View allAll Photos Tagged debugging
Dark Souls Remastered
• Debug Menu (free camera and timestop. FOV cannot be changed in free camera mode, it is locked)
• 9400x5400 (cropped and downsampled)
• Reshade
Debugging of the setup 2010 3D unit.
Time for the final step. This picture show the debugging for hardware and software of the hole unit. On the picture the logic analyser (Logicport) is hanging up on the frame for security. 18 channels are available to measure all the protocols between the different modules. The STK600 on the left is also direct connected via the Jtag ISP for fast update ( take only a few seconds). On the top the USB connector goes to the PC for the update of the CPLD module hardware.
The hole test progress nice, I really hope to be ready on 15 March as planned. The unit is now powered via the batterie's but also if need via the mainpower. All the inputs from the front plate are tested and are ready. The IR laser signals, the IR detector, the LCD display etc.
Update 3 july 2014:
For the current 2D version see: www.flickr.com/photos/fotoopa_hs/12537231674
For the current 3D version see: www.flickr.com/photos/fotoopa_hs/6760414583
This is a working DSi, with all the interesting parts accessible.
(FPGA board in the background can emulate wifi or cartridge SPI EEPROMs.)
The debug connector consists of a six-pin port that speaks a protocol vaguely like JTAG. As the RST pin is low by default, you can reset the device by temporarily making it high voltage. The following procedure will do the trick, using a 3V battery and a bit of wire. All soldering is optional, and no GoodFET is required.
1) Solder the negative connector of a 3V battery to the lone debug pin.
2) Touch the positive connector to each debugging pin, one at a time. I think that I've marked the correct pin above, but my memory is rather foggy.
3) The screen should flash, then numbers will blink every 60 seconds as when the token was active.
4) A reset expired unit can be distinguished from an unexpired unit by the 3 symbol, which remains on the bottom-right corner of the LCD. This symbol is not shown on a unit which has not yet expired.
--Travis
Software debugging 3D controller.
Via the Intronix logic analyser, 20 signals are connectd to the 3D controller board. All timings are controlled, software are tested. With this simple tools, development goes fast and easy.
The board is now ready to put on the setup for final calibration and tests.
Flowchart software:
www.flickr.com/photos/fotoopa_hs/6875454823/
Harware timing overviuew:
www.flickr.com/photos/fotoopa_hs/6840451517/
Final Setup 2012:
www.flickr.com/photos/fotoopa_hs/6760414583/
Shema:
www.flickr.com/photos/fotoopa_hs/6588955345/
PCB:
www.flickr.com/photos/fotoopa_hs/6601939711/
Layout:
www.flickr.com/photos/fotoopa_hs/6595256381/
Update: 2012 Feb 18
The complete wiring is done. The software is written and is now being tested. Most functions are working now. Still perform the mechanical adjustment and the recordings can begin. Synchronization between cameras is done. Both of these flashes power can be adjusted through the beautiful central control. In repeat mode by continue detection, both cameras take 3 frames per second on. Next week I hope to take the first 3D pictures into the field.
40 Grad Urban Art Festival Düsseldorf
Ein Gemeinschaftsprojekt von Düsseldorfer Künstler e.V., Farbfieber e.V., Kinderclub Kiefernstrasse, Pretty Portal
4k, 8xSGSSAA, SweetFX, Glitch to hide the HUD, Sniper zoom to lower the FOV, Restored debug mode to freeze AI
I wanted to redo an older one I took
These are screenshots from a video I made for the SPV3 mod for Halo: Combat Evolved (The video itself has not been uploaded yet. Will be soon). The video plays in the background while the mod installs. The images are also used as backgrounds for the mods loader.
Methods and tools used:
Halo Custom Edition
Open Sauce
SPV3.1.0
Debug Command
Camera commands/Freeze time
Reshade 3.0
- Ambient Light (default settings + lens effects)
- Magic Bloom
- MXAO (tweaked per shot)
- Depth Haze (for certain shots, disabled in-game fog when I used it)
- Marty McFly Depth of Field (tweaked per shot)
- SMAA
After Effects CC 2017
- Film and Camera Lens Emulation (filter flares, lens flares, lens distortion, chromatic aberration, film grain)
- Color Correction (white balance, shadow balancing and exposure)
- Color Grading
I will likely update all of these shots. I am currently working on a 4K version of the video and I am tweaking a couple things in all the shots along the way.
RAM wiring finished, BNC connector for clock input, and a little breadboard (mostly for hooking things up to SPI)
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Dark Souls Remastered
• Debug Menu (free camera and timestop. FOV cannot be changed in free camera mode, it is locked)
• 9400x5400 (cropped and downsampled)
• Reshade
After several rounds of debug revisions, Kirika Butterfly is finally ready for first print!
www.shapeways.com/product/TRWXP3Z7P/kirika-butterfly-hair...
Dark Souls Remastered
• Debug Menu (free camera and timestop. FOV cannot be changed in free camera mode, it is locked)
• 9400x5400 (cropped and downsampled)
• Reshade
Dark Souls Remastered
• Debug Menu (free camera and timestop. FOV cannot be changed in free camera mode, it is locked)
• 9400x5400 (cropped and downsampled)
• Reshade
These are screenshots from a video I made for the SPV3 mod for Halo: Combat Evolved (The video itself has not been uploaded yet. Will be soon). The video plays in the background while the mod installs. The images are also used as backgrounds for the mods loader.
Methods and tools used:
Halo Custom Edition
Open Sauce
SPV3.1.0
Debug Command
Camera commands/Freeze time
Reshade 3.0
- Ambient Light (default settings + lens effects)
- Magic Bloom
- MXAO (tweaked per shot)
- Depth Haze (for certain shots, disabled in-game fog when I used it)
- Marty McFly Depth of Field (tweaked per shot)
- SMAA
After Effects CC 2017
- Film and Camera Lens Emulation (filter flares, lens flares, lens distortion, chromatic aberration, film grain)
- Color Correction (white balance, shadow balancing and exposure)
- Color Grading
I will likely update all of these shots. I am currently working on a 4K version of the video and I am tweaking a couple things in all the shots along the way.
How to debug a C/C++ program with GDB command-line debugger
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