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A 8gE_syy`qA`80BC x @0pa80?8Cc A`80BC ge$H 0 a0q?A @ px|p@H8xؘ 8p||>??x1`qxC #(cCEsS0?0@``A a0q?$@A p` a CPCp ,C?<0CC ( ! ! 8aa@08B |~ @ @*0`!3CB C @8p@ "0`p8 I A0 ! 8@ B0@  B8 a a0@ a aa H C0a a<CA@C P""""UUUUwwww݃UUUUDDDD""""UUUU>_~??׻>>?@p|p@׻>>@ 0`y 0?@`x~x`׻{y? 0`0 {y A?@ 0`?A@ 0 A?`0 ?A 0 oO`?@0 `@ 0`oO t@_O}?ysy{5x> -%-(, ?k0-0~\TT\{?{A?AA?Ao`?`o  <8|xиas 0@ ??8@N8v s`/./p/9 ' ?r~ ?:PV\p,BWh|240p Test Suite: MenuAboutPLUGEGradient color barsSMPTE color barsColor bars on grayColor bleedGridLinearityGray rampSolid color screenIRESharpnessChroma crosstalkCPU clock speedOverscanShadow spriteStopwatchManual lag testHill zone scroll testVertical scroll testGrid scroll testFull screen stripesBacklight zone testSound test: FrequencySound testAudio sync testZapper test240p Test Suite PLUGE Gradient color bars SMPTE color bars Color bars on gray Color bleed Grid Linearity Gray ramp Solid color screen IRE Sharpness Chroma crosstalk CPU clock speed Overscan Shadow sprite Stopwatch Manual lag test Hill zone scroll test Vertical scroll test Grid scroll test Full screen stripes Backlight zone test Zapper test Sound test Audio sync test About CreditsThe 240p Test Suite was designed with two goals in mind: 1. Evaluate TV sets and video processors for ability to handle 240p signals. 2. Turn a game console into a test signal generator to help in calibrating the black, white, and color levels of a display. The Nintendo Entertainment System (NES) can output 240 picture lines in a progressive "double struck" mode. It does not support interlaced video, and its 52-color palette is closer to HSV than RGB.Press Start in any test pattern to show help for that pattern. The test suite is also available for several other consoles. For more info, visit http://junkerhq.net/240pThe PLUGE (picture line-up generation equipment) pattern is used to adjust the 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 the TV's "brightness" control until the outer bars are clearly visible and inner bars are not.A: Darken the entire screen by 25% with emphasis filter Select: Switch outer bars between gray and color The emphasis filter and gray outer bars may misbehave on NES consoles modded with a 2C03 or 2C05 RGB PPU taken from a Vs. System or PlayChoice 10 arcade board.This pattern allows you to calibrate the red, green, and blue colors on your TV. Use the TV's "contrast" control to adjust the white level such that four levels each of red, green, and blue and three levels of white are visible, and the lightest level of each color is distinct from white. A: Hide or show 16px gridThis approximation of SMPTE EG 1-1990 can be used to calibrate for approximate color levels. A: Toggle bars' brightness Select: Toggle 1 kHz tone With some TVs, you can turn on blue-only mode to confirm color balance. But because the NES's composite encoder does not attempt to produce accurate RGB hues, these colors will not be pure. The mini-PLUGE at bottom right causes some TVs to distort or lose sync.This pattern shows color bars on a gray background. Ideally, it would be used with color filters to adjust color balance. But as with SMPTE bars, the NES PPU's non-RGB model breaks the blue filter trick. A: Toggle bars' brightness Select: Toggle 1 kHz tone Based on Digital Video Essentials: HD BasicsThis pattern helps diagnose color bleed caused by incorrect color resampling. : Move the pattern by one pixel Hold : Move the pattern every frame A: Switch among horizontal, vertical, and diagonal patterns Select: Show or hide frame counter Concept by KonsolkongenThis pattern uses the full resolution of the screen. You can use it to verify that the entire picture is visible, including the entire red border, with no distortion. A: Change between 256x224 and 256x240 pixel grids Be aware that many games designed for NTSC display may show artifacts outside the 256x224 pixel area.This pattern shows five circles at the pixel aspect ratio of the NES PPU. NTSC is 8:7; PAL is close to 11:8. You can use it to verify that a display or scaler has its horizontal to vertical size ratio set correctly or to verify the lack of barrel distortion on a CRT. The diameter of each circle should be the same in all directions, and the diameter of all four small circles should be the same. A: Hide or show a square gridThis gray ramp should not have a red, green, or blue tint to it. Some cheaper LCDs can have different gamma curves for the different components.Some displays and scalers have problems when changing between solid black and solid white or bright colors. Some cables produce audio buzzing while a white screen is displayed. : Change among solid white, black, red, green, and blue screens A on black screen: Switch between black and below black (some TVs lose sync) A on white screen: Enter or leave custom color mode : Change custom color brightness : Change custom color hueThis test shows a rectangle centered on the screen and displays its brightness as a percentage of standard white. Some TVs lose sync when brightness becomes negative. A good TV won't. : Change brightness A: Toggle emphasis Percentage values measured by lidnariq of NESdev BBSYou should set the sharpness of your TV to a value that shows clean black and gray transitions without white ghost lines on the side. On modern TVs, the "sharpness" control performs edge enhancement, which is designed for live action sources received through RF. Some TVs have zero as no change and high as enhancement. Others have middle as no change, high as enhancement, and low as blurring.This pattern shows colored stripes arranged to exploit crosstalk between the luma and chroma of the composite video output. The 2C02 PPU's output stage takes shortcuts to save cost. Because it doesn't filter chroma before adding it to luma, diagonal stripes and checkerboard patterns often produce crosstalk artifacts. On an NTSC NES, the word "Pass" appears with flicker. On an NES modified to output RGB, the stripes won't spell anything.Kevin Horton's Hi-Def NES mod includes a feature to overclock the NES CPU to reduce slowdown in games. This test measures the CPU's clock rate using the length of a scanline as a time base. Though the NES has no real-time clock, a program can measure the clock rate relative to the PPU's roughly 15.7 kHz horizontal retrace. This frequency cannot be changed without causing the display to lose color or even lose sync.Then it uses NMI and sprite 0 timing to measure cycles per frame and per scanline. It guesses the hsync rate based on whether the PPU is making 262 or 312 lines: NTSC: 15745.80 Hz PAL: 15602.18 Hz From this, it calculates CPU clock speed. It repeats this calculation every few frames, so if you change the CPU's speed while the test runs, the displayed value will update.With this pattern you can discover how much of the picture edge your TV hides. Historically, CRT TVs have been calibrated to "overscan", or draw the picture slightly past the visible area, in case aging capacitors cause the picture to shrink over time. This continues into the modern era, as a lot of productions have unwanted information in this overscan area. : Choose an edge Hold A + : Move that edgeMove each edge inward until you see the white border, then go back one pixel. Or leave one white pixel visible and subtract 1. The result is the amount of overscan in pixels in each direction. The NES picture is 256x240 pixels. The nominal 4:3 frame on NTSC is 280x240, including 12 pixels of border at left and right. This border is not included in the displayed amounts. PAL NES border is always black. It covers 2 pixels of the left and right sides and 1 on the top.This test draws a shadow sprite on every other frame, flickering at 30 or 25 Hz. Many games use such a flicker effect to show transparency, such as during mercy invincibility. Some deinterlacers display drop shadows correctly but still interpret 240p as 480i. The striped sprite should make it clear if a processor is trying to deinterlace the picture.: Move sprite A: Skip flicker frame or change stripe direction A+: Change shadow type (flicker or stripes) A+: Change background Select: Change sprite shape Whether still or moving, background detail must not be lost, and the shadow must not disappear. The flicker pattern must not have horizontal stripes. Portrait of Gus by darryl.revok Hill zone by mikejmoffitt & Damian YerrickThis stopwatch helps you measure a TV's lag, detect dropped frames, or just count how long your spouse has been on the phone. A: Start/stop Select when stopped: Reset Select when running: Lap : Show ruler at left : Toggle inactive circles The clock face below helps determine the frame even when the numbers above are blurry.Lag measurement Connect two displays at once. One is being tested, and the other (the reference) should be a CRT SDTV or a display with known lag. For example, connect a CRT to the RF out of a front-loading NES and your scaler to the AV out. Use a digital camera to take a picture of both screens at the same time. The picture will show the difference in image processing latency between them. For some consumer LCD TVs, this may exceed five frames.Lag measurement The ruler helps measure individual scanlines of lag. Use a short exposure on your camera and divide scanlines by 15.7 to get milliseconds. When Kevin Horton's Hi-Def NES mod is enabled, the video out works differently: white for sprites and black for background. The frame counter and rulers are drawn as sprites to remain visible.Dropped frames A scaler with a frame buffer may drop frames because the frame rate of the NTSC NES and Super NES (60.10 Hz) is faster than standard (59.94 Hz). At 59.94 Hz, it drops one frame in 345: one per 5.75 seconds or two per 11.5. At 60.00 Hz, it drops one frame in 607: one per 10.12 seconds or two per 20.24. Hi-Def NES compensates for this by slowing down the CPU and PPU.This helps quantify a display's processing lag by showing a changing pattern on the screen, optionally with audio. Press A when the moving reticle aligns with the still one to display the offset in frames from the actual intersection and whether it was early or late. After ten presses that are not early, their average is shown.: Choose a setting : Change setting's value Settings include the direction of the moving reticle (horizontal, vertical, or both), whether to randomize timing of movement, and whether to beep when A is pressed or beep and flash when the reticles align. Results will be more accurate if you are skilled at rhythm games such as Konami's Dance Dance Revolution or Activision's Guitar Hero.This test shows a scrolling background with several parallax strips. It can be used to notice any drops in frame rate. : Change speed : Change direction A: Stop or start Hill zone by mikejmoffitt & Damian YerrickThis test shows a scrolling background. It can be used to measure cadence detection in a deinterlacer. : Change speed : Change direction A: Stop or start Map by Artemio Urbina Tiles by Damian YerrickA grid is scrolled vertically or horizontally. This can be used to test linearity and how well the display copes with scrolling and frame rate. Some scalers may produce a still image at maximum speed. : Change speed A: Stop or start A + : Change directionYou should see a pattern of lines, each one pixel wide. : Move the pattern by one pixel Hold : Move the pattern every frame A: Switch among horizontal, vertical, and diagonal patterns Select: Show or hide frame counter While you hold Up, the lines should flicker. If holding Up makes a still image, your scaler is treating the signal as interlaced and either discarding every other frame or weaving them incorrectly.This test displays a small moving square, letting you check how a display's backlight works with small bright areas. Some LED-lit LCDs dim darker areas to make black areas darker, which causes problems with scenes such as starfields. : Move the square Select: Change its size among 1, 2, 4, or 8 pixels on a side A: Hide or show the square 8000 Hz 4000 Hz 2000 Hz 1000 Hz 500 Hz 250 Hz 125 Hz 62 Hz 31 Hz 1000 Hz (pulse) Hiss noise Buzz noiseUse this test to ensure that the audio output is working and that audio and video are synchronized. A: Play a sound and flash the screen The NES CPU has two audio output pins. It produces two pulse (square) waves on one and triangle, noise, and sample playback on the other. Most options in the menu use the triangle wave because it is the purest built-in tone, though it has a prominent overtone 5 octaves up.The CPU generates noise with a polynomial counter that can operate in two modes: hiss (32767 steps) or buzz (93 steps). On the earliest revisions of the CPU, hiss and buzz sound the same. Some people modify NES consoles to make fake stereo, with pulse on the left and everything else on the right.This test flashes the whole screen white for two frames along with a 1 kHz test tone when the dot hits the floor. You can verify the sync between audio and video with recording equipment or an oscilloscope. A: Start/stop the testThis tests whether a Zapper light gun plugged into port 2 will work with your TV. Arrows at the right side show where it's pointed (red) and how long the photodiode remains activated (gray). A red arrow significantly below where the barrel is pointed indicates scaler lag. Point barrel up and down: Move arrowsThe Zapper uses a 15.7 kHz resonator to tell a CRT SDTV's light from, say, a light bulb. Thus it won't see a high-definition CRT, whose horizontal sync rate is far higher, or an LCD that doesn't flicker in the first place. It is conjectured that the Zapper will see a 31 kHz CRT with every other line dark, such as a line doubler that draws "scanlines" between picture lines and has delay less than 5 lines (317 us).Version 0.15 (2017-01-23) NESdev Compo 2016 edition Concept by Artemio Urbina @Artemio Program by Damian Yerrick @PinoBatch 2011-2016 Artemio Urbina 2015-2017 Damian Yerrick This is free software; see the source for copying conditions. There is NO warranty, not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.You can help this project by running the test on authentic and clone NES consoles, both straight to the TV and with high-quality external scalers, and spreading the word about the project. Interested? 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