In game idle mode in GBA games can not wake up, GBI crashes (Zelda ALTTP/FS).
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.
Still I have to check my setup, since with the newer version, playing gameboy games don't show square pixels anymore, TV tends to soften edges among other weirdnesses. It's a Thomson (RCA) 48FU4243 and it doesn't seem to have a 'game" mode, changing name to computer or game doesn't help.
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.
I read the whole topic, and here are some more questions:
I saw RGBS can be configured vith CVBS on Sync or not, can you enable or disable it via Software on Pal GC or Wii native RGB outs? Can progressive modes be forced too on those outputs?
I saw there is a special SGB palette, that seems to override a native 4 colors mode from the GBP hardware, so it seems GBI tests if the GBP is in GB/C or GBA mode. If so, is it possible to have a set of borders for the GBC mode, that won't leave all this black space around the GB/C display?
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?
ochentay4 wrote: ↑Fri Aug 11, 2017 1:38 pm
Is GBI compatible with "SuperCard Mini"?
Little late, but confirmed working, sometimes need to press reset for quite long.
Tzakiel wrote: ↑Fri Oct 06, 2017 3:17 pm
Using a GB x5. I'm not sure I have seen this with other games yet or not but in Castlevania the adventure I notice when the player moves right it looks normal but when he moves left there is flickering garbage all over the screen. What is the cause of this? I don't think I've seen it on other videos of playthroughs of this game. Is it normal for the game, an everdrive problem, or a problem with my gamecube/game boy player, or a problem with GBI?
Castlevania Adventure (GB version) animation is slow and not even smooth, so the player feels as the sprite kinda "glued" to the background. I didn't notice that "flickering" until recently, since I was only playing it at 6MHz on my original DMG, thinking it was only too slow. Playing it on a big screen with no remanence makes it so much more noticeable! So I tried back on an original DMG, playing at the genuine frequency, and good light conditions, and can say the flickering happens, and in the two directions!
Extrems wrote: ↑Sat Mar 30, 2019 8:26 pm
You're seeing the wrong aspect ratio because you're treating the capture as square pixels. Scale horizontally by 10/11.
Aren't pixels supposed to be square on both GB and GBA?
iraito wrote: ↑Sat Mar 30, 2019 9:41 pm
Also i see an interlace and non interlace option, given that i'm playing on a CRT i should use interlaced, right ? thank you for pointing me toward the right direction i thought that the same zoom was used for both GBA\GB.
Go for interlaced if you want to be able to get integer scaling at 3x that would fit the screen.
The zoom is indeed the same for Both GBA/GB, but one has a 240x160 pixel display while the older has only 160x144.