240p test suite

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orlaisadog
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Re: 240p test suite

Post by orlaisadog » Thu Jul 19, 2018 8:53 am

tepples wrote:The first to guess what this pic is for in 240p Test Suite wins a cookie.
Pluge. Whatever that is.

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Re: 240p test suite

Post by tepples » Thu Jul 19, 2018 9:02 am

"PLUGE" is one of the tests:
The PLUGE (picture line-up generation equipment) pattern is used to adjust the TV's "brightness" or black level.

The inner bars are a signal level slightly lower than standard black, which causes some TVs to distort or even lose sync. The outer bars are the darkest mix of colors the NES can show.

You should adjust brightness until the outer bars are clearly visible and inner bars are not.
But how would the shark image be used with the PLUGE test?

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orlaisadog
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Re: 240p test suite

Post by orlaisadog » Thu Jul 19, 2018 11:15 am

It was the filename.

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Re: 240p test suite

Post by tepples » Thu Jul 19, 2018 4:07 pm

I know about the filename. But where would a shark appear in a PLUGE pattern?

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Re: 240p test suite

Post by tepples » Mon Dec 24, 2018 1:09 pm

Would it be a good idea to add a screensaver that begins after five minutes of inactivity, draws a bouncing logo, and plays a fanfare whenever it hits the corner?

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Re: 240p test suite

Post by tepples » Thu May 02, 2019 1:38 pm

240p Test Suite (NES, GB, GBA) v0.18

Add one new test from the Genesis version. This time it was the NES version's turn for size optimization.

Highlights on all platforms:
  • PLUGE: Add PLUGE Contrast sub-test with shark graphic (Genesis 1.16 parity)
  • Want your name in the credits? Become a patron
Highlights on specific platforms:
  • GB: Mention worse smearing on Game Boy Pocket and other help tweaks
  • Overscan (NES): Select to invert grays; border contrasts with BG
  • Sharpness (NES): Pixel-align emblem at center
  • Manual lag (NES): Remove misleading DDR-style grading
Behind the scenes:
  • VWF (GB): Glyph address calculation uses 16-bit shift instruction
  • VWF labels (GB): Reduce stack use, including moving tile width from stack to register C (requested by ISSOtm)
  • PB16 (GB): Fix padding for odd-length packets
  • gbcnamtool (GB): Fix vertical flip and conversion without incruniq
  • GB: More refactoring and other size optimizations (with ISSOtm's help)
  • Help (NES): Compress text with DTE; update Gus look to match GBA
  • Linearity, Sharpness, Stopwatch, Crosstalk (NES): Compress map with new iu53 codec
  • NES: Move several tests' code to UNROM bank 2 to make room in fixed bank
  • Linearity (NES): Construct grid CHR from gridless CHR
  • Stopwatch (NES): Reduce tiles of sprite circles (the "hand")
  • NES: Move rectfill-based screen layouts to UNROM bank 1
  • NES: Organize "library" code shared by my other projects into a separate part of the fixed bank
  • NES: Move most local variables to zero page for smaller code size: now below 40 KiB
  • NES: Rename some source files to match their GB/GBA counterparts
Download: GitHub release or ROM+source zipfile (below)
Attachments
240p-test-mini-0.18.zip
(500.75 KiB) Downloaded 371 times

tepples
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Re: 240p test suite

Post by tepples » Wed Sep 11, 2019 5:15 pm

240p Test Suite (NES, GB, and GBA) v0.19 is out

It took another heroic compression effort, but I freed enough space to add a Super Game Boy border and colorization to all tests that would benefit from it. Not a lot of changes on NES and GBA though.

Highlights on all platforms:
  • Stopwatch: Bolder digits
  • Help: Standardize phrasing: "stuck pixels", "hide or show", "start or stop"
  • Help: List patrons as of release time
Highlights on specific platforms:
  • GB: Super Game Boy colorization and border
  • Backlight zone (NES, GB): Increase starting size to 2 pixels
  • Color bleed (GBA): Fix frame # covering everything
  • PLUGE Contrast and Vertical scroll (GBA): Center pattern horizontally
  • README (GB, GBA): Explain rationale behind "144p" and "160p" titles
Behind the scenes:
  • Help (NES, GB): Integrate Johnathan Roatch's faster DTE compressor written in C
  • Linearity (GB): Compress with reflection
  • GB: Improve incruniq tilemap compression
  • GB: Compress font and large graphics with nibble-wise Huffman coding
  • GB: Move variables to HRAM; other code size optimizations
  • GBA: Use a more common makefile
  • GBA: Specify each PNG's conversion settings in a grit file
Download: GitHub release or the ROM and source zipfile below
Attachments
240p-test-mini-0.19.zip
(540.24 KiB) Downloaded 180 times

frantik
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Re: 240p test suite

Post by frantik » Wed Nov 06, 2019 3:57 am

thanks, have been getting back into crts lately, will give this a go on my powerpak with some tvs

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Re: 240p test suite

Post by frantik » Fri Nov 15, 2019 11:46 pm

every once in a while on the plunge test the top and bottom bars are green instead of grey. the easiest way to reproduce it is to rapidly press start during this test to switch in and out of the info window and the plunge test

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