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Re: Game Boy Interface

Posted: Wed Apr 10, 2019 2:03 pm
by Papy.G
It's been too long since I got into that , so I wasn't aware that the reference you mentionned was not that of the video Display generator in the GameCube.
I feel so stupid my brain was litterally off, line begining is just signaled by a "pulse", so the source device cannot stretch the signal or cheat in any way, if it can't change its pixel clock.
So how does it work? Isn't it more accurate if one uses the zoom ability on the display side?

Re: Game Boy Interface

Posted: Wed Apr 10, 2019 2:05 pm
by Extrems
Papy.G wrote:
Wed Apr 10, 2019 11:46 am
In game idle mode in GBA games can not wake up, GBI crashes (Zelda ALTTP/FS).
I don't handle sending inputs while the GBA is asleep still.
Papy.G wrote:
Wed Apr 10, 2019 11:46 am
Sending two opposite directions to the GBP when they are pressed at the same time on the d-Pad and the Directionnal stick, testing shows different behavior wether you play a GB or GBA Game:
-> GB: Link stands still in Link's Awakening
-> GBA: Link walks backwards in ALTTP/FS.
This is intentionally allowed in the standard edition.
Papy.G wrote:
Wed Apr 10, 2019 11:46 am
Also, I saw that in the settings, you can choose between PAL and NTSC, I thought it was fixed by the composite encoder on the motherboard and not controllable by software. Just wondering since I'm playing through RGB since day one I got my Gamecube, and only often use the orignal cable to play on a tiny 7" nomad composite display that displays with right colors, whatever settings I try.
AVE N-DOL can output either NTSC-J or PAL-M and AVE P-DOL can output PAL.
ochentay4 wrote:
Fri Aug 11, 2017 1:38 pm
I hoped that playing with real hardware would permit playing competitive games as on the real gameboys, opposed to the emulators, but it seems that the way the controller is adressed on the gamecube prevents this kind of use. The Contollers are polled, and controls can't directly trigger an interrupt, as I suppose it is the case on the handhelds, nor can they be scanned directly by the processor.
The maximum height possible in Tetris which shapes can get over is a test that makes it obvious.
Maybe hard-wiring buttons on the GBP board would be the ultimate mod to adress that issue, but it would be too much frankenconsole if it is even possible.
Or Maybe the Gamecube Hardware permits to use an interrup-driven controller scheme to reduce this?
You're insane to think 1000Hz polling is insufficient.

Re: Game Boy Interface

Posted: Wed Apr 10, 2019 2:46 pm
by Papy.G
Extrems wrote:
Wed Apr 10, 2019 2:05 pm
AVE N-DOL can output either NTSC-J or PAL-M and AVE P-DOL can output PAL.
So the Pal or NTSC setting is useless, since it is fixed, or is it only for the Digital Video outputs?
Extrems wrote:
Wed Apr 10, 2019 2:05 pm
You're insane to think 1000Hz polling is insufficient.
I have to try againg with 1000Hz, maybe it was the time I set it to Vsync. :oops:
Can it be in the way the GB emulation is handled, I know that even the GBC didn't emulate the DMG behavior accurately, after all…

Re: Game Boy Interface

Posted: Fri Apr 19, 2019 12:47 pm
by Weario
I've a question, forgive me if this has been answered before:
If I were to change the colors to resemble the gba, what would be the difference and the results between using

Code: Select all

--lut3d=lutrgb-gba.png
and

Code: Select all

--matrix=gba
?
This is assuming you're supposed to set one option or the other.

Re: Game Boy Interface

Posted: Fri Apr 19, 2019 1:41 pm
by Extrems
The latter is only one component: color gamut.

Last time I looked, "--matrix=gba --input-gamma=2.7" was a close approximation of the 3D LUT.

I think my settings are most accurate.

Re: Game Boy Interface

Posted: Fri Apr 19, 2019 3:01 pm
by Weario
Gotcha, I think Iunderstand now. :) I can either change the colors with --lut3d and use Pokefan's lut's or I can set them using --matrix and --input-gamma, --contrast, etc.

Re: Game Boy Interface

Posted: Fri Apr 19, 2019 3:07 pm
by Extrems
You can also make your own 3D LUTs using DisplayCAL's 3D LUT Maker (export as 32x32x32 PNG and use --lut3d-order=gbr).

Re: Game Boy Interface

Posted: Sun Apr 21, 2019 11:59 pm
by Haydinho
I have the GBI booting straight from memory card with the AC exploit. I notice the disc drive is still running when running the GBI, is there a way to turn this off without opening the lid? Would be great if the software turned it off when booting.

Re: Game Boy Interface

Posted: Mon Apr 22, 2019 12:32 am
by vortiene
I was trying out Drill Dozer on GBI today. I noticed that whenever the drill speed overlay was active, the framerate seemingly went down a lot. I tried with the normal gameboy player startup disk and didn't seem to have the same problem. Anyone know what's up with that?

Re: Game Boy Interface

Posted: Sun Apr 28, 2019 9:15 pm
by Extrems
  • Fixed a power issue.
  • Enabled USB Gecko standard output.
For standard edition:
  • Unified screen space for HD video modes.
  • Fixed some video rendering bugs.
For speedrunning edition:
  • Fixed fade with background color set.
If you had issues with GBA cartridges, this might be fixed now.

Re: Game Boy Interface

Posted: Thu May 02, 2019 2:33 am
by omikes
Haydinho wrote:
Sun Apr 21, 2019 11:59 pm
I have the GBI booting straight from memory card with the AC exploit. I notice the disc drive is still running when running the GBI, is there a way to turn this off without opening the lid? Would be great if the software turned it off when booting.
I'm not sure about the AC exploit, but I use the WW exploit and I can take out the disk and put it away as soon as GBI has started to make it pretty much a silent experience. You can even hit reset and it will just act like a Game Boy that has been restarted. Just don't hit power by mistake, then you would definitely need to put the disk back in.

If you are asking Extrems to sit and write code for a few days so that you don't have to press a button, you may have come off as ungrateful. Next time lead with "good work" or "thank you".

Re: Game Boy Interface

Posted: Fri May 03, 2019 11:22 pm
by Extrems
For standard edition:
  • Added blend, deflicker and accumulate filters.
  • Added prescaling filter setting.
The deflicker filter isn't quite (yet) a perfect replica of the Game Boy Player Start-up Disc's normal screen filter, but it's mostly there.

Re: Game Boy Interface

Posted: Wed May 15, 2019 11:58 am
by Papy.G
I don't know if it is written somewhere, but it seems DCP config menu won't work in SWISS if hide unknown files is checked in the settings.

Re: Game Boy Interface

Posted: Tue May 21, 2019 2:28 am
by Extrems
For standard edition:
  • Added reset combo.
For speedrunning edition:
  • Added GBA ROM checksummer.
  • Added 960i and 1152i video modes.
Additionally, the GBA dumper must now be called with Start + Select in other editions.

Re: Game Boy Interface

Posted: Sun Jun 02, 2019 9:22 pm
by Extrems

Re: Game Boy Interface

Posted: Mon Jun 03, 2019 7:34 pm
by Weario
omikes wrote:
Thu Feb 21, 2019 8:40 am
Weario wrote:
Wed Feb 20, 2019 6:24 pm
Just want to let you know that this guide is absolutely fantastic. I've been using this method twice to update my Carby (to version 2.4b and 2.4c). The only thing that gets a bit messy is the USB port detection for XILINX, I have to retry that bit until the ISE platform detects it. Thank you so much for this!
I am very happy it was useful. I hadn't actually tried to update to 2.4c yet to be honest, so I am glad to hear it didn't effect the steps at all. Someday I'll dust off my USB jtag thingy and try to find out a consistent way of having the USB be recognized by iMPACT. In the meantime, do you have any tips that I can add to the steps? Did you simply unplug and replug the USB until iMPACT said it was connected, or restart the virtual machine?
I forgot to reply to this, apologies! But I just successfully updated to 2.4d and here's how it went:
0. Note that this time I did not follow the guide step-by-step, as I still had the virtualbox with the image setup on my computer.
1. I set up the connections, started my Gamecube and plugged in the usb cable in my computer (into a usb 2.0 port).
2. I started up the virtual image and downloaded the 2.4d firmware.
3. The flash platform software did not recognize my cable when I clicked "program", so I looked at the usb settings (without closing the image) and added "Xilinx, inc." to the usb device filters list (Even though XILINX was already added there before). In the end, the page looked like this: https://i.imgur.com/mcusv6T.png I have no idea if this is correct, but it worked for me in the end.
4. The flashing program still did not recognize my cable, so I just unplugged the usb out of my computer and plugged it back in.
5. my computer then made those "device plugged, unplugged, plugged, etc." sounds. When it stopped doing that, I clicked "program" again and it just worked.

I honestly think this was just a lucky shot, but I'm posting it here anyway, maybe someone else gets it to work this way as well.

Re: Game Boy Interface

Posted: Fri Jun 07, 2019 1:43 am
by omikes
Weario wrote:
Mon Jun 03, 2019 7:34 pm
omikes wrote:
Thu Feb 21, 2019 8:40 am
Weario wrote:
Wed Feb 20, 2019 6:24 pm
Just want to let you know that this guide is absolutely fantastic. I've been using this method twice to update my Carby (to version 2.4b and 2.4c). The only thing that gets a bit messy is the USB port detection for XILINX, I have to retry that bit until the ISE platform detects it. Thank you so much for this!
I am very happy it was useful. I hadn't actually tried to update to 2.4c yet to be honest, so I am glad to hear it didn't effect the steps at all. Someday I'll dust off my USB jtag thingy and try to find out a consistent way of having the USB be recognized by iMPACT. In the meantime, do you have any tips that I can add to the steps? Did you simply unplug and replug the USB until iMPACT said it was connected, or restart the virtual machine?
I forgot to reply to this, apologies! But I just successfully updated to 2.4d and here's how it went:
0. Note that this time I did not follow the guide step-by-step, as I still had the virtualbox with the image setup on my computer.
1. I set up the connections, started my Gamecube and plugged in the usb cable in my computer (into a usb 2.0 port).
2. I started up the virtual image and downloaded the 2.4d firmware.
3. The flash platform software did not recognize my cable when I clicked "program", so I looked at the usb settings (without closing the image) and added "Xilinx, inc." to the usb device filters list (Even though XILINX was already added there before). In the end, the page looked like this: https://i.imgur.com/mcusv6T.png I have no idea if this is correct, but it worked for me in the end.
4. The flashing program still did not recognize my cable, so I just unplugged the usb out of my computer and plugged it back in.
5. my computer then made those "device plugged, unplugged, plugged, etc." sounds. When it stopped doing that, I clicked "program" again and it just worked.

I honestly think this was just a lucky shot, but I'm posting it here anyway, maybe someone else gets it to work this way as well.
Ah, I've seen that happen with other devices, where you have to add it as multiple USBs for some reason. I've edited the directions to include that. Thank you.

Re: Game Boy Interface

Posted: Fri Jun 07, 2019 8:31 am
by Weario
omikes wrote:
Fri Jun 07, 2019 1:43 am
Weario wrote:
Mon Jun 03, 2019 7:34 pm
omikes wrote:
Thu Feb 21, 2019 8:40 am

I am very happy it was useful. I hadn't actually tried to update to 2.4c yet to be honest, so I am glad to hear it didn't effect the steps at all. Someday I'll dust off my USB jtag thingy and try to find out a consistent way of having the USB be recognized by iMPACT. In the meantime, do you have any tips that I can add to the steps? Did you simply unplug and replug the USB until iMPACT said it was connected, or restart the virtual machine?
I forgot to reply to this, apologies! But I just successfully updated to 2.4d and here's how it went:
0. Note that this time I did not follow the guide step-by-step, as I still had the virtualbox with the image setup on my computer.
1. I set up the connections, started my Gamecube and plugged in the usb cable in my computer (into a usb 2.0 port).
2. I started up the virtual image and downloaded the 2.4d firmware.
3. The flash platform software did not recognize my cable when I clicked "program", so I looked at the usb settings (without closing the image) and added "Xilinx, inc." to the usb device filters list (Even though XILINX was already added there before). In the end, the page looked like this: https://i.imgur.com/mcusv6T.png I have no idea if this is correct, but it worked for me in the end.
4. The flashing program still did not recognize my cable, so I just unplugged the usb out of my computer and plugged it back in.
5. my computer then made those "device plugged, unplugged, plugged, etc." sounds. When it stopped doing that, I clicked "program" again and it just worked.

I honestly think this was just a lucky shot, but I'm posting it here anyway, maybe someone else gets it to work this way as well.
Ah, I've seen that happen with other devices, where you have to add it as multiple USBs for some reason. I've edited the directions to include that. Thank you.
My pleasure, it's thanks to you that we even have a way to update our Carbies. :)
You may want to include step 4 and 5 to your guide as well somewhere, That was the moment it started working again for me. Perhaps you could add something like this as a step 16a:
"If the software does not recognize your cable, try unplugging the usb cable and plug it back in. Your pc may make a few 'device connected, disconnected, etc.' sounds. When it stops doing that (or after waiting about 30 seconds). try double clicking 'program' again."

Re: Game Boy Interface

Posted: Sun Jun 09, 2019 9:14 pm
by Extrems
For high-fidelity edition:
  • Added non-integer vertical scaling.
  • Changed 540p and 1080i to assume 16:9.
https://www.gc-forever.com/wiki/index.php?title=Game_Boy_Interface/High-Fidelity_Edition#High-definition_televisions

Re: Game Boy Interface

Posted: Wed Jun 12, 2019 12:52 pm
by Weario
Just a question because I am curious. There's still a slight latency in GBI's audio (speedrunning edition). Do you think it's possible to reduce this even further or have we reached the limit at this point?
I sometimes play multiplayer games with a friend using GBI and a real GBA. It sounds like there's an echo because of the audio delay in GBI, that's why I'm asking. :)

Re: Game Boy Interface

Posted: Wed Jun 12, 2019 1:44 pm
by Extrems
Yes, but there aren't any plans to improve this in GBISR, as it already roughly matches the video latency.

Re: Game Boy Interface

Posted: Wed Jun 12, 2019 1:55 pm
by Weario
Understood, thanks for answering!

Re: Game Boy Interface

Posted: Thu Jun 13, 2019 10:42 am
by Papy.G
If you're on a LCD TV, you may be able to set the latency to a minimum (there usually is a default value to match the video chain's).

Re: Game Boy Interface

Posted: Thu Jun 13, 2019 4:01 pm
by Weario
Papy.G wrote:
Thu Jun 13, 2019 10:42 am
If you're on a LCD TV, you may be able to set the latency to a minimum (there usually is a default value to match the video chain's).
Thanks for the advice. :) My gamecube is connected to an Onkyo Receiver, there's no latency coming from it whatsoever.

Re: Game Boy Interface

Posted: Thu Jun 13, 2019 5:36 pm
by Extrems
If there's no latency, it's odd there's a noticeable echo.