#### PSX YCbCr

Given Y, Cb, and Cr color range of [-128, 127].PSX

[ 1 0 1.402 ] [ Y + 128 ] [ r ]

[ 1 -0.3437 -0.7143 ] * [ Cb ] = [ g ]

[ 1 1.772 0 ] [ Cr ] [ b ]

#### yuv4mpeg2 (i.e. Rec.601) YCbCr

Given Y color range of [16, 235] and Cb,Cr color range of [16, 240].Rec.601

[ 1.164 0 1.59 ] [ Y - 16 ] [ r ]

[ 1.164 -0.391 -0.813 ] * [ Cb - 128 ] = [ g ]

[ 1.164 2.018 0 ] [ Cr - 128 ] [ b ]

To convert a PSX YCbCr color to a Rec.601 YCbCr color:

Where~~[ 1 -3415973/13224846875 1242172/13224846875 ]~~

[ 0 105814197/105798775 -5608/105798775 ]

[ 0 19492/105798775 105791687/105798775 ]~~Answer: yuv4mpeg2^-1 * PSX =~~

[ 1 3415973/13225888625 -1242172/13225888625 ]

[ 0 105791687/105807109 5608/105807109 ]

[ 0 -19492/105807109 105814197/105807109 ]

Rec601_YCbCr =

PSX

[Y + 128] [ 16]

Rec601_Matrix^-1 * PSX_Matrix * [Cb ] + [128]

[Cr ] [128]

Rec601_Matrix^-1 * PSX_Matrix =Thanks to

[250/291 -488509/2660418030 -82738/1330209015]

[0 4014411/4571165 164/4571165]

[0 3673/27426990 8031459/9142330]

`toruvinn`for refreshing me on matrix math, and this site and Maxima for saving me from lots of raw calculations.

*Update 27Feb2010: Fixed.*

*Update 23Mar2010: Really fixed.*