Game Boy Interface

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FIX94
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Re: Game Boy Interface

Post by FIX94 » Wed Apr 01, 2015 1:43 pm

This software is awesome, I love it! Sound works impressively good, the background beeping isnt as bad as I expected it to be.
Just made up a small argument booter to easly create a gbi.dol which boots with your arguments of choice, I dont know if anyone is interested in it, if you are then here you go:
http://www.mediafire.com/download/0xv6hqf9z3gdbvy
To use it just drop Extrems gbi.dol into the data folder, edit the main.c in the source folder with the args you want it to use and use the build.bat file to get out a new dol which basically is the original gbi.dol just with your arguments of choice, oh and you need to have devkitppc and libogc from the devkitpro installer of course.
RetroRGB
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Re: Game Boy Interface

Post by RetroRGB » Wed Apr 01, 2015 7:34 pm

FIX94, please excuse my ignorance, but I've never used those tools before. Does the script you wrote create a .dol that boots into a specific video mode of your choice?
FIX94
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Re: Game Boy Interface

Post by FIX94 » Wed Apr 01, 2015 9:21 pm

RetroRGB wrote:FIX94, please excuse my ignorance, but I've never used those tools before. Does the script you wrote create a .dol that boots into a specific video mode of your choice?
you could do that yes, just check out the main.c and you'll see some arguments I did add as examples (these are my perfect settings for gb games to be in fullscreen for my tv card). You can look in the first post in the arguments section what can possibly be set.
theclaw
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Re: Game Boy Interface

Post by theclaw » Thu Apr 02, 2015 3:18 pm

Extrems wrote:No frames will drop until 3.5x zoom, and that's under certain conditions.

You can trick it into using 240p by momentarily disconnecting the cable.
However, non-integer scaling in 240p is suboptimal.

480p is used if progressive scan has been enabled in a GameCube title.
Couldn't you have it behave like commercial games with a 480i selection screen by holding a button?

I'm still not convinced on the idea of deviating from near-universal Nintendo endorsed behavior.
Madden NFL 2002 is an exception, 480p was in its options menu.
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Extrems
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Re: Game Boy Interface

Post by Extrems » Thu Apr 02, 2015 7:22 pm

It roughly matches Wii behavior.

Can we talk about something more interesting than video mode selection?
Matando
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Re: Game Boy Interface

Post by Matando » Thu Apr 02, 2015 7:34 pm

Extrems wrote:It roughly matches Wii behavior.

Can we talk about something more interesting than video mode selection?
What kind of data is being transferred between the Gameboy Player and the Gamecube? Is it the entire ram of the gameboy or just certain parts?
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Extrems
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Re: Game Boy Interface

Post by Extrems » Thu Apr 02, 2015 8:00 pm

No internal memory or registers are accessible, it's a capture device.
Matando
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Re: Game Boy Interface

Post by Matando » Thu Apr 02, 2015 8:49 pm

Extrems wrote:No internal memory or registers are accessible, it's a capture device.

Wow... what a shame.
theclaw
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Re: Game Boy Interface

Post by theclaw » Thu Apr 02, 2015 9:32 pm

Extrems wrote:It roughly matches Wii behavior.

Can we talk about something more interesting than video mode selection?
Hmm, that makes it sound like you're working on a replacement IPL.
SuperrSonic
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Re: Game Boy Interface

Post by SuperrSonic » Fri Apr 03, 2015 5:45 am

The Game Boy Player displays games with altered colors doesn't it? Is it just simple brightness being lowered or is it not that simple and is that what the color gamut mapping is for?
BenoitRen
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Re: Game Boy Interface

Post by BenoitRen » Fri Apr 03, 2015 11:53 am

I'm also interested in how (in)accurate the Game Boy Player is, as I own one myself but never hooked it up. For some people there seems to be a frame drop every couple seconds no matter the video mode.
Hardware: Wii (PAL)
Hardware configuration: System Menu 4.1E, Priiloader
Swiss boot method: Modified Wii Swiss Booter provided by Extrems
Software medium: Retail discs
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Extrems
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Re: Game Boy Interface

Post by Extrems » Fri Apr 03, 2015 2:30 pm

SuperrSonic wrote:The Game Boy Player displays games with altered colors doesn't it? Is it just simple brightness being lowered or is it not that simple and is that what the color gamut mapping is for?
The color gamut mapping is for matching Nintendo DS colors on a sRGB display. The Start-up Disc dims on its own.
BenoitRen wrote:I'm also interested in how (in)accurate the Game Boy Player is, as I own one myself but never hooked it up. For some people there seems to be a frame drop every couple seconds no matter the video mode.
This is addressed by framerate conversion, even on PAL 50 Hz.
theclaw
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Re: Game Boy Interface

Post by theclaw » Sat Apr 04, 2015 2:22 am

Color settings are a fantastic idea I forgot. Get those oversaturated games to behave on backlit screens.
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Extrems
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Re: Game Boy Interface

Post by Extrems » Sat Apr 04, 2015 2:55 am

This is how Game Boy Interface looks like:
Image

This is how it looks like without color gamut mapping and linear light:
Image
Diminuendo
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Re: Game Boy Interface

Post by Diminuendo » Sun Apr 19, 2015 5:14 am

it looks sooooooooooo good
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lev11
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Re: Game Boy Interface

Post by lev11 » Mon May 04, 2015 8:09 pm

This is brilliant, nice one Extrems.
I'd have guessed the 2nd brighter blue image above would have been the correct one.
I compared Castlevania in a DS and GameBoy micro with the Game Boy Interface and the Game Boy Player: http://imgur.com/gallery/qIeRB/
The photos don't do it justice, but you can see the colour matching effect really well. Also it scales better on my TV, perhaps as it's a slightly different resolution than the Game Boy Player, it certainly a little wider.

Extrems, just wondering why you didn't build it at 3:2 by default, as oppose to 4:3?
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Extrems
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Re: Game Boy Interface

Post by Extrems » Tue May 05, 2015 8:33 am

lev11 wrote:Extrems, just wondering why you didn't build it at 3:2 by default, as oppose to 4:3?
It would only benefit capture devices and VGA/DVI with 1:1 pixel mapping.
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Extrems
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Re: Game Boy Interface

Post by Extrems » Fri May 08, 2015 7:41 pm

  • Added low latency (buffered) version with 243p59.8261 video mode.
  • Added ultra-low latency (unbuffered) version with experimental 243p59.7276 video mode.
  • Changed all 60 Hz modes to have 486 active lines.
bobrocks95
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Re: Game Boy Interface

Post by bobrocks95 » Mon May 11, 2015 4:18 am

Both work great Extrems, and I'd say they're a massive improvement on motion blurring, thanks a ton!

On the ultra-low latency version however, chroma isn't being output when using S-Video, the picture is just black and white.
There's also some minor audio crackling with both low latency versions, but I'm sure you noticed that already.
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Extrems
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Re: Game Boy Interface

Post by Extrems » Mon May 11, 2015 10:37 am

bobrocks95 wrote:On the ultra-low latency version however, chroma isn't being output when using S-Video, the picture is just black and white.
It is there, you just can't decode it, due to the longer horizontal period breaking things.
bobrocks95 wrote:There's also some minor audio crackling with both low latency versions, but I'm sure you noticed that already.
I did say "with some glitches".
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lev11
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Re: Game Boy Interface

Post by lev11 » Tue May 12, 2015 7:39 am

Extrems wrote:It would only benefit capture devices and VGA/DVI with 1:1 pixel mapping.
If 3:2 is the native aspect ratio of gameboy advance why wouldn't benefit everything?
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lev11
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Re: Game Boy Interface

Post by lev11 » Sat May 16, 2015 10:10 pm

bobrocks95 wrote:a massive improvement on motion blurring, thanks a ton!
Yeah, I've now got a ball without a weird shadow in Alleyway ;) Nice one Extrems.
Also I notice on the two low latency versions, where the OSD is gone you've added widesreen to gameboy games, toggling with X&Y.
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Extrems
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Re: Game Boy Interface

Post by Extrems » Sat May 16, 2015 10:42 pm

lev11 wrote:If 3:2 is the native aspect ratio of gameboy advance why wouldn't benefit everything?
We wish to maintain aspect on a 4:3 display (lowest common denominator).
lev11 wrote:Also I notice on the two low latency versions, where the OSD is gone you've added widesreen to gameboy games, toggling with X&Y.
It's the GBA's built-in scaler, I normally prevent you from using it because it hurts.
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lev11
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Re: Game Boy Interface

Post by lev11 » Sun May 17, 2015 3:00 pm

Extrems wrote:because it hurts.
Ha yep.

I misunderstood on the aspect ratio, it's for the display device isn't it, and not for forcing the games into a different aspect.
Diminuendo
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Re: Game Boy Interface

Post by Diminuendo » Mon May 25, 2015 6:18 pm

Extrems, I'm curious, with some sort of video processor would bob deinterlacing allow for close to 60HZ framerate?
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