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Analogue 3D and 640 x 480i patches
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SubDrag
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 PostPosted: Sun Dec 14, 2025 1:56 pm    Post subject: Reply with quote Back to top

Is there any noticeable difference? Or just might avoid an out of memory crash.
 
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zoinkity
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 PostPosted: Mon Dec 15, 2025 1:15 pm    Post subject: Reply with quote Back to top

Since there was a bit of a question about VI regs, here's a link to a document covering the more obscure ones. It tries, and fails, to leave out the technical end of signal generation.
https://pastebin.com/pJG5SBnW

Y & X scale are two halfwords: the upper is a subpixel offset, the lower a scale factor.
The scale factors are a 2.10 value used to convert the image you're trying to display to the actual output size (640x480 for NTSC). Note they apply to the generated field, not the original image (that gets confusing with y scale because interlacing effectively halves that).
The values are inverted to create the scale factors. 0x400, converted to 2.10 format, is 1.0. 1.2 is the common factor for lazy NTSC -> PAL output. Deflickered mode uses 0.5 (0x800) to blend two scanlines together, then uses subpixel offsets to overlay the two interlaced fields in a 1:3 ratio.

Guessing what you're calling vstart is the Vertical Video registers. Again these are two halfwords, the number of halflines to start drawing active video and the duration counting from vsync. Under normal circumstances, the difference should match the expected actual vertical resolution (474 in NTSC).
However...if you want to letterbox, your video isn't 4:3, or you want to shift video further up or down the screen for whatever reason, the start and end can be adjusted.
The example given was gameplay in Donald Duck, running (roughly) 400x300. Vertical Video was reduced to 002D 01F3, shaving 8 from the top and 12 from the bottom. What's actually displayed is 454 instead of 474. Everything else is black--whatever the console believes is the black reference IRE.

...Which kinda also makes the point that plenty of other games used weird video modes, Rare certainly didn't have a monopoly on that front.
 
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Jonaeru
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 PostPosted: Wed Dec 17, 2025 7:26 am    Post subject: Reply with quote Back to top

Awesome! I'd love to see the Japanese version too, but it seems like it might be difficult.
I'm planning to get an Analogue 3D in January next year...
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zoinkity
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 PostPosted: Wed Dec 17, 2025 10:40 am    Post subject: Reply with quote Back to top

Japanese? Shouldn't be too hard to port from USA. They aren't very different, would just be address adjustments and maybe 1 or 2 changes to menus.

Patching PAL directly would mean completely redoing everything from scratch. That version was refactored, its directory finally cleaned of unused old code.

[edit]
Looked at your username and realized you're talking about Perfect Dark, not GoldenEye. Sorry about that!
 
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Jonaeru
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 PostPosted: Thu Dec 18, 2025 6:08 am    Post subject: Reply with quote Back to top

Thanks for reply!
Even if it's GoldenEye 007, I'm still happy!
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