Game Boy Interface
- SmokeMonster
- Posts: 6
- Joined: Sat Aug 27, 2016 7:18 pm
Re: Game Boy Interface
Yes, I realized that integer scaling work best after posting. Anyways, it looks as good as it can get with s-video now and I'm very happy with the results.
Re: Game Boy Interface
Hi extrems!!
Thank you sooo much for your awesome work!
I am currently using GBI ULL mode on a pal cube hooked via RGB SCART to a sony PVM and the picture has the best quality i have ever seen.
The only problem i am now facing is a distortion after some time of playing while the motion is fast (example: the game character moving fast or changimg screens). By distortion i mean horizontal lines that are blurry/tangled when the GBA screens or characters move.
It doesn't stop once it happens and i don't think it is hardware related. Any info on this? I will try and get some screencaps as soon as i get home.
Thanks again for the awesomeness you brought us.
Thank you sooo much for your awesome work!
I am currently using GBI ULL mode on a pal cube hooked via RGB SCART to a sony PVM and the picture has the best quality i have ever seen.
The only problem i am now facing is a distortion after some time of playing while the motion is fast (example: the game character moving fast or changimg screens). By distortion i mean horizontal lines that are blurry/tangled when the GBA screens or characters move.
It doesn't stop once it happens and i don't think it is hardware related. Any info on this? I will try and get some screencaps as soon as i get home.
Thanks again for the awesomeness you brought us.

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- Posts: 161
- Joined: Fri Jul 26, 2013 11:19 pm
Re: Game Boy Interface
ULL is pretty far out of spec for most displays. On mine, after around 5 minutes or so shaky horizontal lines slowly start scrolling down the screen until they hit the bottom, then after another 5 minutes the cycle repeats.
Have you tried the LL version? On a CRT I don't think the lag is noticeable at all.
Have you tried the LL version? On a CRT I don't think the lag is noticeable at all.
Re: Game Boy Interface
PVMs are supposed to accept many signals without problem. Anyway if it is indeed hardware related we could possibly counter the problem if we know the name or the exact cause of this problem. I will try degaussing the monitor once the problem happens.
-------EDIT-----------------
I may or may not have found the culprit. According to the wikia the horizontal tearing i am facing is due to the framerate of the ULL version. Some crt could be damaged because of framerate.
-------EDIT-----------------
I may or may not have found the culprit. According to the wikia the horizontal tearing i am facing is due to the framerate of the ULL version. Some crt could be damaged because of framerate.
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Re: Game Boy Interface
The problem you describe is not related to the refresh rate of the display, but because the GameCube and GBA hardware are not running perfectly in sync, and will slowly drift into and out of sync. What you're seeing is the effect of the cube starting to send a frame to the TV when the GBA is already part way through drawing the next frame. AFAIK this can't be fixed without a framebuffer, and the LL version of GBI is specifically intended to address this problem at the expense of one frame of extra lag. It also runs at a slightly higher refresh rate, significantly improving compatibility with display devices.
In other words, the solution to the problem is the LL version, if you want the lowest latency at all costs, put up with the tearing.
You're not going to damage a PVM with any of the refresh rates supported by GBI like the ~59.7 Hz of ULL: the PVM is designed for both PAL (50Hz) and NTSC (59.97Hz), and 59.7 falls within that range. The compatibility issues come with the timing on the colour signal not being quite what is expected of NTSC.
In other words, the solution to the problem is the LL version, if you want the lowest latency at all costs, put up with the tearing.
You're not going to damage a PVM with any of the refresh rates supported by GBI like the ~59.7 Hz of ULL: the PVM is designed for both PAL (50Hz) and NTSC (59.97Hz), and 59.7 falls within that range. The compatibility issues come with the timing on the colour signal not being quite what is expected of NTSC.
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- Posts: 3
- Joined: Sun Sep 04, 2016 12:14 am
Re: Game Boy Interface
I'm having a problem. I'm playing on a CRT; when I force Gameboy Player to 240p, it works fine and there is no blur - and the same is true for GBI LL. However, if I use the regular version, there is blur when things move across the screen. I'm not sure how to disable it. This is my cli right now:
Code: Select all
--scan-mode=non-interlace
--filter=normalnx
--zoom=2.375
--offset=-1:0
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- Posts: 22
- Joined: Fri Mar 20, 2015 4:51 am
Re: Game Boy Interface
If I was to use a Raphnet SNES to GC adapter, could I use Y as B and B as A? The only mode available from the adapter does not allow usage of the L and R buttons, as it is the NES mode. This configuration would feel the best for me with these games.
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- Posts: 161
- Joined: Fri Jul 26, 2013 11:19 pm
Re: Game Boy Interface
The options are to either flash the Raphnet adapter, or for Unseen to add in controller configuration support. I forget if that was being worked on but I feel like it was?
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- Posts: 22
- Joined: Fri Mar 20, 2015 4:51 am
Re: Game Boy Interface
What do you mean by flashing the adapter?
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- Posts: 161
- Joined: Fri Jul 26, 2013 11:19 pm
Re: Game Boy Interface
Flash the firmware on it with a version that has different mappings. Check Raphnet's website.
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- Posts: 22
- Joined: Fri Mar 20, 2015 4:51 am
Re: Game Boy Interface
I saw the firmwares but nothing related to what I'm looking for. Could you link me? Also, how do I flash it? Like with my modded Wii somehow? Thanks
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- Posts: 161
- Joined: Fri Jul 26, 2013 11:19 pm
Re: Game Boy Interface
I don't have the adapter, so I don't really know on either point. Email him to see if he'll offer an alternative firmware with the config you want (and plenty others from what I've read) if it's not available on his website.
Flashing information should have been on there though. I'd assume there's either a Wii homebrew for it or you just have to solder a USB Blaster up to a JTAG interface on the board. I know the Gamecube to N64 adapter has an N64 homebrew for flashing.
Flashing information should have been on there though. I'd assume there's either a Wii homebrew for it or you just have to solder a USB Blaster up to a JTAG interface on the board. I know the Gamecube to N64 adapter has an N64 homebrew for flashing.
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- Posts: 22
- Joined: Fri Mar 20, 2015 4:51 am
Re: Game Boy Interface
I have e-mailed him actually. He ignored me lol. I bought 3 of his adapters too like damn.
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- Posts: 161
- Joined: Fri Jul 26, 2013 11:19 pm
Re: Game Boy Interface
Ah, that sucks. I would recommend his adapter for GBI if it had a Y-B mapping available. The Gamecube to N64 adapter has fully user-customizable layouts, so I'm not sure why he hasn't put that much into his other products.
Are firmware files available? Maybe they could be manually modified in some way?
EDIT: Doesn't even seem like the SNES adapter if flashable... I assumed feature parity with the N64 adapter, but I guess not. Maybe there's JTAG support, but firmwares aren't available either.
Are firmware files available? Maybe they could be manually modified in some way?
EDIT: Doesn't even seem like the SNES adapter if flashable... I assumed feature parity with the N64 adapter, but I guess not. Maybe there's JTAG support, but firmwares aren't available either.
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- Posts: 22
- Joined: Fri Mar 20, 2015 4:51 am
Re: Game Boy Interface
That's a real shame. Hopefully mapping will be implemented into the GBI, Y-B just feels so so much better.
Re: Game Boy Interface
For low latency version:
Use --format=custom for 59.7276 Hz video.
- Added video options.
- Added control schemes.
- Added polling rate setting.
Use --format=custom for 59.7276 Hz video.
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- Posts: 161
- Joined: Fri Jul 26, 2013 11:19 pm
Re: Game Boy Interface
Well speak of the devil! Thanks Extrems!
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- Posts: 22
- Joined: Fri Mar 20, 2015 4:51 am
Re: Game Boy Interface
Oh wow, that's awesome! Thank you so much. Now here's hoping the disk I ordered from codejunkies uk works when it finally arrives.
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- Posts: 22
- Joined: Fri Mar 20, 2015 4:51 am
Re: Game Boy Interface
I'm trying to open either configuration in Swiss and it's telling me the file is an unknown type and to enable file management... but it is. Please help!
Re: Game Boy Interface
In Swiss you can't load a .dcp or a .cli file by pressing A on them directly. You can select the DOL and if there's a .dcp or a .cli they will be used, don't put both though because then you'll enter a raffle to see which one will actually apply (or super lucky: crash).

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- Posts: 22
- Joined: Fri Mar 20, 2015 4:51 am
Re: Game Boy Interface
Thank you so much!emu_kidid wrote:In Swiss you can't load a .dcp or a .cli file by pressing A on them directly. You can select the DOL and if there's a .dcp or a .cli they will be used, don't put both though because then you'll enter a raffle to see which one will actually apply (or super lucky: crash).
Re: Game Boy Interface
God tier!!Extrems wrote:For low latency version:
[*]Added control schemes.[/b]

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- Posts: 22
- Joined: Fri Mar 20, 2015 4:51 am
Re: Game Boy Interface
I have 2 ideas that are kinda far off but just thought I would mention nonetheless. So I always plan on using the settings of controls C and 240p60, is there a way to always default to that? I mean, ideally I would want it like on start up so I could swap games without the menus but like I doubt that would ever be possible. It's really all I use for the SD Media Launcher anyway. Also, and even more far off, would save states for speedrun practice ever be a thing?
Re: Game Boy Interface
A .cli file, the low latency version defaults to 240p60 regardless.aterraformer wrote:So I always plan on using the settings of controls C and 240p60, is there a way to always default to that?
Press the reset button when changing games.aterraformer wrote:I mean, ideally I would want it like on start up so I could swap games without the menus but like I doubt that would ever be possible.
It might be possible to patch specific games, but it's not really feasible without external hardware.aterraformer wrote:Also, and even more far off, would save states for speedrun practice ever be a thing?
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- Posts: 22
- Joined: Fri Mar 20, 2015 4:51 am
Re: Game Boy Interface
Thanks for getting back to me. Ah okay, haven't tried that one. I guess "static" in the description would be a good indicator lol. Ah so I could just eject the game while it's running and swap games without damaging anything? Sounds good. Yeah, I was thinking of like what the Wii does but that more installs onto the Wii I guess so that's different. I suppose I could check with individual communities, see if there are any plans.