Game Boy Interface

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Papy.G
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Re: Game Boy Interface

Post by Papy.G » Wed Apr 10, 2019 1:45 pm

But you said the pixel clock is fixed, can you change the signal/scan voltages to "stretch" the pixels?
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Extrems
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Re: Game Boy Interface

Post by Extrems » Wed Apr 10, 2019 1:48 pm

That's not how analog video works.
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Papy.G
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Re: Game Boy Interface

Post by Papy.G » Wed Apr 10, 2019 2:03 pm

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?
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Extrems
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Re: Game Boy Interface

Post by Extrems » Wed Apr 10, 2019 2:05 pm

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.
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Papy.G
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Re: Game Boy Interface

Post by Papy.G » Wed Apr 10, 2019 2:46 pm

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…
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Weario
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Re: Game Boy Interface

Post by Weario » Fri Apr 19, 2019 12:47 pm

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.
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Extrems
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Re: Game Boy Interface

Post by Extrems » Fri Apr 19, 2019 1:41 pm

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.
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Re: Game Boy Interface

Post by Weario » Fri Apr 19, 2019 3:01 pm

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.
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Re: Game Boy Interface

Post by Extrems » Fri Apr 19, 2019 3:07 pm

You can also make your own 3D LUTs using DisplayCAL's 3D LUT Maker (export as 32x32x32 PNG and use --lut3d-order=gbr).
Haydinho
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Re: Game Boy Interface

Post by Haydinho » 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.
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Re: Game Boy Interface

Post by vortiene » Mon Apr 22, 2019 12:32 am

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?
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Extrems
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Re: Game Boy Interface

Post by Extrems » Sun Apr 28, 2019 9:15 pm

  • 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.
omikes
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Re: Game Boy Interface

Post by omikes » Thu May 02, 2019 2:33 am

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".
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Extrems
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Re: Game Boy Interface

Post by Extrems » Fri May 03, 2019 11:22 pm

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.
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Papy.G
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Re: Game Boy Interface

Post by Papy.G » Wed May 15, 2019 11:58 am

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.
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Re: Game Boy Interface

Post by Extrems » Tue May 21, 2019 2:28 am

For speedrunning edition:
  • Added GBA ROM checksummer.
  • Added 960i and 1152i video modes.
Additionally, the GBA dumper must now be called with Start + Select.
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