thanks for reading the topic beforehand!
I realized some Pal games, like the C-12 Final Resistance, displays on the full screen, no black borders; so i'm trying to achieve that
for testing this, i had to select the "No (as on real hardware)" option in the Force Screen Auto Centering field, as in this picture:
i wrote a concise test PS-EXE for this, that just initialize the screen/viewpoints at certain resolution and display text, also has a line primitive that moves across the screen vertically for testing purposes, here's the full one-file source code:
or the ready-to-compile whole folder: (this .zip contains the one-file source, the makefile.mak, and two batch files; one runs psymake, and the other runs psymake and then launch the exe in No$PSX automatically, if you have No$PSX on your environment variables)
in No$PSX it looks like this:
i'm trying to stretch the viewports so there's no black borders
also note, i set the resolution, display and draw viewports heights to 511, not 512, as follows:
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//...
GsInitGraph(640, 511, GsINTER|GsOFSGPU, 0, 0); // set the graphics mode resolutions (GsNONINTER for NTSC, and GsINTER for PAL)
//...
SetDefDrawEnv(&draw, 0, 0, 640, 511);
SetDefDispEnv(&disp, 0, 0, 640, 511);
//...
seems the order tables aren't cleared when i do, i can't make sense of why
about the black borders, i tried to move the screen offset upwards by changing this:
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disp.screen.y = 16;
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disp.screen.y = 12;
so i though the only thing left to do is to stretch the display/draw viewports, to fit the bottom part of the screen, so i also changed this:
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disp.screen.h = 256;
Code: Select all
disp.screen.h = 264;
i really tried everything i could think of until i ran out of ideas, seeked for hints on the PsyQ-SDK documentations including Libovr46.pdf, libref46.pdf and the SCEE pal example, without luck, i'd really appreciate any help!
thaanks a lot, beforehand!