brad Smith, Chris M. Covell, krom, Quietust, retrorgb,
      Johnathan Roatch, Eugene.S, Kevin Horton, thefox -
      QA and suggestions

Other:      Remember to view full instructions for each activity by
      pressing Start inside the activity.
      240p Test Suite (NES version) 0.15 may be distributed subject
      to the GNU General Public License, version 2 or later.
      For a copy of this license and the complete corresponding
      source code, including instructions for all activities,
      visit the 240p topic on NESdev BBS:
      https://forums.nesdev.com/viewtopic.php?p=186299#p186299


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