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S-Video
A standard 4-pin S-Video cable connector, with each signal pin paired with its own ground pin
TypeAnalog video connector
Production history
Designed1987
General specifications
Hot pluggableYes
ExternalYes
Video signalNTSC, PAL, or SECAM video
Pins4, 7, or 9
ConnectorMini-DIN connector
Pin out
Looking at the female connector.
Same connector as ADB.
Pin 1GNDGround (Y)
Pin 2GNDGround (C)
Pin 3YIntensity (Luminance)
Pin 4CColor (Chrominance)
The shells should be connected together by an overall screen/shield. However, the shield is often absent in low-end cables, which can result in picture degradation.

S-Video (also known as separate video and Y/C)[1] is a signaling standard for standard definition video, typically 480i or 576i. By separating the black-and-white and coloring signals, it achieves better image quality than composite video, but has lower color resolution than component video. S-Video was introduced with JVC's S-VHS format in 1987.[2]

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Background[edit]

Standard analog television signals go through several processing steps on their way to being broadcast, each of which discards information and lowers the quality of the resulting images.

The image is originally captured in RGB form and then processed into three signals known as YPbPr. The first of these signals is called Y, which is created from all three original signals based on a formula that produces an overall brightness of the image, or luma. This signal closely matches a traditional black and white television signal and the Y/C method of encoding was key to offering backward compatibility. Once the Y signal is produced, it is subtracted from the blue signal to produce Pb and from the red signal to produce Pr. To recover the original RGB information for display, the signals are mixed with the Y to produce the original blue and red, and then the sum of those is mixed with the Y to recover the green.

A signal with three components is no easier to broadcast than the original three-signal RGB, so additional processing is required. The first step is to combine the Pb and Pr to form the C signal, for chrominance. The phase and amplitude of the signal represent the two original signals. This signal is then bandwidth-limited to comply with requirements for broadcasting. The resulting Y and C signals are mixed together to produce composite video. To play back composite video, the Y and C signals must be separated, and this is difficult to do without adding artifacts.

Each of these steps is subject to deliberate or unavoidable loss of quality. To retain that quality in the final image, it is desirable to eliminate as many of the encoding/decoding steps as possible. S-Video is an approach to this problem. It eliminates the final mixing of C with Y and subsequent separation at playback time.

Signal[edit]

The S-video cable carries video using two synchronized signal and ground pairs, termed Y and C.

Y is the luma signal, which carries the luminance – or black-and-white – of the picture, including synchronization pulses.

C is the chroma signal, which carries the chrominance – or coloring-in – of the picture. This signal contains two color-difference components.

The luminance signal carries horizontal and vertical sync pulses in the same way as a composite video signal.

In composite video, the signals co-exist on different frequencies. To achieve this, the luminance signal must be low-pass filtered, dulling the image. As S-Video maintains the two as separate signals, such detrimental low-pass filtering for luminance is unnecessary, although the chrominance signal still has limited bandwidth relative to component video.

Compared with component video, which carries the identical luminance signal but separates the color-difference signals into Cb/Pb and Cr/Pr, the color resolution of S-Video is limited by the modulation on a subcarrier frequency of 3.57 to 4.43 megahertz, depending on the standard. This difference is meaningless on home videotape systems, as the chrominance is already severely constrained by both VHS and Betamax.

Carrying the color information as one signal means that the color has to be encoded in some way, typically in accord with NTSC, PAL, or SECAM, depending on the applicable local standard.

Use[edit]

S-video/composite adapter

In many European countries, S-Video was less common because of the dominance of SCART connectors, which were present on televisions until the advent of HDMI. It is possible for a player to output S-Video over SCART, but televisions' SCART connectors are not necessarily wired to accept it, and if not the display would show only a monochrome image.[3] In this case it is sometimes possible to modify the SCART adapter cable to make it work.

The European usage of RGB video is because the RGB quality of most retro computers and consoles is better than S-Video.[4]

Physical connectors[edit]

Atari 800[edit]

The Atari 800 introduced separate Chroma/Luma output in late 1979. The signals were put on pin 1 and 5 of a 5-pin 180 degree DIN connector socket. Atari did not sell a monitor for its 8-bit computer line, however.[5]

Commodore 64[edit]

The Commodore 64 released in 1982 (with the exception of the earliest revisions using a 5-pin video port) also offers separate chroma and luma signals using a different connector. Although Commodore Business Machines did not use the term 'S-Video' as the standard did not formally exist until 1987, a simple adapter connects the computer's 'LCA' (luma-chroma-audio) 8-pin DIN socket to a S-Video display, or an S-Video device to the Commodore 1702 monitor's LCA jacks.[6]

4-pin mini-DIN[edit]

The four-pin mini-DIN connector is the most common of several S-Video connector types. The same mini-DIN connector is used in the Apple Desktop Bus for Macintosh computers and the two cable types can be interchanged.[7][8][9] Other connector variants include seven-pin locking 'dub' connectors used on many professional S-VHS machines, and dual 'Y' and 'C' BNC connectors, often used for S-Video patch panels. Early Y/C video monitors often used phono (RCA connector) that were switchable between Y/C and composite video input. Though the connectors are different, the Y/C signals for all types are compatible.

The mini-DIN pins, being weak, sometimes bend. This can result in the loss of colour or other corruption (or loss) in the signal. A bent pin can be forced back into shape, but this carries the risk of the pin breaking off.

These plugs are usually made to be plug-compatible with S-video, and include optional features, such as component video using an adapter. They are not necessarily S-video, although they can be operated in that mode.

7-pin mini-DIN[edit]

A 7-pin pseudo-mini-DIN socket
7 pin plug diagram

Non-standard 7-pin mini-DIN connectors (termed '7P') are used in some computer equipment (PCs and Macs). A 7-pin socket accepts, and is pin compatible with, a standard 4-pin S-Video plug.[10] The three extra sockets may be used to supply composite (CVBS), an RGB or YPbPr video signal, or an I²C interface. The pinout usage varies among manufacturers.[10][11] In some implementations, the remaining pin must be grounded to enable the composite output or disable the S-Video output.

Some Dell laptops have a digital audio output in a 7-pin socket.[12]


8-pin mini-DIN[edit]

The 8-pin mini-DIN connector is used in some ATI Radeon video cards[13]

9-pin Video In/Video Out[edit]

9-pin connectors are used in graphics systems that feature the ability to input video as well as output it.[14][15] Again, there is no standardization between manufacturers as to which pin does what, and there are two known variants of the connector in use. As can be seen from the diagram above, although the S-Video signals are available on the corresponding pins, neither variant of the connector will accept an unmodified 4-pin S-Video plug, though they can be made to fit by removing the key from the plug. In the latter case, it becomes all too easy to misalign the plug when inserting it with consequent damage to the small pins.

See also[edit]

References[edit]

  1. ^S-Video – Definition About.com
  2. ^https://www.pcmag.com/encyclopedia/term/s-vhs
  3. ^S-Video drama :(. camp0s.com
  4. ^https://assemblergames.com/threads/rgb-scart-crt-tvs-for-people-in-the-us.41097/
  5. ^Current, Michael. 'Atari 8-bit FAQ'. Retrieved 2018-02-23.
  6. ^Murray, David (2018-05-11). Commodore History Part 3 - The Commodore 64 (complete). The 8-Bit Guy. YouTube. Event occurs at 9:38. Retrieved 2018-05-12.
  7. ^'Macintosh: S-Video Port Confused with the ADB Port'.
  8. ^Waggoner, Ben (2002). Compression for Great Digital Video: Power Tips, Techniques, and Common Sense. ISBN9781578201112.
  9. ^Wootton, Cliff (28 April 2005). A Practical Guide to Video and Audio Compression: From Sprockets and Rasters to Macro Blocks. ISBN9781136036101.
  10. ^ abKeith Jack (2007). Video demystified: a handbook for the digital engineer. Newnes. ISBN9780750678223.
  11. ^ATI Radeon 7 pin SVID pinout.
  12. ^Dell (2009). 'S-Video to TV-Composite Cable and SPDIF Adapter for Dell Inspiron'.
  13. ^Pinouts.Ru (2017). 'ATI Radeon 8-pin audio / video VID IN connector pinout'.
  14. ^ATI Radeon: Using Video in and Video out.
  15. ^'ATI Radeon 9 pin VIVO pinout'.

This article is based on material taken from the Free On-line Dictionary of Computing prior to 1 November 2008 and incorporated under the 'relicensing' terms of the GFDL, version 1.3 or later.

Wikimedia Commons has media related to S-Video connectors.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=S-Video&oldid=988612742'
Native Minecraft Version:
1.15
Tested Minecraft Versions:
  • 1.15
  • 1.16
Source Code:
https://github.com/zDevelopers/ImageOnMap
Contributors:
Vlammar, prokopyl (main contributor of the 3.0 version), moribus
Languages Supported:
French, German, Russian
Donation Link:
https://www.paypal.me/amaurycarrade
Have you ever wanted to view an image on a map ingame? ImageOnMap allows you to do it! (Inspired by ImgMap)
ImageOnMap is not yet available for 1.16. We'll try to get a working version as soon as possible; in the meantime, the latest version is not guaranteed to work on 1.16 as this version introduces changes on maps management and colors (you may experience missing colors on maps, among other bugs).

Features
ImageOnMap allows you to load a picture from the Internet to a Minecraft map.
  • Loads an image from a URL onto a map. PNG, JPEG and GIF are supported.
  • These images will be saved on your server and reloaded at restart.
  • Big pictures will be cut automatically into several parts! As example, a 1024x1024 picture will be cut in 16 maps.
  • Your image will be centered.
  • You can put your map in an item frame.
This plugin is a free software lisensed under the GNU General Public License (version 3 or above). The source code is published on GitHub. You can also get unstable development builds here.
The latest version is only compatible with Minecraft 1.15+.
  • For Minecraft 1.13 and 1.14, use 4.0-pre1.
  • For older versions, please use ImageOnMap 3.1.

Support and bug requests
If you need help with ImageOnMap, the preferred way is our Discord server. We speak English and French. You can also use the Spigot forum thread, but it will take us way longer to reply. In all cases, read the FAQ first!
If you want to report a bug or suggest features, by far the best option for us is GitHub issues, which you should use whenever possible. If you absolutely can't use GitHub, use the support options above.
We're a team behind ImageOnMap (and others), and private messages from Spigot can only be read by one person. So you should not send help requests, suggestions or bug reports using Spigot PMs. Any PM received after June 28, 2020 with any of these topics will be ignored.
Quick guide
  1. Ensure that you have a free slot in your inventory, as ImageOnMap will give you a map.
  2. Type /tomap URL, where URL is a link to the picture you want to render (see the section below).
  3. Enjoy your picture! You can place it in an item frame to make a nice poster if you want.
German speakers, you can watch this video (thanks to StarlessMiner)
English speakers? Watch this one! (thanks to bebosny)
Another tutorial in English (thanks to ltjim007)
Commands and Permissions
/tomap <url>
Renders an image and gives a map to the player with it.
  • This command can only be used by a player.
  • The link must be complete, do not forget that the chat limit is 240 characters.
  • You can use an URL shortener like tinyURL or bitly.
  • If you want a picture in one map, type resize after the link.
    • If you want to resize to multiple maps, add the width and height after resize: e.g. /tomap url resize 2 4
    • You can change the scaling method by replacing the resize keyword in the /tomap command by:
      • resize-stretched to stretch the image to the surface (the image could be distorted); or
      • resize-covered to ensure the image covers the whole surface (the image will never be distorted, but some parts may be lost near the borders).
  • Permission: imageonmap.new (or imageonmap.userender—legacy, but will be kept in the plugin).

/maps
Opens a GUI to see, retrieve and manage the user's maps.
  • This command can only be used by a player.
  • Opens a GUI listing all the maps in a paginated view.
  • A book is displayed too to see some usage statistics (maps created, quotas).
  • A user can retrieve a map by left-clicking it, or manage it by right-clicking.
  • Maps can be renamed (for organization), deleted (but they won't render in-game anymore!), or partially retrieved (for posters maps containing more than one map).
  • Permission: imageonmap.list, plus imageonmap.get, imageonmap.rename and imageonmap.delete for actions into the GUI.

/maptool <new list get delete explore migrate>
Main command to manage the maps. The less used in everyday usage, too.
  • The commands names are pretty obvious.
  • /maptool new is an alias of /tomap.
  • /maptool explore is an alias of /maps.
  • /maptool migrate migrates the old maps when you upgrade from IoM <= 2.7 to IoM 3.0. You HAVE TO execute this command to retrieve all maps when you do such a migration.
  • Permissions:
    • imageonmap.new for /maptool new;
    • imageonmap.list for both /maptool list and /maptool explore;
    • imageonmap.get for /maptool get;
    • imageonmap.delete for /maptool delete;
    • imageonmap.administrative for /maptool migrate.
About the permissions

All permissions are by default granted to everyone, with the exception of imageonmap.administrative. We believe that in most cases, servers administrators want to give the availability to create images on maps to every player.
Negate a permission using a plugin manager to remove it, if you want to restrict this possibility to a set of users.
You can grant imageonmap.* to users, as this permission is a shortcut for all Luma slot art 400user permissions (excluding imageonmap.administrative).
Configuration
# Plugin language. Empty: system language.
# Available: en_US (default, fallback) and fr_FR.
lang
:

# Allows collection of anonymous statistics on plugin environment and usage
# The statistics are publicly visible here: http://mcstats.org/plugin/ImageOnMap
collect-data
: true
# Images rendered on maps consume Minecraft maps ID, and there are only 32 767 of them.
# You can limit the maximum number of maps a player, or the whole server, can use with ImageOnMap.
# 0 means unlimited.
map-global-limit
: 0
map-player-limit
: 0

Changelog
3.0

LumaThe 3.0 release is a complete rewrite of the original ImageOnMap plugin, now based on QuartzLib, which adds many features and fixes many bugs.
This new version is not compatible with the older ones, so your older maps will not be loaded. Run the/maptool migrate command (as op or in the console) in order to get them back in this new version.
You will find amongst the new features:
  • New Splatter maps, making it easy to deploy and remove big posters in one click!
  • No more item tags when maps are put in item frames!
  • Internationalization support (only french and English are supported, for now; contributions are welcome)
  • Map Quotas (for players and the whole server)
  • A new map Manager (based on an inventory interface), to list, rename, get and delete your maps
  • Improvements on the commands system (integrated help and autocompletion)
  • Asynchronous maps rendering (your server won't freeze anymore when rendering big maps, and you can queue multiple map renderings !)
  • UUID management (which requires to run /maptool migrate)

3.1
  • Fixed permissions support by adding a full set of permissions for every action of the plugin.

4.0 pre-release 1

  • Added 1.13.2 and 1.14 compatibility
  • Dropped compatibility with 1.12 and lower
  • Improved some UIs
  • Added support for images' resize to a specific size: you can do /tomap https://url/image.png resize 2 2 to get a 2×2 frames image.
  • Status messages are sent in the action bar instead of the chat
  • Added back statistics (you can opt-out in plugins/bStats/config.yml)
  • Added an update checker

4.0 pre-release 2

  • 1.15 compatibility (now building against a 1.15-compatible zLib version).
    • This version is only compatible with Minecraft 1.15 and later—for older Minecraft versions, please use 4.0-pre1 or older.
  • Improved some translations in French (thanks to Gabriel C.).

4.0 Subtle Comfort

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  • You can now place a map on the ground or on a ceiling.
  • Languages with non-english characters now display correctly (fixed UTF-8 encoding bug).
  • Splatter maps no longer throw an exception when placed.
  • When a player place a splatter map, other players in the same area see it entirely, including the bottom-left corner.
  • Added Russian and German translations (thx to Danechek and squeezer).

Data collection
We use bStats to collect basic data about the usage of this plugin*. This can be disabled in the plugins/bStats/config.yml file.

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* See the statistics page for a complete list of what is collected