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Topics I've Started
-
MD to HDTV
04 March 2015 - 04:24 PM
I know this has been a topic before in other forums and I've done my research, only to be disappointed in some way. Anyway, I got myself a new TV a few months ago; Sony's 50W829B. Really pleased with it, but just like my old HDTV, when I plug my MegaDrive in via SCART, it's 480i. I know, SCARTS can only do interlaced. I once put my MegaDrive into my girlfriend's old CRT TV and it being progresive, it makes so much difference. I decided to do something about this interlace issue on my HDTV. So, doing some research, I've been told to plug it via HDMI. But how? Again, doing more research, using this.
I got it yesterday in the post. Today, I plugged the MD via SCART into the upscaler, and the upscaler via HDMI into the TV. Thinking that it will now be upscaled to progressive... no. My TV does 720p (240p goes into this) or it can do other resolutions and 1080p with this upscaler, yet no matter which I use, it's still interlaced (even though my TV says it's 720p/1080p).
Now, I am thinking of getting this SCART lead and then plug that into the upscaler. To be honest, I don't think this will solve my problems (it has more pins that my current SCART lead, so who knows), but somehow other people are getting their MD in progressive. Maybe it's my TV?
Anyone solved their issue on getting their MD into progressive with their HDTV? And if so, how?
Spoiler -
Basic ASM guide
24 May 2013 - 12:51 PM
Eons ago (26th February 2007 to be precise), I made a basic ASM guide and shared it on the forums here and SSRG. Now there were a few mistakes, and when someone ported it to the Retro wiki, all the colours I did were lost, making my guide quite mis-understanding. For ages now, I've been meaning to update it, but couldn't be arsed.
Until now: How to work with the Motorola 68000 assembly (Basic ASM guide)
I finally decided to get on with it and clear up all the mistakes and even improve on it. Now I must stress, this is for beginners or people who don't know ASM at all. If you have an average understanding of ASM, you might get a few tips reading this, but if you're an expert, then this isn't for you. There are other ASM guides that get very technical. This is just the basics and tried to make it easy to understand.
So to all you new hackers out there, learn the skill to create great MegaDrive hacks today! -
How to fix speed issues in Sonic 2
17 May 2013 - 04:01 PM
Hello, I've been meaning to make this guide for ages but because of life reasons, I just didn't have the time. But recently, I have found more time and decided to get on with this.
In Sonic 2, there are multiple speed issue bugs with Sonic and Tails, but for now, let's look at it with Sonic's point of view. It's uncommon, but not exactly rare, and when Super Sonic is enabled, it becomes more apparent. But sometimes, Sonic's top speed, acceleration and deceleration can be set wrong. The most common place for the bugs to occur is around this area of ARZ1 due to where the speed shoes are placed.

Like said, it can be uncommon, but with people's hacks putting speedshoes underwater and other places, the bugs can happen more often.
There are several speed issues:
- If Super Sonic and you hit speedshoes, his top speed goes a little bit higher which is fine, but his acceleration and deceleration decreases. Technically, it's applying normal Sonic's speedshoes speed.
- If Normal Sonic and you get speedshoes, if you go underwater, speedshoes's speed are lost. Even if you get out of the water, Sonic's speed is normal.
- If Super Sonic and you get speedshoes, if you go underwater, speedshoes's speed are lost. Even if you get out of the water, Super Sonic's speed is normal.
- If underwater and you get speedshoes, Sonic's "out-of-water" speedshoes speed apply, making you go way too fast underwater. Getting out of water or even back in and the speedshoes speeds are lost, even with speedshoes applied.
- If Super and underwater and you get speedshoes, Normal Sonic's "out-of-water" speedshoes speed apply, making you go way too fast underwater. Getting out of water or even back in and the speedshoes speeds are lost, even with speedshoes applied, but applies Super Sonic's speed settings.
- If underwater and you get speedshoes, bug above applies but if you never leave the water, once speedshoes wear off, Sonic's normal speed applies, even though you're still underwater, making you still too fast.
- If Super and underwater and you get speedshoes, bug above the above applies but if you never leave the water, once speedshoes wear off, Super Sonic's speed applies, even though you're still underwater, making you still too fast.
- If underwater and then you transform into Super Sonic, Super Sonic's "out-of-water" speed applies, making you way too fast.
- If you have speedshoes and then you transform into Super Sonic, Super Sonic's speed applies, making you lose speedshoes speed, making you that bit slower than you should be.
- If underwater when you have speedshoes and then you transform into Super Sonic, Super Sonic's "out-of-water" speed applies, and you lose your speedshoes speed.
- If underwater when you have speedshoes and you're Super Sonic and you transform back to normal Sonic, normal Sonic's "underwater" speed applies, making you lose your speedshoes.
A lot, eh? The main issue is that the game never checks to see if you have the speedshoes applied or not. Or when becoming Super and etc, it's not checking if underwater, etc, etc. It would have to do a few checks itself to get it right and I suspect Sonic Team didn't have time to do it as it wasn't particularly important. But we're going to fix these ourselves, and it's easier than you think.
Please note: I am using Xenowhirls disassembly, although this shouldn't be hard to follow if you're using the HG disassembly.
Step 1 - Back-up your disassembly
Like all guides you're about to follow, make a back-up before making any changes! I am also not held responsible for any troubles this may bring to your hack.
Step 2 - Creating new speeds
First of all, we need to make some new speed settings. Here are some of Sonic's speeds settings listed in Sonic 2 currently:
; NORMAL move.w #$600,(Sonic_top_speed).w move.w #$C,(Sonic_acceleration).w move.w #$80,(Sonic_deceleration).w ; NORMAL SPEED SHOES move.w #$C00,(Sonic_top_speed).w move.w #$18,(Sonic_acceleration).w move.w #$80,(Sonic_deceleration).w ; SUPER SONIC move.w #$A00,(Sonic_top_speed).w move.w #$30,(Sonic_acceleration).w move.w #$100,(Sonic_deceleration).w ; NORMAL UNDERWATER move.w #$300,(Sonic_top_speed).w move.w #6,(Sonic_acceleration).w move.w #$40,(Sonic_deceleration).w ; SUPER SONIC UNDERWATER move.w #$500,(Sonic_top_speed).w move.w #$18,(Sonic_acceleration).w move.w #$80,(Sonic_deceleration).w
As you can see, the game doesn't have speed settings for "Normal underwater with speedshoes", "Super Sonic with speedshoes" or "Super Sonic underwater with speedshoes". No wonder why all these bugs exist. Now, we have to come up with these speeds, which I have already done with some maths involved. To get "Normal underwater with speedshoes", I thought, how does normal Sonic get speedshoes speed? Well, everything is doubled except his deceleration, which stays the same. So I did the same and got this new speed setting.
; NORMAL UNDERWATER SPEED SHOES move.w #$600,(Sonic_top_speed).w move.w #$C,(Sonic_acceleration).w move.w #$40,(Sonic_deceleration).w
It's almost identical to Sonic's normal speed, except his deceleration is slower. To get "Super Sonic with speedshoes", I left the top speed setting it already does alone, but made it not decrease Super Sonic's acceleration and deceleration, making him that tiny bit faster:
; SUPER SONIC SPEED SHOES move.w #$C00,(Sonic_top_speed).w move.w #$30,(Sonic_acceleration).w move.w #$100,(Sonic_deceleration).w
To get "Super Sonic underwater with speedshoes", I followed the same method on how "Normal" does it, and got this:
; SUPER SONIC UNDERWATER SPEED SHOES move.w #$A00,(Sonic_top_speed).w move.w #$30,(Sonic_acceleration).w move.w #$80,(Sonic_deceleration).w
You do not need to add any of the ASM above into your hack as yet.
Step 3 - Creating a new table
Now we've got all our speeds, we need to convert it into a table. Which I have already done on your behalf:
; =========================================================================== ; ---------------------------------------------------------------------------- ; Speed Settings Array ; This array defines what speeds the character should be set to ; ---------------------------------------------------------------------------- ; blank top_speed acceleration deceleration ; # ; Comment Speedsettings: dc.w $0, $600, $C, $80 ; $00 ; Normal dc.w $0, $C00, $18, $80 ; $08 ; Normal Speedshoes dc.w $0, $300, $6, $40 ; $16 ; Normal Underwater dc.w $0, $600, $C, $40 ; $24 ; Normal Underwater Speedshoes dc.w $0, $A00, $30, $100 ; $32 ; Super dc.w $0, $C00, $30, $100 ; $40 ; Super Speedshoes dc.w $0, $500, $18, $80 ; $48 ; Super Underwater dc.w $0, $A00, $30, $80 ; $56 ; Super Underwater Speedshoes ; ===========================================================================
This will be our new table. We'll insert this into the ASM file shortly. First, let's go onto the next step.
Step 4 - Creating a new subroutine to apply speeds
So, we need to create a new subroutine to grab the right speed under Sonic's conditions. Here is what I come up with:
; =========================================================================== ; --------------------------------------------------------------------------- ; Subroutine to collect the right speed setting for a character ; a0 must be character ; a1 will be the result and have the correct speed settings ; a2 is characters' speed ; --------------------------------------------------------------------------- ; ||||||||||||||| S U B R O U T I N E ||||||||||||||||||||||||||||||||||||||| ApplySpeedSettings: moveq #0,d0 ; Quickly clear d0 tst.w speedshoes_time(a0) ; Does character have speedshoes? beq.s + ; If not, branch addq.b #1,d0 ; Quickly add 1 to d0 + btst #6,status(a0) ; Is the character underwater? beq.s + ; If not, branch addq.b #2,d0 ; Quickly add 2 to d0 + cmpa.w #MainCharacter,a0 ; Is it Tails currently following this code? bne.s + ; If so, branch and ignore next question tst.b (Super_Sonic_flag).w ; Is the character Super? beq.s + ; If not, branch addq.b #4,d0 ; Quickly add 4 to d0 + add.b d0,d0 ; Multiply itself add.b d0,d0 ; And again add.b d0,d0 ; And again lea Speedsettings(pc,d0.w),a1 ; Load correct speed settings into a1 addq.l #2,a1 ; Increment a1 by 2 quickly move.l (a1)+,(a2)+ ; Set character's new top speed and acceleration move.w (a1),(a2) ; Set character's deceleration rts ; Finish subroutine ; ===========================================================================
What this will do is ask questions like if you're underwater, have speedshoes or are Super and depending on the answers, it will add bytes to d0. Once finished with the questions, whatever d0 is, it will multiply itself 3 times. With the new result in d0 after that multiplication, it will then grab data from the table with its starting position being whatever d0 is. For example, say you're normal Sonic and underwater. After the questions, d0 should be 2. Multiply itself 3 times, d0 becomes 16. If you then look for 16 on the table, you'll see that it does indeed equal "Normal Underwater". So it got the right speed setting.
So, here is our new code and table so far:
; =========================================================================== ; --------------------------------------------------------------------------- ; Subroutine to collect the right speed setting for a character ; a0 must be character ; a1 will be the result and have the correct speed settings ; a2 is characters' speed ; --------------------------------------------------------------------------- ; ||||||||||||||| S U B R O U T I N E ||||||||||||||||||||||||||||||||||||||| ApplySpeedSettings: moveq #0,d0 ; Quickly clear d0 tst.w speedshoes_time(a0) ; Does character have speedshoes? beq.s + ; If not, branch addq.b #1,d0 ; Quickly add 1 to d0 + btst #6,status(a0) ; Is the character underwater? beq.s + ; If not, branch addq.b #2,d0 ; Quickly add 2 to d0 + cmpa.w #MainCharacter,a0 ; Is it Tails currently following this code? bne.s + ; If so, branch and ignore next question tst.b (Super_Sonic_flag).w ; Is the character Super? beq.s + ; If not, branch addq.b #4,d0 ; Quickly add 4 to d0 + add.b d0,d0 ; Multiply itself add.b d0,d0 ; And again add.b d0,d0 ; And again lea Speedsettings(pc,d0.w),a1 ; Load correct speed settings into a1 addq.l #2,a1 ; Increment a1 by 2 quickly move.l (a1)+,(a2)+ ; Set character's new top speed and acceleration move.w (a1),(a2) ; Set character's deceleration rts ; Finish subroutine ; =========================================================================== ; ---------------------------------------------------------------------------- ; Speed Settings Array ; This array defines what speeds the character should be set to ; ---------------------------------------------------------------------------- ; blank top_speed acceleration deceleration ; # ; Comment Speedsettings: dc.w $0, $600, $C, $80 ; $00 ; Normal dc.w $0, $C00, $18, $80 ; $08 ; Normal Speedshoes dc.w $0, $300, $6, $40 ; $16 ; Normal Underwater dc.w $0, $600, $C, $40 ; $24 ; Normal Underwater Speedshoes dc.w $0, $A00, $30, $100 ; $32 ; Super dc.w $0, $C00, $30, $100 ; $40 ; Super Speedshoes dc.w $0, $500, $18, $80 ; $48 ; Super Underwater dc.w $0, $A00, $30, $80 ; $56 ; Super Underwater Speedshoes ; ===========================================================================
Step 5 - Placing your new code in your ASM file
Thanks to step 4, we've got the majority of the code sorted. You now want to place that new code in your ASM file. My suggestion is to put it between Sonic and Tails object, seeming as they're both the ones that are going to use it more often. So, search for "obj02:" and place it just above.
Now, if you've put the code in between Sonic and Tails like I said above, the rest of my guide should be fine, although if you do decide to insert the code elsewhere, you may get some “branch out of range” errors, which you must fix yourself. Depending on how heavy you've edited Sonic and/or Tails code, you might get these errors anyway, but they're so simple to fix.
Step 6 - Replacing some old code in certain places
Now we have our new code, we need to make some jumps to it. So, let's go.
First, go to "Obj01_Init:". You only need to do this bit if you have checkpoints starting underwater, otherwise, you can skip this bit of the step. You MUST follow the rest of this step from when you see "************" onwards. Anyway, under the label "Obj01_Init:", find and delete these lines:
move.w #$600,(Sonic_top_speed).w ; set Sonic's top speed move.w #$C,(Sonic_acceleration).w ; set Sonic's acceleration move.w #$80,(Sonic_deceleration).w ; set Sonic's deceleration
and replace with this
lea (Sonic_top_speed).w,a2 ; Load Sonic_top_speed into a2 bsr.w ApplySpeedSettings ; Fetch Speed settings
"************"
Under "Obj01_ChkShoes:" find and delete these lines:
move.w #$600,(Sonic_top_speed).w move.w #$C,(Sonic_acceleration).w move.w #$80,(Sonic_deceleration).w tst.b (Super_Sonic_flag).w beq.s Obj01_RmvSpeed move.w #$A00,(Sonic_top_speed).w move.w #$30,(Sonic_acceleration).w move.w #$100,(Sonic_deceleration).w
and replace with this
lea (Sonic_top_speed).w,a2 ; Load Sonic_top_speed into a2 bsr.w ApplySpeedSettings ; Fetch Speed settings
Next, under "Obj01_InWater:" find these lines and delete:
move.w #$300,(Sonic_top_speed).w move.w #6,(Sonic_acceleration).w move.w #$40,(Sonic_deceleration).w tst.b (Super_Sonic_flag).w beq.s + move.w #$500,(Sonic_top_speed).w move.w #$18,(Sonic_acceleration).w move.w #$80,(Sonic_deceleration).w +
and replace with:
lea (Sonic_top_speed).w,a2 ; Load Sonic_top_speed into a2 bsr.w ApplySpeedSettings ; Fetch Speed settings
Next, under "Obj01_OutWater:" find these lines and delete:
move.w #$600,(Sonic_top_speed).w move.w #$C,(Sonic_acceleration).w move.w #$80,(Sonic_deceleration).w tst.b (Super_Sonic_flag).w beq.s + move.w #$A00,(Sonic_top_speed).w move.w #$30,(Sonic_acceleration).w move.w #$100,(Sonic_deceleration).w +
and replace with:
lea (Sonic_top_speed).w,a2 ; Load Sonic_top_speed into a2 bsr.w ApplySpeedSettings ; Fetch Speed settings
Next, go to "Sonic_CheckGoSuper:" and find and delete these lines:
move.w #$A00,(Sonic_top_speed).w move.w #$30,(Sonic_acceleration).w move.w #$100,(Sonic_deceleration).w
and replace with:
lea (Sonic_top_speed).w,a2 ; Load Sonic_top_speed into a2 bsr.w ApplySpeedSettings ; Fetch Speed settings
Next, go to "Sonic_RevertToNormal:" and find and delete these lines:
move.w #$600,(Sonic_top_speed).w move.w #$C,(Sonic_acceleration).w move.w #$80,(Sonic_deceleration).w btst #6,status(a0) ; Check if underwater, return if not beq.s return_1AC3C move.w #$300,(Sonic_top_speed).w move.w #6,(Sonic_acceleration).w move.w #$40,(Sonic_deceleration).w
and replace with this slightly different code:
lea (Sonic_top_speed).w,a2 ; Load Sonic_top_speed into a2 bra.w ApplySpeedSettings ; Fetch Speed settings and return
Now onto Tails. Seeming as Tails uses the exact same speeds, we can use the exact same table. So, go to "Obj02_Init:". You only need to do this bit if you have checkpoints starting underwater, otherwise, you can skip this bit of the step. You MUST follow the rest of this step from when you see "~~~~~~~~~~~~" onwards. Anyway, under the label "Obj02_Init:", find and delete these lines:
move.w #$600,(Tails_top_speed).w ; set Tails' top speed move.w #$C,(Tails_acceleration).w ; set Tails' acceleration move.w #$80,(Tails_deceleration).w ; set Tails' deceleration
and replace with this slightly different code:
lea (Tails_top_speed).w,a2 ; Load Tails_top_speed into a2 bsr.w ApplySpeedSettings ; Fetch Speed settings
"~~~~~~~~~~~~"
Next, go to "Obj02_ChkShoes:" and find and delete these lines:
move.w #$600,(Tails_top_speed).w move.w #$C,(Tails_acceleration).w move.w #$80,(Tails_deceleration).w
and replace with:
lea (Tails_top_speed).w,a2 ; Load Tails_top_speed into a2 bsr.w ApplySpeedSettings ; Fetch Speed settings
Next, find "Obj02_InWater:" and find and delete these lines:
move.w #$300,(Tails_top_speed).w move.w #6,(Tails_acceleration).w move.w #$40,(Tails_deceleration).w
and replace with:
lea (Tails_top_speed).w,a2 ; Load Tails_top_speed into a2 bsr.w ApplySpeedSettings ; Fetch Speed settings
Next, under "Obj02_OutWater:", find and delete:
move.w #$600,(Tails_top_speed).w move.w #$C,(Tails_acceleration).w move.w #$80,(Tails_deceleration).w
and replace with:
lea (Tails_top_speed).w,a2 ; Load Tails_top_speed into a2 bsr.w ApplySpeedSettings ; Fetch Speed settings
That's Tails. Let's edit the speed shoes object code. Locate label "super_shoes:" and find and delete these lines:
move.w #$C00,(Sonic_top_speed).w move.w #$18,(Sonic_acceleration).w move.w #$80,(Sonic_deceleration).w
and replace with this new code:
movem.l a0-a2,-(sp) ; Move a0, a1 and a2 onto stack lea (MainCharacter).w,a0 ; Load Sonic to a0 lea (Sonic_top_speed).w,a2 ; Load Sonic_top_speed into a2 jsr ApplySpeedSettings ; Fetch Speed settings movem.l (sp)+,a0-a2 ; Move a0, a1 and a2 from stack
Then finally, go to "loc_12A10" and delete these lines:
move.w #$C00,(Tails_top_speed).w move.w #$18,(Tails_acceleration).w move.w #$80,(Tails_deceleration).w
and replace with this slightly different new code:
movem.l a0-a2,-(sp) ; Move a0, a1 and a2 onto stack lea (MainCharacter).w,a0 ; Load Tails to a0 lea (Tails_top_speed).w,a2 ; Load Tails_top_speed into a2 jsr ApplySpeedSettings ; Fetch Speed settings movem.l (sp)+,a0-a2 ; Move a0, a1 and a2 from stack
All done. Please note, do not edit under the label "loc_3AA22:". This is the only speed settings that can be left alone. This is when Sonic jumps onto the Tornado at the end of WFZ. This code applies to Super Sonic too (so Super Sonic goes slower) but this is to stop Super Sonic over-shooting the Tornado and falling to his death. The speed only applies when Sonic is about to jump onto the plane.
Be warned! If you have put in other places where you've made the characters change their speed, you'll want to edit them too!
Step 7 - Fixing another bug
With the above fixes applied, a new bug has been introduced. The bug? If you're Super Sonic and you die whilst Super, the "Super_Sonic_flag" will still remain set. This means, once the level restarts, the speed settings will fetch speeds with Super Sonic in mind, because of the flag. So if you go underwater or get sppedshoes, it will still think you're Super and take that into account. And if you followed the two steps for when Sonic and Tails get created, then the Super speeds will apply then too.
Also whilst Super Sonic, if you pause the game and press A to quit, the flag will remain set. You could select Tails in options and Tails will have Super speeds. Anyway, let's fix this.
Find "Level_ClrRam:" and directly underneath it before the ClearRAM macros, put this:
clr.b (Super_Sonic_flag).w
There we go, all bugs should be fixed.
Now, when you enter/exit water, enter/exit speedshoes and/or enter/exit Super, the speeds should all be set correctly!
As per usual, here is a ROM with the bugs fixed.
Sonic 1?
Excluding Super Sonic speeds, these bugs technically exist in Sonic 1 too. Although because there isn't any speedshoes in LZ or SBZ3 (unless I'm mistaken but I don't think there is any), these bugs are never seen. But again, if you've made edits to these levels and added speedshoes about especially speedshoes in water, you'll notice these bugs. You can follow this guide as a guideline for a fix.
Sonic 3 and Knuckles?
To my knowledge, these bugs are fixed already. But I could be mistaken.
If anyone wants to add this to the wiki, feel free.
Cheers,
redhotsonic
EDIT: Fixed a bug that MoDule pointed out. ROM download also updated containing this new fix. - If Super Sonic and you hit speedshoes, his top speed goes a little bit higher which is fine, but his acceleration and deceleration decreases. Technically, it's applying normal Sonic's speedshoes speed.
-
FTTC fibre?
28 December 2012 - 05:10 AM
Hello, all. Finally, Fibre optic broadband is available in my local area, but there's a catch. It seems it's fibre optic from the exchange, to the green box cabinet thingamajig, but from there to my flat, it's still copper. Luckily, I literally live a 20 second walk from the green box, so the copper wire should be nice and short.
At the moment, I've got (upto) 20MB broadband (all copper) and getting these results:


Not bad in my opinion.
Anyway, according to http://www.superfast-openreach.co.uk/ , they're accepting orders for fibre optic. BT and Plusnet are typically saying the best I can get is 80Mbps-down and 20Mbps-up. True or not, I won't find out until I get it.
For my needs like online-PS3 gaming, Catch-up TV (iplayer for example, and 3D HD movies at times) and downloading large games to my PS3 and/or Android phone, is it worth me paying more money (paying £22, getting fibre will be typically £10 more a month) and getting tied down to an 18-month contract to get FTTC fibre?
I'm also worried, because other sites like Sky and Virgin are saying I cannot get fibre yet, though OpenReach, BT (I know they're almost the same) and plusnet are saying yes. Maybe Sky and Virgin only do FTTP and/or use different wiring to BT.
Basically:
- Is it worth the extra £10 a month getting this for my needs?
- Will I really get 80Mbps-down/20Mbps-up or do they just say that to everyone?
- Has anyone upgraded themselves and seen the improvement that they wouldn't go back?
Any advice I would be grateful.
redhotsonic - Is it worth the extra £10 a month getting this for my needs?
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Modify A/S 3D glasses?
11 December 2012 - 07:42 AM
Hello, guys. I need some technical help. Even with my green badge, I don't really specialise in this sort of thing.
Anyone with a 3DTV should know how Active Shutter (A/S) Glasses work (unless you have a Passive 3DTV, then you use them polarise glasses). If you do not know how A/S glasses work with the TV, click here for an explanation.
Anyway, a lot of you will know about SBS (Side-by-Side) images that you can convert into 3D. When converted, the left picture will display for the left eye and the right for the right eye. Do a lot fo you know about over and under? Works same way as SBS. When in 3D, the above picture is displayed for the left eye and the lower picture for the right eye.
Now, this is where I am trying to get at. My TV supports both the SBS and Over-under feature, and my TV can display it. So, if I play a game with my friend on the PS3, we have a splitscreen. With splitscreen, the TV will obviously look like a SBS display or Over-under display. If I put 3D mode on over-under (or SBS, depending on what type of splitscreen), then the left/above image will display player 1 on full screen for the left eye only, and the right/below image will display player 2 on full screen for the right eye only. Both of us, full screen on the same TV!
When I put my A/S glasses on and close my right eye, I can play as player 1 on full screen, whilst my mate puts another A/S glasses on, closes his left eye, and plays on the same TV with him on full screen. See where I am getting at? We've tried it, and it works perfectly. Also tried putting PAP SBS on, PS3 on the left, and Coranation street (my gf's program) on the right. When she wears earphones and we both put the glasses on closing one of our eyes, I have the PS3 full-screen and she with the program full-screen!
The problem is the glasses. We obviously don't want to keep one of our eyes closed all the way. This will give us a headache. So we want one set of glasses to make both lenses display the left image only, and the other vice-versa. That way, I can just keep the glasses on with both eyes open and only see my screen, with her vice-versa.
I took my A/S glasses apart and had a look, it's too technical with me, even with this guide (the only guide I could find). My A/S glasses are different as well (Sony branded) so the guide didn't help too much. I've tried searching the internet for anyone selling A/S glasses for left or right display only, but no luck.
My 2 questions are:
- Do you know anywhere that sells left-only/right-only A/S glasses?
- Are you any good at modifying A/S glasses to make this happen?
If you know the answer to Q1, post your reply here. If you can answer Q2, I will be more than happy to send the glasses to you for modifying. I will pay you to redeliver it back to me too and a fee for doing the job in the first place.
Any help would be greatly appreciated!
redhotsonic
(P.S - I do not believe I've broken any rules making this topic or requesting this sort of thing) - Do you know anywhere that sells left-only/right-only A/S glasses?

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