PS one Console and LCD Screen Combo

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PS one Console and LCD Screen Combo

PS one Console and LCD Screen Combo

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Note: You can use terminfo/ANSI escape sequences inside substituted functions but not Bash escapes. In particular \[ \] will not work for surrounding non-printable characters. Instead you can use the octal escapes \001 and \002 (e.g. using printf or echo -e). PROMPT_COMMAND Normal gameplay.............................................................. | 256x240 progressive

PS one | PlayStation Wiki | Fandom PS one | PlayStation Wiki | Fandom

To see the full range of colors your terminal supports, you can use a simple loop with tput (change setab to setaf for text foregrounds): Hey folks. This thread is for compiling and contributing to a list of the resolutions used by PS1 games. This is particularly useful now for use with the OSSC's optimal timing feature, but will likely be useful with other hardware in the future. Unfortunately, many PS1 games utilize all manner of colorful resolutions, and frequently more than one, which makes testing rather arduous. Because of this, the list (as of now) contains one 'primary' gameplay resolution, which is indicative of the resolution the game displays primarily once in-game, and a notes column which explains where other resolutions crop up. This isn't perfect, but it's working for now. More detailed notes and some means of describing how disruptive resolution switching may be would be a nice feature for a more refined list, which will eventually be open to be rehosted elsewhere, though it's currently intended for the R3.fyi wiki. There's actually a reason you can't explain it: The original Sony documentation was referring to pillarboxing. The facts are these:The PS one console redesign was released in Japan on July 7th, 2000, followed by overseas releases in North America and Europe during September of the same year on the 19th and 29th respectively. Impressively, during its first year on the market, it had managed to outsell all other consoles on the market at the time -- including its successor, the PlayStation 2.

PS1 games with widescreen? What? | NeoGAF PS1 games with widescreen? What? | NeoGAF

Bash has several prompts which can be customized to increase productivity, aesthetic appeal, and nerd cred. The unit fits snuggly onto the PS one with the screws that are on its rear and looks completely stylish when mounted onto the console. It's also extremely thin and lightweight, which really lends itself to being portable, which is what the screen and the PS one unit are intended to be. To practically incorporate these capabilities into your prompt, you can use Bash's command substitution and string interpolation. For example Update: Turns out the Sony documents were just a recommended guideline for CRT 'safe zones'. They suggesting pillarboxing in 384 mode, but this was just a suggestion and not an actual 'mode'. However, early MAME PSX Dev work took it as official since it came from Sony, and decided to render 384 in 368, cutting off graphics in many games.Unfortunately, valid ANSI escape sequences may be missing from your terminal's terminfo database. This is especially common with escape sequences for newer features such as 256 color support. In that case you cannot use tput, you must input the escape sequence manually. There is NO "368" mode on the PS1. You can do 256, 320, 384, 512, and 640 widths on the PS1. 368 does NOT exist as a resolution mode of the PS1. In my own findings (not counting interlaced mode), I found the following 240p resolutions in the PS1: On a PS2, times haven't yet been added to the wiki, but these are the 4 most common from my own findings: NormalFish wrote:As best as I can tell, 368 and 384 are synonyms. Sony documentation, and multiple emulators, refer to 384 as 368, and while I really don't have the technical know-how to explain this, it seems fairly consistent.

PS1 just now, then this screen - Reddit Booted up an old PS1 just now, then this screen - Reddit

I don't have an upscaler where I need the resolution but this is scientifically interesting to me. I never thought about actually counting the pixels in a screen capture like FBX. Is as much proof as it gets!All of the prompts are customized by setting the corresponding variable to the desired string (usually in ~/.bashrc), for example I have been actively using it, and it would be interesting to see how effective this collection process has been so far.

PSone - iFixit PSone - iFixit

The capability names (the part before the =) can be looked up in terminfo(5) for a description of what they do. For example, setaf sets the foreground color of whatever text is printed after it. To get the escape code for a capability, you can use the tput command. For example NewSchoolBoxer wrote:Fantastic Night Dreams - Cotton Original (Japan) (SLPS-02034) is interesting. Gameplay and cutscenes are 320x240 progressive, while loading screens including bootup are 320x480 interlaced. I suppose digital scaler dropping for a second or two on switch is not a gameplay issue. And despite the small size of the screen, you won't experience any problems reading text in most text-heavy games like role-playing games. We were able to test Chrono Cross, Final Fantasy VII, VIII, and IX, Legend of Dragoon, and Vagrant Story and found that the text in each of those games were completely legible. With Vagrant Story, the font's unique style made it a little less clear than the others, but still didn't prove to be a problem. The only times that we noticed issues with reading text was during some end-game credits where the text size was much smaller than normal. Syntax wrote:I don't see why this data cannot be accumulated using a script to mount the images and scan them for the known resolution registers like the eXo team do.So, what's the status of this DB? I'm pretty curious, and browsing the web do not bring any results past this topic. Oh Shit, I didn't realize this had been started. I've been kinda AWOL from retro stuff since the summer.



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