That did the trick! Working flawlessly in FAT32. These new bigger SD cards already come formatted as exFAT these days! Thanks Extrems : D GBI is amazing!
Game Boy Interface
Re: Game Boy Interface
Greetings! Also new here; I just discovered that this was a place at all and had to join as soon as I spotted it, though I also happen to have a bit of a situation on my hands.-
I've been using GBI for a few days now. It's a super capable piece of software that has been a really useful tool for me (it runs my flashcart without crashing, unlike the regular Gameboy Player's software) and I'm enjoying it so far! Unfortunately, though, I'm having issues as far as enabling overlays is concerned. Before I get into where I'm currently at, I'll just establish what I already have set up and tried:
- I'm using a burnt Swiss disc on my GameCube through the usage of XenoGC chip. The Swiss version that I am using is v0.6. I'm running GBI - and the rest of my games, at the moment - off of an SDGecko in Slot B.
- I have the extras package and it's GBI folder merged with the main package's GBI folder, as per (what I recall of) the instructions on the wiki.
- I'm using the standard edition, but with a .cli file that contains the same info that's inside of the example.cli file. (The one that makes GBI mimic the Gameboy Player's color style)
- I've moved files all over the place through the root of the SD card and repeatedly edited my .cli file throughout my various testing attempts. Currently, I just have it set up to what would be the default file placement (or, at least, what I'm assuming is default) based on what the GBI's Wiki page's instructions would imply.
- Bonus piece of information: I've had mixed luck with getting the settings to change on the 'before boot' GBI settings menu whatsoever, honestly. For instance, I tried turning off/on Enhancements, but altering that setting didn't seem to do anything either. (I did this primarily to try and get a 32Mb GBAVideo game to load.)
To circle back to the main issue: throughout all of my different testing attempts, I have yet to get any overlays to show up, whether they be custom or the default 20. (For the custom ones, I made sure to change the overlay setting in the .cli; still nothing) I'm unsure of what could be causing it not to function, so I figured I'd try my luck with turning to here as a means of getting some more info on what's going wrong.
Am I missing something critical in regards to how the overlay files - or settings changes in general - are supposed to be recognized by GBI? If that's the case, I'm going to hope that the issue here is stemming from the fact that I just bungled following an instruction, as the chances of that are absolutely a non-zero, lol. Thank you all for your time; any kind of advice or direction would be super appreciated, but no pressure! Let me know if I need to elaborate on anything, also - I've tested so much that I've kind of lost track of what's worked and what hasn't apart from the overlay, xaxa.
I've been using GBI for a few days now. It's a super capable piece of software that has been a really useful tool for me (it runs my flashcart without crashing, unlike the regular Gameboy Player's software) and I'm enjoying it so far! Unfortunately, though, I'm having issues as far as enabling overlays is concerned. Before I get into where I'm currently at, I'll just establish what I already have set up and tried:
- I'm using a burnt Swiss disc on my GameCube through the usage of XenoGC chip. The Swiss version that I am using is v0.6. I'm running GBI - and the rest of my games, at the moment - off of an SDGecko in Slot B.
- I have the extras package and it's GBI folder merged with the main package's GBI folder, as per (what I recall of) the instructions on the wiki.
- I'm using the standard edition, but with a .cli file that contains the same info that's inside of the example.cli file. (The one that makes GBI mimic the Gameboy Player's color style)
- I've moved files all over the place through the root of the SD card and repeatedly edited my .cli file throughout my various testing attempts. Currently, I just have it set up to what would be the default file placement (or, at least, what I'm assuming is default) based on what the GBI's Wiki page's instructions would imply.
- Bonus piece of information: I've had mixed luck with getting the settings to change on the 'before boot' GBI settings menu whatsoever, honestly. For instance, I tried turning off/on Enhancements, but altering that setting didn't seem to do anything either. (I did this primarily to try and get a 32Mb GBAVideo game to load.)
To circle back to the main issue: throughout all of my different testing attempts, I have yet to get any overlays to show up, whether they be custom or the default 20. (For the custom ones, I made sure to change the overlay setting in the .cli; still nothing) I'm unsure of what could be causing it not to function, so I figured I'd try my luck with turning to here as a means of getting some more info on what's going wrong.
Am I missing something critical in regards to how the overlay files - or settings changes in general - are supposed to be recognized by GBI? If that's the case, I'm going to hope that the issue here is stemming from the fact that I just bungled following an instruction, as the chances of that are absolutely a non-zero, lol. Thank you all for your time; any kind of advice or direction would be super appreciated, but no pressure! Let me know if I need to elaborate on anything, also - I've tested so much that I've kind of lost track of what's worked and what hasn't apart from the overlay, xaxa.
JUSTICE PREVAILED?
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- Posts: 9
- Joined: Sun Jun 20, 2021 1:33 am
Re: Game Boy Interface
Question about the .cube files included with GBI HF.
I gave it a try in Adobe Photoshop CS6. I used a 240x160 GBA screenshot (taken with Nano Boy Advance, basically captured the window and cropped to 240x160) with the "raw" color palette, which matches the "Identity Matrix" colors shown on the Color Matrix section here: https://www.gc-forever.com/wiki/index.p ... er_Circuit
extrems screenshot
My own screenshot cropped from NanoBoyAdvance
I then loaded the screenshot into Photoshop CS6. I used Color Lookup then selected lutrgb-gba.cube from the GBI folder as I wanted to convert the screenshot's raw colors to the GBA colors. The result seems to still be a little darker than the GBA image on the wiki. I'm wondering why this is? Is the screenshot on the wiki outdated or is there something on my end that's not making the screenshot match the palette exactly?
extrems screenshot
My own screenshot using lutrgb-gba.cube on the raw color screenshot
I gave it a try in Adobe Photoshop CS6. I used a 240x160 GBA screenshot (taken with Nano Boy Advance, basically captured the window and cropped to 240x160) with the "raw" color palette, which matches the "Identity Matrix" colors shown on the Color Matrix section here: https://www.gc-forever.com/wiki/index.p ... er_Circuit
extrems screenshot
My own screenshot cropped from NanoBoyAdvance
I then loaded the screenshot into Photoshop CS6. I used Color Lookup then selected lutrgb-gba.cube from the GBI folder as I wanted to convert the screenshot's raw colors to the GBA colors. The result seems to still be a little darker than the GBA image on the wiki. I'm wondering why this is? Is the screenshot on the wiki outdated or is there something on my end that's not making the screenshot match the palette exactly?
extrems screenshot
My own screenshot using lutrgb-gba.cube on the raw color screenshot
Re: Game Boy Interface
Those screenshots are of only one component. They don't represent the sum of all components.
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- Posts: 9
- Joined: Sun Jun 20, 2021 1:33 am
Re: Game Boy Interface
They can only replicate the screenshots under the "3D lookup table" section, not the "Color matrix" section.
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- Posts: 9
- Joined: Sun Jun 20, 2021 1:33 am
Re: Game Boy Interface
Ahhh my bad, thanks for pointing that out. If I wanted to accurately show a GBA filter color palette in a screenshot, would the .cube / 3D LUT file suffice? I guess really I'm curious how the color matrix screenshots were taken and why they differ from the 3D lookup table section.
Re: Game Boy Interface
The "Color matrix" section represents the --matrix options with other settings as default.
--profile is a close analogue to what the 3D LUTs do, but different tone curves were used from what Pokefan531 did.
--profile is a close analogue to what the 3D LUTs do, but different tone curves were used from what Pokefan531 did.
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- Posts: 9
- Joined: Sun Jun 20, 2021 1:33 am
Re: Game Boy Interface
Thanks. If I wanted to get a 3D LUT that replicates the GBA color matrix settings from Pokefan531, do you know if that's available somewhere?
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- Posts: 2
- Joined: Mon Jul 29, 2024 12:50 am
Re: Game Boy Interface
I'm having a problem with the ROM dumping utility which a search of the forum shows me a few others encountered but the posted solutions that work for them aren't working for me.
Problem
Problem
- When I boot the boot into gbi.dol with no GBA cartridge inserted, I merely get a "Insert cartridge" prompt. Doing so merely causes the game to boot with no ROM dumper.
- When I hold Start+Select (on GC controller Start+Z) when the Gameboy text appears, nothing happens. The screen freezes there (white background, blue GB logo). Neither the game nor the ROM dumper load.
Re: Game Boy Interface
First, let's ask the idiot-proofing questions. The multiboot does load when you have no cartridge inserted? The tab in the GBP's EXT slot isn't stuck pushed back? That tab is what allows the GCN to communicate with the GBP's EXT bus directly.feeling_zen wrote: ↑Mon Jul 29, 2024 1:03 amI'm having a problem with the ROM dumping utility which a search of the forum shows me a few others encountered but the posted solutions that work for them aren't working for me.
Problem
- When I boot the boot into gbi.dol with no GBA cartridge inserted, I merely get a "Insert cartridge" prompt. Doing so merely causes the game to boot with no ROM dumper.
Some searching the forum suggested that gbi.dol should exist in the root path, not inside /apps, so I tried that. No change. I'm running GBI 20240703 on SWIS 0.6. Any guidance on what mistake I have made would be welcome.
- When I hold Start+Select (on GC controller Start+Z) when the Gameboy text appears, nothing happens. The screen freezes there (white background, blue GB logo). Neither the game nor the ROM dumper load.
Not having gbi.dol on the SD root shouldn't matter, I have mine in the SlotB:/GCN/GBI directory and it works perfectly.
Other than that? You might need to be specific, some things have very weird interactions.
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- Posts: 2
- Joined: Mon Jul 29, 2024 12:50 am
Re: Game Boy Interface
Oh the penny might be dropping. I'll try and be as specific as possible:N7Kopper wrote: ↑Sat Sep 14, 2024 7:16 pmFirst, let's ask the idiot-proofing questions. The multiboot does load when you have no cartridge inserted? The tab in the GBP's EXT slot isn't stuck pushed back? That tab is what allows the GCN to communicate with the GBP's EXT bus directly.feeling_zen wrote: ↑Mon Jul 29, 2024 1:03 amI'm having a problem with the ROM dumping utility which a search of the forum shows me a few others encountered but the posted solutions that work for them aren't working for me.
Problem
- When I boot the boot into gbi.dol with no GBA cartridge inserted, I merely get a "Insert cartridge" prompt. Doing so merely causes the game to boot with no ROM dumper.
Some searching the forum suggested that gbi.dol should exist in the root path, not inside /apps, so I tried that. No change. I'm running GBI 20240703 on SWIS 0.6. Any guidance on what mistake I have made would be welcome.
- When I hold Start+Select (on GC controller Start+Z) when the Gameboy text appears, nothing happens. The screen freezes there (white background, blue GB logo). Neither the game nor the ROM dumper load.
Not having gbi.dol on the SD root shouldn't matter, I have mine in the SlotB:/GCN/GBI directory and it works perfectly.
Other than that? You might need to be specific, some things have very weird interactions.
- GBI works as expected for letting GBP playing GBA carts. Ergo, the GBP is properly connected to the GC and GBI can clearly interface with the GBP.
- The small tab on the GBP front EXT port is not stuck or pushed back.
- When booting gbi.dol with no cart inserted, I merely get the black screen with "Insert cartridge" prompt. Inserting a GBA cart then merely causes the game to boot as normal