Game Boy Interface/Speedrunning Edition: Difference between revisions

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Line 17: Line 17:
! Nintendo GameCube Controller
! Nintendo GameCube Controller
! Logitech Speed Force
! Logitech Speed Force
! Nintendo 64 Controller
! Action
! Action
|-
|-
Line 22: Line 23:
| A/B Buttons
| A/B Buttons
| A/B Buttons or Accelerator/Brake Pedals
| A/B Buttons or Accelerator/Brake Pedals
| A/B Buttons
| A/B Buttons
| A/B Buttons
|-
|-
|  
|  
| Y/Z Buttons
| Z Button
| Y/Z Buttons
| Z Button
| Z Button
| Select
| Select
|-
|-
|  
|  
| X Button or Start/Pause
| Y Button
| X Button or Start/Pause
| Y Button
|
| Select or Turbo
|-
|
| X Button
| X Button
|
| Start or Turbo
|-
|
| Start/Pause
| Start/Pause
| Start
| Start
| Start
|-
|-
Line 37: Line 53:
| +Control Pad or Control Stick
| +Control Pad or Control Stick
| +Control Pad or Steering Wheel
| +Control Pad or Steering Wheel
| +Control Pad or Control Stick
| +Control Pad
| +Control Pad
|-
|-
Line 43: Line 60:
| L/R Buttons
| L/R Buttons
| L/R Buttons
| L/R Buttons
| L/R Buttons <br /> (Only for Game Boy Advance)
|-
|-
| Reset Button
| Reset Button
| B, X and Start/Pause Buttons
| B, X and Start/Pause Buttons
| B, X and Start/Pause Buttons
| B, X and Start/Pause Buttons
| Z, R, A, B and Start Buttons
| Power Switch
| Power Switch
|-
|
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
| Exit
|-
|-
| Reset Button
| Reset Button
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
|  
|  
| Recalibrate
| L, R and Start Buttons
| Recalibrate controller
|-
|-
|  
|  
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
|  
|  
| Swap controls <br /> (Only with SNES Controller)
|
| Swap controls <br /> (Only with controller adapter)
|-
|-
|  
|  
| C Stick Down
| C Stick Down
|  
|  
| C Button Down
| Toggle input viewer
| Toggle input viewer
|}
|}
Line 106: Line 134:
! Nintendo GameCube
! Nintendo GameCube
! Nintendo GameCube Controller
! Nintendo GameCube Controller
! Logitech Speed Force
! Nintendo 64 Controller
! Action
! Action
|-
|-
|  
|  
| A/B Buttons
| A/B Buttons
| A/B Buttons or Accelerator/Brake Pedals
| A/B Buttons
| A/B Buttons
| A/B Buttons
|-
|-
|  
|  
| L/Z Buttons
| Z Button
| Y/Z Buttons
| Z Button
| Select
| Select
|-
|-
|  
|  
| R Button or Start/Pause
| L Button
| X Button or Start/Pause
| L Button
| Select or Turbo
|-
|
| R Button
| R Button
| Start or Turbo
|-
|
| Start/Pause
| Start
| Start
| Start
|-
|-
|  
|  
| +Control Pad, Control Stick or C Stick
| +Control Pad, Control Stick or C Stick
| +Control Pad or Steering Wheel
| +Control Pad, Control Stick or C Buttons
| +Control Pad
| +Control Pad
|-
|-
|  
|  
| Y/X Buttons
| Y/X Buttons
| L/R Buttons
|  
| L/R Buttons
| L/R Buttons <br /> (Only for Game Boy Advance)
|-
|-
| Reset Button
| Reset Button
| B, X and Start/Pause Buttons
| B, X and Start/Pause Buttons
| B, X and Start/Pause Buttons
| Z, R, A, B and Start Buttons
| Power Switch
| Power Switch
|-
|
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
| Exit
|-
|-
| Reset Button
| Reset Button
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
| L, R and Start Buttons
| Recalibrate controller
|-
|  
|  
| Recalibrate
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
|
| Swap controls <br /> (Only with controller adapter)
|-
|-
|  
|  
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
| L, R, Z and +Control Pad Down
|  
|  
| Swap controls <br /> (Only with SNES Controller)
| Toggle input viewer
|}
|}


Line 153: Line 201:
|-
|-
! DK Bongos Controller
! DK Bongos Controller
! Active Life Mat Controller
! Action
! Action
|-
|-
| Bottom Right/Left
| Bottom Right/Left
| Orange Up/Right
| A/B Buttons
| A/B Buttons
|-
|-
| Hand Clap
| Hand Clap
| - Button
| Select
| Select
|-
|-
| Start/Pause
| Start/Pause
| + Button
| Start
| Start
|-
| Top Left/Right
| L/R Buttons
|}
=== Type C (''Super Mario World: Super Mario Advance 2'') ===
{| class="wikitable" style="display: inline-table;"
|-
! Nintendo GameCube
! Nintendo GameCube Controller
! Nintendo 64 Controller
! Action
|-
|-
|  
|  
| Blue or Orange Square
| B/Y Buttons
| +Control Pad Right
| A/B Buttons
| A/B Buttons
|-
|
| Z Button
| Z Button
| Select
|-
|-
|  
|  
| Blue Left
| Start/Pause
| +Control Pad Left
| Start
| Start
|-
|-
|  
|  
| Blue Up
| +Control Pad or Control Stick
| +Control Pad Up
| +Control Pad or Control Stick
| +Control Pad
|-
|-
|  
|  
| Blue or Orange Down
| X/A Buttons
| +Control Pad Down
|
| B/R Buttons or Turbo
|-
|-
| Top Left/Right
|  
|  
| L/R Buttons
| L/R Buttons
| L/R Buttons
| L/R Buttons <br /> (Only for Game Boy Advance)
|-
| Reset Button
| B, X and Start/Pause Buttons
| Z, R, A, B and Start Buttons
| Power Switch
|-
|
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
| Exit
|-
| Reset Button
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
| L, R and Start Buttons
| Recalibrate controller
|-
|
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
|
| Swap controls <br /> (Only with controller adapter)
|-
|
| C Stick Down
| C Button Down
| Toggle input viewer
|}
|}


=== Type C (''Super Mario World: Super Mario Advance 2'') ===
=== Type D (''The Legend of Zelda: A Link to the Past'') ===
 
{| class="wikitable" style="display: inline-table;"
|-
! Nintendo GameCube
! Nintendo GameCube Controller
! Nintendo 64 Controller
! Action
|-
|
| Y/B Buttons
| A/B Buttons
| A/B Buttons
|-
|
| Start/Pause
| Z Button
| Select
|-
|
| R Button
| L Button
| Select or Turbo
|-
|
| L Button
| R Button
| Start or Turbo
|-
|
| Z Button
| Start
| Start
|-
|
| +Control Pad, Control Stick or C Stick
| +Control Pad, Control Stick or C Buttons
| +Control Pad
|-
|
| X/A Buttons
|
| L/R Buttons <br /> (Only for Game Boy Advance)
|-
| Reset Button
| B, X and Start/Pause Buttons
| Z, R, A, B and Start Buttons
| Power Switch
|-
|
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
| Exit
|-
| Reset Button
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
| L, R and Start Buttons
| Recalibrate controller
|-
|
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
|
| Swap controls <br /> (Only with controller adapter)
|-
|
| L, R, Z and +Control Pad Down
|
| Toggle input viewer
|}
 
=== Type E<sup>1</sup> (swapped) ===


{| class="wikitable" style="display: inline-table;"
{| class="wikitable" style="display: inline-table;"
Line 195: Line 357:
! Nintendo GameCube
! Nintendo GameCube
! Nintendo GameCube Controller
! Nintendo GameCube Controller
! Logitech Speed Force
! Nintendo 64 Controller
! Action
! Action
|-
|-
|  
|  
| B/Y or X Buttons
| B/Y Buttons
| A/B Buttons or Accelerator/Brake Pedals
|
| A/B Buttons or Turbo
|-
|
| X/A Buttons
| A/B Buttons
| A/B Buttons
| A/B Buttons
|-
|-
|  
|  
| Z Button
| Z Button
| Y/Z Buttons
| Z Button
| Select
| Select
|-
|-
|  
|  
| Start/Pause
| Start/Pause
| X Button or Start/Pause
| Start
| Start
| Start
|-
|-
|  
|  
| +Control Pad or Control Stick
| +Control Pad or Control Stick
| +Control Pad or Steering Wheel
| +Control Pad or Control Stick
| +Control Pad
| +Control Pad
|-
|-
|  
|  
| L/R or A Buttons
| L/R Buttons
| L/R Buttons
| L/R Buttons
| L/R Buttons
| L/R Buttons <br /> (Only for Game Boy Advance)
|-
|-
| Reset Button
| Reset Button
| B, X and Start/Pause Buttons
| B, X and Start/Pause Buttons
| B, X and Start/Pause Buttons
| Z, R, A, B and Start Buttons
| Power Switch
| Power Switch
|-
|
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
| Exit
|-
|-
| Reset Button
| Reset Button
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
|  
| L, R and Start Buttons
| Recalibrate
| Recalibrate controller
|-
|-
|  
|  
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
|  
|  
| Swap controls <br /> (Only with SNES Controller)
| Swap controls back <br /> (Only with controller adapter)
|-
|-
|  
|  
| C Stick Down
| C Stick Down
|  
| C Button Down
| Toggle input viewer
| Toggle input viewer
|}
|}


=== Type D (''The Legend of Zelda: A Link to the Past'') ===
=== Type E<sup>2</sup> (swapped ''Super Mario World: Super Mario Advance 2'') ===


{| class="wikitable" style="display: inline-table;"
{| class="wikitable" style="display: inline-table;"
Line 250: Line 422:
! Nintendo GameCube
! Nintendo GameCube
! Nintendo GameCube Controller
! Nintendo GameCube Controller
! Logitech Speed Force
! Nintendo 64 Controller
! Action
! Action
|-
|-
|  
|  
| Y/B Buttons
| A/B Buttons
| A/B Buttons or Accelerator/Brake Pedals
| A/B Buttons
| A/B Buttons
| A/B Buttons
|-
|-
|  
|  
| R Button or Start/Pause
| Z Button
| Y/Z Buttons
| Z Button
| Select
| Select
|-
|-
|  
|  
| L/Z Buttons
| Start/Pause
| X Button or Start/Pause
| Start
| Start
| Start
|-
|-
|  
|  
| +Control Pad, Control Stick or C Stick
| +Control Pad or Control Stick
| +Control Pad or Steering Wheel
| +Control Pad or Control Stick
| +Control Pad
| +Control Pad
|-
|-
|  
|  
| X/A Buttons
| Y/X Buttons
|
| B/R Buttons or Turbo
|-
|
| L/R Buttons
| L/R Buttons
| L/R Buttons
| L/R Buttons
| L/R Buttons <br /> (Only for Game Boy Advance)
|-
|-
| Reset Button
| Reset Button
| B, X and Start/Pause Buttons
| B, X and Start/Pause Buttons
| Z, R, A, B and Start Buttons
| Power Switch
|-
|
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
| Exit
|-
| Reset Button
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
| L, R and Start Buttons
| Recalibrate controller
|-
|
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
|
| Swap controls back <br /> (Only with controller adapter)
|-
|
| C Stick Down
| C Button Down
| Toggle input viewer
|}
=== Type E<sup>3</sup> (swapped ''The Legend of Zelda: A Link to the Past'') ===
{| class="wikitable" style="display: inline-table;"
|-
! Nintendo GameCube
! Nintendo GameCube Controller
! Nintendo 64 Controller
! Action
|-
|
| B/A Buttons
| A/B Buttons
| A/B Buttons
|-
|
| Start/Pause
| Z Button
| Select
|-
|
| R Button
| L Button
| Select or Turbo
|-
|
| L Button
| R Button
| Start or Turbo
|-
|
| Z Button
| Start
| Start
|-
|
| +Control Pad, Control Stick or C Stick
| +Control Pad, Control Stick or C Buttons
| +Control Pad
|-
|
| Y/X Buttons
|
| L/R Buttons <br /> (Only for Game Boy Advance)
|-
| Reset Button
| B, X and Start/Pause Buttons
| B, X and Start/Pause Buttons
| Z, R, A, B and Start Buttons
| Power Switch
| Power Switch
|-
|
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
| Exit
|-
|-
| Reset Button
| Reset Button
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
| L, R and Start Buttons
| Recalibrate controller
|-
|  
|  
| Recalibrate
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
|
| Swap controls back <br /> (Only with controller adapter)
|-
|-
|  
|  
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
| L, R, Z and +Control Pad Down
|  
|  
| Swap controls <br /> (Only with SNES Controller)
| Toggle input viewer
|}
|}


Line 304: Line 561:
; {{anchor|--poll}}<code>--poll=<0-11></code>
; {{anchor|--poll}}<code>--poll=<0-11></code>
: Set controller polling rate. Use if your third-party controller or controller adapter is malfunctioning.
: Set controller polling rate. Use if your third-party controller or controller adapter is malfunctioning.
: Not applicable to Nintendo 64 Controllers using a passive connector adapter.
: {| class="wikitable"
: {| class="wikitable"
| '''0:'''
| '''0:'''
Line 341: Line 599:
| 100Hz
| 100Hz
|}
|}
: Note: The polling rate will be doubled or halved in tandem with the refresh rate.
; {{anchor|--turbo}}<code>--turbo=<on:off></code>
: Set autofire interval (default: 0).
: When non-zero, duplicate buttons act as turbo A/B Buttons.
; {{anchor|--control}}<code>--control=<P1[:P2[:P3[:P4]]]></code>
; {{anchor|--control}}<code>--control=<P1[:P2[:P3[:P4]]]></code>
: Set control scheme. The default is the Game Boy Player Start-up Disc's Controller setting (0 or 1).
: Set control scheme. The default is the Game Boy Player Start-up Disc's Controller setting (0 or 1).
Line 355: Line 617:
| '''3:'''
| '''3:'''
| [[#Type D (The Legend of Zelda: A Link to the Past)|Type D (''The Legend of Zelda: A Link to the Past'')]]
| [[#Type D (The Legend of Zelda: A Link to the Past)|Type D (''The Legend of Zelda: A Link to the Past'')]]
|-
| '''4:'''
| [[#Type E1 (swapped)|Type E<sup>1</sup> (swapped)]]
|-
| '''6:'''
| [[#Type E2 (swapped Super Mario World: Super Mario Advance 2)|Type E<sup>2</sup> (swapped ''Super Mario World: Super Mario Advance 2'')]]
|-
| '''7:'''
| [[#Type E3 (swapped The Legend of Zelda: A Link to the Past)|Type E<sup>3</sup> (swapped ''The Legend of Zelda: A Link to the Past'')]]
|}
|}
:* <code>--control=0:1:2:3</code> Set control type A, B, C, D on controller socket 1, 2, 3, 4.
:* <code>--control=4</code> Set control type E<sup>1</sup> on all controller sockets.
: Note: A Game Boy Advance used as a controller is a Nintendo GameCube Controller.
: Note: A Game Boy Advance used as a controller is a Nintendo GameCube Controller.
; {{anchor|--control-turbo}}<code>--control-turbo=<bitmask></code>
: Set which duplicate button acts as the turbo modifier key.
: {| class="wikitable"
| '''0:'''
| None (default)
|-
| '''1:'''
| A, Select or R Button
|-
| '''2:'''
| B, Start or L Button
|-
| '''3:'''
| Both
|}
; {{anchor|--control-spare}}<code>--control-spare=<bitshift></code>
: Set function of L/R Buttons with Game Boy Game Paks.
: Normally used to switch between wide/normal screen mode.
: {| class="wikitable"
| '''0:'''
| None (default)
|-
| '''1:'''
| A/B Buttons
|-
| '''2:'''
| Select/Start
|-
| '''3:'''
| +Control Pad Right/Left
|-
| '''4:'''
| +Control Pad Up/Down
|-
| '''5:'''
| L/R Buttons
|}
; {{anchor|--control-rotate}}<code>--control-rotate=<0-3></code>
: Set rotation of +Control Pad.
: {| class="wikitable"
| '''0:'''
| 0° (default)
|-
| '''1:'''
| 90° clockwise
|-
| '''2:'''
| 180°
|-
| '''3:'''
| 90° counter-clockwise
|}
; {{anchor|--delay-reset}}<code>--delay-reset=<N></code>
; {{anchor|--delay-reset}}<code>--delay-reset=<N></code>
: Set reset delay (default: 75).
: Set reset delay (default: 73).
; {{anchor|--delay-video}}<code>--delay-video=<N></code>
; {{anchor|--delay-video}}<code>--delay-video=<N></code>
: Set video buffering (default: 1).
: Set video buffering (default: 1). Setting this option to 0 is not recommended.
; {{anchor|--movie|--no-movie}}<code>--movie=<path></code>, <code>--no-movie</code>
; {{anchor|--movie|--no-movie}}<code>--movie=<path></code>, <code>--no-movie</code>
: Play input log (default: no).
: Play input log (default: no).
Line 366: Line 691:
: Record input log (default: no).
: Record input log (default: no).
; {{anchor|--overlay|--no-overlay}}<code>--overlay=<path></code>, <code>--no-overlay</code>
; {{anchor|--overlay|--no-overlay}}<code>--overlay=<path></code>, <code>--no-overlay</code>
: Load texture palette (default: frame-srgb.tpl.gz).
: Load texture palette for graphic overlays (default: frame-srgb.tpl.gz).
; {{anchor|--overlay-id}}<code>--overlay-id=<ID></code>
; {{anchor|--overlay-id}}<code>--overlay-id=<ID></code>
: Set texture palette index. The default is the Game Boy Player Start-up Disc's Frame setting (0 to 19).
: Set texture palette index for graphic overlay. The default is the Game Boy Player Start-up Disc's Frame setting (0 to 19).
; {{anchor|--overlay-scale}}<code>--overlay-scale=<x:y></code>
; {{anchor|--overlay-scale}}<code>--overlay-scale=<x:y></code>
: Set texture scale (default: auto).
: Set texture scale for graphic overlay (default: auto).
; {{anchor|--palette|--no-palette}}<code>--palette=<xxxx-xxxx-xxxx></code>, <code>--no-palette</code>
; {{anchor|--scaler}}<code>--scaler=<nearest|bilinear|area|box></code>
: Set image scaling filter. Setting this option to nearest is not recommended when using fractional scaling.
: {| class="wikitable"
| '''nearest:'''
| [[wikipedia:Nearest-neighbor interpolation|Nearest-neighbor interpolation]] (fastest)
|-
| '''bilinear:'''
| [[wikipedia:Bilinear interpolation|Bilinear interpolation]]
|-
| '''area:'''
| Sharp bilinear interpolation (default)
|-
| '''box:'''
| Inverse sharp bilinear interpolation
|}
; {{anchor|--palette|--no-palette}}<code>--palette=<#rgbx,#rgbx,#rgbx,#rgbx></code>, <code>--palette=<xxxx-xxxx-xxxx></code>, <code>--no-palette</code>
: Apply [https://gamefaqs.gamespot.com/snes/588731-super-game-boy/faqs/58647 Super Game Boy] color palette (default: no).
: Apply [https://gamefaqs.gamespot.com/snes/588731-super-game-boy/faqs/58647 Super Game Boy] color palette (default: no).
:* <code>--palette=719</code> Set color palette 2-H.
:* <code>--palette=#8000,#AF3F,#FAB7,#FFFF</code>
: Note: Press Left + B while the Game Boy logo is visible for proper application on original Game Boy Game Paks.
: Note: Press Left + B while the Game Boy logo is visible for proper application on original Game Boy Game Paks.
; {{anchor|--lut3d|--no-lut3d}}<code>--lut3d=<path></code>, <code>--no-lut3d</code>
; {{anchor|--lut3d|--no-lut3d}}<code>--lut3d=<path></code>, <code>--no-lut3d</code>
: Load 32x32x32 lookup table in PNG file format (default: no).
: Load 32x32x32 lookup table in PNG file format (default: no).
: Overrides <code>--matrix</code>, <code>--input-gamma</code>, <code>--contrast</code>, <code>--brightness</code> and <code>--blend</code>.
: Overrides <code>--matrix</code>, <code>--input-gamma</code>, <code>--brightness</code>, <code>--contrast</code>, <code>--saturation</code>, <code>--hue</code> and <code>--blend</code>.
; {{anchor|--lut3d-order}}<code>--lut3d-order=<rgb|gbr|bgr></code>
; {{anchor|--lut3d-order}}<code>--lut3d-order=<rgb|gbr|bgr></code>
: Specify lookup table order (default: rgb).
: Specify lookup table order (default: gbr).
; {{anchor|--scaler}}<code>--scaler=<nearest|bilinear|area|box></code>
; {{anchor|--profile-intent}}<code>--profile-intent=<perceptual|relative|saturation|absolute></code>
: Set image scaling filter (default: area).
: Set [[wikipedia:Color management#Rendering intent|color rendering intent]] (default: perceptual).
: Note: Any filter other than nearest neighbor will incur a 4 scanlines delay.
; {{anchor|--profile}}<code>--profile=<srgb|gambatte|gba|gbasp|gbc|gbi|hicolour|higan|nds|palm|psp|sloop|vba></code>
; {{anchor|--matrix}}<code>--matrix=<identity|gba|gbc|gbi|nds|palm|psp|vba></code>
: Set quick color profile.
: Set color matrix (default: identity).
: Overrides <code>--matrix</code>, <code>--input-gamma</code>, <code>--output-gamma</code>, <code>--brightness</code>, <code>--contrast</code>, <code>--saturation</code> and <code>--hue</code>.
: {| class="wikitable"
| '''srgb:'''
| Emulator
|-
| '''gambatte:'''
| Gambatte / higan / ares
|-
| '''gba:'''
| [[#Game Boy Advance|Game Boy Advance]]
|-
| '''gbasp:'''
| [[#Game Boy Advance SP (AGS-101)|Game Boy Advance SP (AGS-101)]]
|-
| '''gbc:'''
| [[#Game Boy Color|Game Boy Color]]
|-
| '''gbi:'''
| Game Boy Interface (2015–2017)
|-
| '''hicolour:'''
| Gameboy Hi-Colour Convertor
|-
| '''higan:'''
| higan / ares
|-
| '''nds:'''
| [[#Nintendo DS|Nintendo DS]]
|-
| '''palm:'''
| [[#Palm Treo 700p|Palm Treo 700p]]
|-
| '''psp:'''
| [[#PlayStation Portable|PlayStation Portable]]
|-
| '''sloop:'''
| Game Boy Advance - Nintendo Switch Online
|-
| '''vba:'''
| VisualBoyAdvance-M
|}
; {{anchor|--matrix}}<code>--matrix=<identity|gambatte|gba|gbasp|gbc|gbi|hicolour|higan|nds|palm|psp|switch|vba></code>
: Set color matrix (default: gbi).
: This translates the RGB color primaries to the [[wikipedia:sRGB|standard RGB color space]].
: This translates the RGB color primaries to the [[wikipedia:sRGB|standard RGB color space]].
: {| class="wikitable"
: {| class="wikitable"
| '''identity:'''
| '''identity:'''
| [[wikipedia:Identity matrix|Identity matrix]]
| [[wikipedia:Identity matrix|Identity matrix]]
|-
| '''gambatte:'''
| Gambatte / higan / ares
|-
|-
| '''gba:'''
| '''gba:'''
| [[#Game Boy Advance|Game Boy Advance]] (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
| Game Boy Advance (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
|-
| '''gbasp:'''
| Game Boy Advance SP (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
|-
|-
| '''gbc:'''
| '''gbc:'''
Line 397: Line 787:
| '''gbi:'''
| '''gbi:'''
| Game Boy Interface
| Game Boy Interface
|-
| '''hicolour:'''
| Gameboy Hi-Colour Convertor (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
|-
| '''higan:'''
| higan / ares
|-
|-
| '''nds:'''
| '''nds:'''
| [[#Nintendo DS|Nintendo DS]] (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
| Nintendo DS (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
|-
|-
| '''palm:'''
| '''palm:'''
| [[#Palm Treo 700p|Palm Treo 700p]] (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
| Palm Treo 700p (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
|-
|-
| '''psp:'''
| '''psp:'''
| [[#PlayStation Portable|PlayStation Portable]] (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
| PlayStation Portable (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
|-
| '''switch:'''
| Nintendo Switch - OLED Model (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
|-
|-
| '''vba:'''
| '''vba:'''
| VisualBoyAdvance-M (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
| VisualBoyAdvance-M (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
|}
; {{anchor|--daltonize|--anomalize}}<code>--daltonize=<normal|protan|deutan|tritan></code>, <code>--anomalize=<normal|protan|deutan|tritan></code>
: Set [[wikipedia:Color blindness|color blindness]] compensation and/or simulation (default: normal).
: {| class="wikitable"
| '''normal:'''
| Trichromat
|-
| '''protan:'''
| Protanope
|-
| '''deutan:'''
| Deuteranope
|-
| '''tritan:'''
| Tritanope
|}
|}
; {{anchor|--input-gamma}}<code>--input-gamma=<red[:green[:blue]]></code>
; {{anchor|--input-gamma}}<code>--input-gamma=<red[:green[:blue]]></code>
: Set gamma (default: 2.2).
: Set gamma (default: 2.2).
: Overrides <code>--input-alpha</code>.
; {{anchor|--input-alpha}}<code>--input-alpha=<red[:green[:blue]]></code>
: Set alpha for piecewise parametric curve (default: 0.0).
; {{anchor|--output-gamma}}<code>--output-gamma=<value></code>
; {{anchor|--output-gamma}}<code>--output-gamma=<value></code>
: Specify screen gamma (default: 2.2).
: Specify screen gamma (default: 2.2).
: Overrides <code>--output-alpha</code>.
; {{anchor|--output-alpha}}<code>--output-alpha=<value></code>
: Specify screen alpha for piecewise parametric curve (default: 0.0).
; {{anchor|--gamma}}<code>--gamma=<even[:odd]></code>
; {{anchor|--gamma}}<code>--gamma=<even[:odd]></code>
: Set gamma correction (default: 1.0).
: Set gamma correction (default: 1.0).
; {{anchor|--brightness}}<code>--brightness=<red[:green[:blue]]></code>
: Set lift (default: 0.0).
; {{anchor|--contrast}}<code>--contrast=<red[:green[:blue]]></code>
; {{anchor|--contrast}}<code>--contrast=<red[:green[:blue]]></code>
: Set gain (default: 1.0).
: Set gain (default: 1.0).
; {{anchor|--brightness}}<code>--brightness=<red[:green[:blue]]></code>
:* <code>--contrast=.811065673828125:.8790390491485595703125:1.</code> D93 to D65, gamma 2.2.
: Set lift (default: 0.0).
:* <code>--contrast=1.:.92267322540283203125:.811065673828125</code> D65 to D93, gamma 2.2.
; {{anchor|--blend}}<code>--blend=<value></code>
; {{anchor|--saturation}}<code>--saturation=<value></code>
: Set color saturation (default: 1.0).
; {{anchor|--hue}}<code>--hue=<0-359></code>
: Set color hue shift (default: 0).
; {{anchor|--blend}}<code>--blend=<0.0-1.0></code>
: Set alpha blending with accumulation buffer (default: 1.0).
: Set alpha blending with accumulation buffer (default: 1.0).
; {{anchor|--background}}<code>--background=<#rrggbb></code>
; {{anchor|--background}}<code>--background=<#rrggbb></code>
Line 427: Line 853:
: Set vertical filter coefficients (default: 1.0).
: Set vertical filter coefficients (default: 1.0).
: Each lines are the sum of line ''n'', ''n+1'' and ''n-1''.
: Each lines are the sum of line ''n'', ''n+1'' and ''n-1''.
:* <code>--vfilter=.5:.25:.25</code> Typical vertical low-pass filter.
:* <code>--vfilter=.5:.5:.0:.5:.0:.5</code> 2:1 downsampling filter.
; {{anchor|--volume}}<code>--volume=<left[:right]></code>
; {{anchor|--volume}}<code>--volume=<left[:right]></code>
: Set audio gain (default: 0.75).
: Set audio gain (default: 0.75).
: Note: GCVideo-DVI v2.4b and earlier reduces volume down to a quarter.
: Note: GCVideo-DVI v2.4b and earlier reduces volume down to a quarter of this value.
; {{anchor|--sound}}<code>--sound=<[mono|stereo][,digital|analog]></code>
; {{anchor|--sound}}<code>--sound=<[mono|stereo][,digital|analog|original]></code>
: Set sound mode. The default is the Sound Mode system setting (mono or stereo).
: Set sound mode. The default is the Sound Mode system setting (mono or stereo).
: {| class="wikitable"
| '''mono:'''
| Mono downmix
|-
| '''stereo:'''
| Stereo
|}
: Note: GCVideo-Lite has swapped audio channels.
:; <code>digital</code>
:; <code>digital</code>
:: Use PWM decoder (default).
:: Use PWM decoder.
:; <code>analog[=<a0:a1:a2:b1:b2>]</code>
:; <code>analog[=<a0:a1:a2:b1:b2>]</code>
:: Use 2MHz biquad filter. Defaults to a second-order low-pass filter with a cut-off of 10kHz and a quality factor of √2 if not specified.
:: Use 2MHz biquad filter (default). Defaults to a second-order low-pass filter with a cut-off of 10kHz and a quality factor of √2 if not specified.
; {{anchor|--format}}<code>--format=<[ntsc|pal|pal-m|ntsc-50|pal-60|custom|custom-m][,offset=<x:y>][,scaled-size=<w:h>][,size=<w:h>]></code>
:: This is used to simulate the [[wikipedia:RLC circuit|RLC circuit]] on the Game Boy Advance's Headphone Jack, providing a treble boost.
:; <code>original</code>
:: Use low-pass filter similar to the Game Boy Player Start-up Disc.
; {{anchor|--format}}<code>--format=<[ntsc|pal|pal-m|ntsc-50|pal-60|custom|custom-m][,offset=<x:y>][,scaled-size=<WxH>][,size=<WxH>]></code>
: Set video format. The default is the Video Mode or Progressive Scan Mode system setting (ntsc, pal-60, pal-m, or custom).
: Set video format. The default is the Video Mode or Progressive Scan Mode system setting (ntsc, pal-60, pal-m, or custom).
: Note: GCVideo-DVI is only designed to support NTSC, PAL and PAL-60.
: {| class="wikitable"
| '''ntsc:'''
| [[wikipedia:NTSC#NTSC-J|NTSC-J]]
|-
| '''pal:'''
| [[wikipedia:PAL|PAL-B/G/D/K/I]]
|-
| '''pal-m:'''
| [[wikipedia:PAL-M|PAL-M]]
|-
| '''ntsc-50:'''
| [[wikipedia:NTSC#NTSC-N/NTSC50|NTSC-50]]
|-
| '''pal-60:'''
| [[wikipedia:PAL#Multisystem PAL support and "PAL 60"|PAL-60]]
|}
: Note: GCVideo-DVI is only designed to support NTSC-J, PAL-B/G/D/K/I and PAL-60. <br /> AVE N-DOL can only output [[wikipedia:Composite video|CVBS]] or [[wikipedia:S-Video|Y/C]] as NTSC-J, PAL-M or NTSC-50. <br /> AVE P-DOL can only output [[wikipedia:Composite video|CVBS]] as PAL-B/G/D/K/I or PAL-60.
:; <code>offset=<x:y></code>
:; <code>offset=<x:y></code>
:: Set screen position. The default is the Screen Position system setting (-32 to +32).
:: Set screen position. The default is the Screen Position system setting (-32 to +32).
:: Note: Odd positions will cause C<sub>B</sub> to be shifted right and C<sub>R</sub> to be shifted left with GCVideo-Lite or GCVideo-DVI v2.4c and earlier. <br /> The screen position is shifted left by 4 pixels with GCVideo-DVI v2.4d and earlier.
:: Note: Odd positions will cause C<sub>B</sub> to be shifted right and C<sub>R</sub> to be shifted left with GCVideo-Lite or GCVideo-DVI v2.4c and earlier. <br /> The screen position is shifted left by 4 pixels with GCVideo-DVI v2.4d and earlier.
:; <code>scaled-size=<w:h></code>
:; <code>scaled-size=<WxH></code>
:: Set screen size. The default is 704:480 or 720:480 for 60Hz formats and 704:576 for 50Hz formats.
:: Set screen size. The default is 704:480 for 60Hz formats and 704:576 for 50Hz formats.
:: Note: 4 pixels on the right edge of the screen are blanked out with GCVideo-DVI v2.4d and earlier.
:: Note: 3 pixels on the right edge of the screen are blanked out with GCVideo-DVI v2.4d-2 and earlier.
:; <code>size=<w:h></code>
:; <code>size=<WxH></code>
:: Set internal resolution (default: 640:480). The maximum is 640:528.
:: Set internal resolution (default: 640:480). The maximum is 640:528.
; {{anchor|--scan-mode}}<code>--scan-mode=<[interlace|quasi-interlace|non-interlace|non-progressive|progressive][,clock2x|no-clock2x][,size2x|no-size2x]></code>
; {{anchor|--scan-mode}}<code>--scan-mode=<[interlace|quasi-interlace|non-interlace|non-progressive|progressive][,clock2x|no-clock2x][,size2x|no-size2x][,strobe|no-strobe]></code>
: Set scan mode. The default is the Progressive Scan Mode system setting (non-interlace or progressive).
: Set scan mode. The default is the Progressive Scan Mode system setting (non-interlace or progressive).
: {| class="wikitable"
: {| class="wikitable"
| '''interlace:'''
| '''interlace:'''
| 15kHz interlaced
| 15kHz interlaced (480i@60Hz; 576i@50Hz)
|-
|-
| '''quasi-interlace:'''
| '''quasi-interlace:'''
| 15kHz segmented frame
| 15kHz segmented frame (480sf@30Hz; 576sf@25Hz)
|-
|-
| '''non-interlace:'''
| '''non-interlace:'''
| 15kHz progressive
| 15kHz progressive (240p@60Hz; 288p@50Hz), line halving
|-
|-
| '''non-progressive:'''
| '''non-progressive:'''
| 31kHz interlaced
| 31kHz interlaced (960i@60Hz; 1152i@50Hz), line doubling
|-
|-
| '''progressive:'''
| '''progressive:'''
| 31kHz progressive
| 31kHz progressive (480p@60Hz; 576p@50Hz)
|}
|}
:; <code>clock2x</code>, <code>no-clock2x</code>
:; <code>clock2x</code>, <code>no-clock2x</code>
:: Enable 27MHz pixel clock (default: auto). Enabling doubles the refresh rate for <code>interlace</code> modes. Disabling halves the refresh rate for <code>progressive</code> modes.
:: Enable 27MHz pixel clock (default: auto). Enabling doubles the refresh rate for <code>interlace</code> scan modes. Disabling halves the refresh rate for <code>progressive</code> scan modes.
:: This only works with the Nintendo GameCube Component Video Cable.
:: This depend on a compatible [[wikipedia:Video encoder|video encoder]] or transmitter not mangling its input.
:; <code>size2x</code>, <code>no-size2x</code>
:; <code>size2x</code>, <code>no-size2x</code>
:: Enable 2x video oversampling (default: no). Enabling halves the refresh rate.
:: Enable video oversampling (default: no). Enabling halves the refresh rate.
:: This only works with the Nintendo GameCube Component Video Cable.
:: This depend on a compatible [[wikipedia:Video encoder|video encoder]] or transmitter not mangling its input.
:; <code>strobe</code>, <code>no-strobe</code>
:: Enable black frame insertion (default: no). Enabling halves the frame rate.
; {{anchor|--osd-input|--no-osd-input}}<code>--osd-input[=<x:y>]</code>, <code>--no-osd-input</code>
; {{anchor|--osd-input|--no-osd-input}}<code>--osd-input[=<x:y>]</code>, <code>--no-osd-input</code>
: Show input viewer (default: no). Defaults to 0:-64 if not specified.
: Show input viewer (default: no). Defaults to 0:-64 if not specified.
: The position is relative to the center of the Game Boy screen.
:* <code>--osd-input=-96:-64</code> Show on top left.
:* <code>--osd-input=96:-64</code> Show on top right.
:* <code>--osd-input=96:64</code> Show on bottom right.
:* <code>--osd-input=-96:64</code> Show on bottom left.
; {{anchor|--usb|--no-usb}}<code>--usb</code>, <code>--no-usb</code>
; {{anchor|--usb|--no-usb}}<code>--usb</code>, <code>--no-usb</code>
: Enable [[USBGecko|USB Gecko]] features (default: yes).
: Enable [[USBGecko|USB Gecko]] features (default: yes).
Line 502: Line 964:
| Rumble, [[#Super Mario Bros. 3: Super Mario Advance 4|restored gamma]]
| Rumble, [[#Super Mario Bros. 3: Super Mario Advance 4|restored gamma]]
|}
|}
: Note: Remove any accessory from the External Extension Connector, or the Rumble Feature will not work.
: Note: Remove any accessory from the External Extension Connector, or the Rumble Feature will not work. <br /> If you're using an EverDrive-GBA, make sure to turn off Quick Boot in the options, or the enhancements may not work.
: Note: If you're using an EverDrive-GBA, make sure to turn off Quick Boot in the options, or the enhancements may not work.
; <code><path></code>
; <code><path></code>
: Load Game Boy Advance multi-bootable ROM. Using this option is not recommended.
: Load Game Boy Advance multi-bootable ROM. Using this option is not recommended.
: Note: Remove any accessory from the External Extension Connector. Hold Start + Select while the Game Boy logo is visible.
: Note: Remove any accessory from the External Extension Connector, or the program will not load. <br /> The e-Reader need to be pulled out slightly from the Game Pak Slot for a program to be loaded and interact with the e-Reader.


Any file path can be relative or absolute. If relative, it is relative to <code>/GBI</code>. They can also explicitly specify the SD card to read from by prefixing an absolute path with <code>carda:</code> or <code>cardb:</code>
Any file path can be relative or absolute.
The [[wikipedia:Working directory|working directory]] is the first, non-empty <code>GBI/</code> directory found in Memory Card Slot A, Memory Card Slot B, Serial Port 2, or GC Loader.
The device can be specified with the prefix <code>carda:</code>, <code>cardb:</code>, <code>sd:</code>, or <code>dvd:</code>.


== Comparisons ==
== Comparisons ==
=== Audio quality ===
{{Main|Audio quality tests}}


=== Video quality ===
=== Video quality ===


{{Hatnote|These results will differ from the [[Game Boy Interface/High-Fidelity Edition#Video quality|high-fidelity edition]].}}
{{Hatnote|These results will differ from the [[Game Boy Interface/Standard Edition#Video quality (480i/p)|standard edition]] and [[Game Boy Interface/High-Fidelity Edition#Video quality (480i/p)|high-fidelity edition]]. <br /> These results are applicable to Nintendo GameCube software.}}
 
Using [https://github.com/cloudinary/ssimulacra SSIMULACRA], [https://kornel.ski/dssim DSSIM] 3.1.0, and [https://ffmpeg.org/ FFmpeg] 4.4 for SSIM & PSNR, with this [[:File:160p SMPTE color bars 2x.png|reference image]].
 
The analog-to-digital conversion parameters were calibrated for each source and device pair when possible. <br />
This isn't representative of relative signal strength. Sorting by SSIMULACRA provide a fairly accurate ranking.
 
If you'd like to see additional data or more products tested, please support the author on [https://www.patreon.com/Extrems Patreon].


==== Blackmagic Intensity Shuttle ====
==== Blackmagic Intensity Shuttle ====
Line 520: Line 994:
Using [http://www.analog.com/media/en/technical-documentation/data-sheets/ADV7180.pdf ADV7180] and [http://www.analog.com/media/en/technical-documentation/data-sheets/ADV7604.pdf ADV7604].
Using [http://www.analog.com/media/en/technical-documentation/data-sheets/ADV7180.pdf ADV7180] and [http://www.analog.com/media/en/technical-documentation/data-sheets/ADV7604.pdf ADV7604].


This 10-bit YC<sub>B</sub>C<sub>R</sub> 4:2:2 capture device is most representative of what you might see on a digital television.
This 10-bit YC<sub>B</sub>C<sub>R</sub> 4:2:2 capture device is most representative of what you might see on a digital television. <br /> As chroma is shifted right on YP<sub>B</sub>P<sub>R</sub> in/out, this was corrected in post-processing. Video and S-Video in/out suffer from internal interference.
 
<gallery widths="240px" heights="160px">
File:GBISR ADV7180 Composite NTSC.png|Nintendo Stereo AV Cable (NTSC-J)
File:GBISR ADV7180 Composite PAL-M.png|Nintendo Stereo AV Cable (PAL-M)
File:GBISR ADV7180 S-Video NTSC.png|Generic S-Video Cable (NTSC-J) <ref name="subcarrier" />
File:GBISR ADV7180 S-Video PAL-M.png|Generic S-Video Cable (PAL-M) <ref name="subcarrier" />
File:GBISR ADV7604 HDRV.png|HD Retrovision SNES Component Cable
File:GBISR ADV7604 Bitfunx Component.png|{{nowrap|Bitfunx/Kaico GameCube Component Cable}} & {{nowrap|Retro-Bit Retro Prism Component Cable}} <ref name="upsampling" /><ref name="gcvideo-lite" />
File:GBISR ADV7604 GCHD Mk-II YUV.png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|Datel Wii HD Component Cable}} <ref name="upsampling" />
File:GBISR ADV7604 GCHD Mk-II YUV (2).png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|HD Retrovision Wii Component Cable}} <ref name="upsampling" />
File:GBISR ADV7604 GCHD Mk-II v2.4c.2 YUV.png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|Datel Wii HD Component Cable}}
File:GBISR ADV7604 GCHD Mk-II v2.4c.2 YUV (2).png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|HD Retrovision Wii Component Cable}}
File:GBISR ADV7604 CARBY v3.0+ YPbPr.png|{{nowrap|GCVideo-DVI v3.0 and later}} + {{nowrap|Portta HDMI to YPbPr Converter}}
File:GBISR ADV7604 Carby Component.png|{{nowrap|Insurrection Industries Carby Component Cable}} <ref name="upsampling" />
File:GBISR ADV7604 Component.png|Nintendo GameCube Component Video Cable
File:GBISR ADV7604 GCHD.png|GCVideo-DVI v2.4a and earlier <ref name="gcvideo-2.4a" />
File:GBISR ADV7604 GCHD Mk-II.png|GCVideo-DVI v2.4b and later
File:GBISR ADV7604 GCHD Mk-II v2.4c.2.png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|HDMI Cable}}
File:GBISR ADV7604 CARBY v3.0+.png|GCVideo-DVI v3.0 and later
</gallery>
 
<references>
<ref name="subcarrier">Generic S-Video Cable exhibits a checkerboard pattern when audio isn't connected.</ref>
<ref name="upsampling">Undesirable first-order hold on chroma samples.</ref>
<ref name="gcvideo-lite">GCVideo-Lite has chroma shifted right.</ref>
<ref name="gcvideo-2.4a">GCVideo-DVI v2.4a and earlier has C<sub>B</sub> shifted left in the Green channel of RGB outputs.</ref>
</references>
 
{| class="mw-collapsible wikitable sortable"
|+ Measurements in dB
|-
!
! Source
! SSIMULACRA
! L*a*b* DSSIM
! R’G’B’ [[wikipedia:Structural similarity|SSIM]]
! R’G’B’ [[wikipedia:Peak signal-to-noise ratio|PSNR]]
|-
! data-sort-value="0" | CVBS
| [[:File:GBISR ADV7180 Composite NTSC.png|Nintendo Stereo AV Cable (NTSC-J)]]
| -9.443280
| -17.890431
| 9.109949
| 25.914712
|-
! data-sort-value="0" | CVBS
| [[:File:GBISR ADV7180 Composite PAL-M.png|Nintendo Stereo AV Cable (PAL-M)]]
| -9.428873
| -17.863037
| 9.302333
| 25.956162
|-
! data-sort-value="1" | Y/C
| [[:File:GBISR ADV7180 S-Video NTSC.png|Generic S-Video Cable (NTSC-J)]]
| -10.966444
| -21.098313
| 9.563780
| 27.243526
|-
! data-sort-value="1" | Y/C
| [[:File:GBISR ADV7180 S-Video PAL-M.png|Generic S-Video Cable (PAL-M)]]
| -9.879825
| -20.381890
| 8.832792
| 26.735124
|-
! data-sort-value="2" | RGB<sub>CV</sub>S
| [[:File:GBISR ADV7604 HDRV.png|HD Retrovision SNES Component Cable]]
| -12.049184
| -25.395061
| 12.242263
| 30.766373
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR ADV7604 Bitfunx Component.png|Bitfunx/Kaico GameCube Component Cable & Retro-Bit Retro Prism Component Cable]]
| -12.979306
| -24.443716
| 11.923594
| 29.313640
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR ADV7604 GCHD Mk-II YUV.png|EON GCHD Mk-II + Datel Wii HD Component Cable]]
| -11.821744
| -23.767438
| 11.839441
| 30.134315
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR ADV7604 GCHD Mk-II YUV (2).png|EON GCHD Mk-II + HD Retrovision Wii Component Cable]]
| -11.769820
| -24.151848
| 11.989788
| 30.125775
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR ADV7604 GCHD Mk-II v2.4c.2 YUV.png|EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable]]
| -12.746581
| -25.498166
| 11.946129
| 30.789679
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR ADV7604 GCHD Mk-II v2.4c.2 YUV (2).png|EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable]]
| -12.811852
| -26.467251
| 12.092401
| 30.922875
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR ADV7604 CARBY v3.0+ YPbPr.png|GCVideo-DVI v3.0 and later + Portta HDMI to YPbPr Converter]]
| -12.670721
| -26.209114
| 12.226747
| 31.142571
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR ADV7604 Carby Component.png|Insurrection Industries Carby Component Cable]]
| -11.705088
| -24.023763
| 12.298049
| 30.133896
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR ADV7604 Component.png|Nintendo GameCube Component Video Cable]]
| -12.860946
| -25.180008
| 12.475396
| 30.409172
|-
! data-sort-value="4" | TMDS
| [[:File:GBISR ADV7604 GCHD.png|GCVideo-DVI v2.4a and earlier]]
| -12.332234
| -25.881394
| 13.828852
| 31.589915
|-
! data-sort-value="4" | TMDS
| [[:File:GBISR ADV7604 GCHD Mk-II.png|GCVideo-DVI v2.4b and later]]
| -13.341432
| -27.178640
| 14.350780
| 31.609022
|-
! data-sort-value="4" | TMDS
| [[:File:GBISR ADV7604 GCHD Mk-II v2.4c.2.png|EON GCHD Mk-II v2.4c.2 + HDMI Cable]]
| -13.370337
| -27.593075
| 14.096536
| 30.832364
|-
! data-sort-value="4" | TMDS
| [[:File:GBISR ADV7604 CARBY v3.0+.png|GCVideo-DVI v3.0 and later]]
| '''-14.232523'''
| '''-28.390246'''
| '''15.201701'''
| '''32.208178'''
|}
 
==== "Can't Link" ====
 
Using [http://en.macrosilicon.com/info.asp?base_id=2&third_id=50 MS2109].


<gallery widths="240px" heights="160px">
<gallery widths="240px" heights="160px">
File:GBI ADV7180 Composite NTSC.png|Nintendo Stereo AV Cable (NTSC-J)
File:GBISR MS2109 CARBY v3.0+ MJPEG.png|GCVideo-DVI v3.0 and later (MJPG)
File:GBI ADV7180 Composite PAL-M.png|Nintendo Stereo AV Cable (PAL-M)
File:GBISR MS2109 CARBY v3.0+.png|GCVideo-DVI v3.0 and later (YUY2)
File:GBI ADV7180 S-Video NTSC.png|Generic S-Video Cable (NTSC-J)
File:GBI ADV7180 S-Video PAL-M.png|Generic S-Video Cable (PAL-M)
File:GBI ADV7604 GCHD Mk-II YUV.png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|Datel Wii HD Component Cable}}
File:GBI ADV7604 HDRV.png|HD Retrovision SNES Component Cable
File:GBI ADV7604 Component.png|Nintendo GameCube Component Video Cable
File:GBI ADV7604 GCHD.png|GCVideo-DVI v2.4a and earlier
File:GBI ADV7604 GCHD Mk-II.png|GCVideo-DVI v2.4b and later
</gallery>
</gallery>


Note: GCVideo-DVI v2.4a and earlier has C<sub>B</sub> shifted left in the Green channel of RGB outputs.
{| class="mw-collapsible wikitable sortable"
|+ Measurements in dB
|-
!
! Source
! SSIMULACRA
! L*a*b* DSSIM
! R’G’B’ [[wikipedia:Structural similarity|SSIM]]
! R’G’B’ [[wikipedia:Peak signal-to-noise ratio|PSNR]]
|-
! data-sort-value="0" | TMDS
| [[:File:GBISR MS2109 CARBY v3.0+ MJPEG.png|GCVideo-DVI v3.0 and later (MJPG)]]
| -11.553397
| -22.054644
| 10.982759
| '''28.875378'''
|-
! data-sort-value="0" | TMDS
| [[:File:GBISR MS2109 CARBY v3.0+.png|GCVideo-DVI v3.0 and later (YUY2)]]
| '''-12.175160'''
| '''-22.137603'''
| '''11.301652'''
| 28.853936
|}


==== Datapath VisionRGB ====
==== Datapath VisionRGB ====
Line 540: Line 1,191:
Using [http://www.analog.com/media/en/technical-documentation/data-sheets/AD9887A.pdf AD9887A].
Using [http://www.analog.com/media/en/technical-documentation/data-sheets/AD9887A.pdf AD9887A].


This range of 8-bit RGB 4:4:4 capture cards is our reference.
This range of 8-bit RGB 4:4:4 capture cards serve as our reference.


<gallery widths="240px" heights="160px">
<gallery widths="240px" heights="160px">
File:GBI AD9887A GCHD Mk-II YUV.png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|Datel Wii HD Component Cable}}
File:GBISR AD9887A HDRV.png|{{nowrap|HD Retrovision SNES Component Cable}} <sup>{{nowrap|''4× Oversampling ADC''}}</sup>
File:GBI AD9887A HDRV.png|HD Retrovision SNES Component Cable
File:GBISR AD9887A GCHD Mk-II YUV.png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|Datel Wii HD Component Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A GCHD Mk-II YUV LPF.png|RetroRGB Comp2DVI v2.1]]]}} <sup>{{nowrap|[''[[:File:GBISR AD9887A GCHD Mk-II YUV 4x.png|4× Oversampling ADC]]'']}}</sup> <ref name="noise-54mhz+" />
File:GBI AD9887A Component.png|Nintendo GameCube Component Video Cable
File:GBISR AD9887A GCHD Mk-II YUV (2).png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|HD Retrovision Wii Component Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A GCHD Mk-II YUV LPF (2).png|RetroRGB Comp2DVI v2.1]]]}} <sup>{{nowrap|[''[[:File:GBISR AD9887A GCHD Mk-II YUV 4x (2).png|4× Oversampling ADC]]'']}}</sup> <ref name="noise-54mhz+" />
File:GBI AD9887A GCHD.png|GCVideo-DVI v2.4a and earlier
 
File:GBI AD9887A GCHD Mk-II.png|GCVideo-DVI v2.4b and later
File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV.png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|Datel Wii HD Component Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV LPF.png|RetroRGB Comp2DVI v2.1]]]}} <sup>{{nowrap|[''[[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV 4x.png|4× Oversampling ADC]]'']}}</sup> <ref name="noise-54mhz+" />
File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV (2).png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|HD Retrovision Wii Component Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV LPF (2).png|RetroRGB Comp2DVI v2.1]]]}} <sup>{{nowrap|[''[[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV 4x (2).png|4× Oversampling ADC]]'']}}</sup> <ref name="noise-54mhz+" />
File:GBISR AD9887A Component.png|{{nowrap|Nintendo GameCube Component Video Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A Component LPF.png|RetroRGB Comp2DVI v2.1]]]}}
File:GBISR AD9887A GCHD.png|GCVideo-DVI v2.4a and earlier <ref name="gcvideo-2.4a" />
File:GBISR AD9887A GCHD Mk-II.png|GCVideo-DVI v2.4b and later
File:GBISR AD9887A GCHD Mk-II v2.4c.2.png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|HDMI Cable}}
File:GBISR AD9887A CARBY v3.0+.png|GCVideo-DVI v3.0 and later
</gallery>
</gallery>


Note: GCVideo-DVI v2.4a and earlier has C<sub>B</sub> shifted left in the Green channel of RGB outputs.
<references>
<ref name="noise-54mhz+">EON GCHD Mk-II's analog output suffers from 54MHz and harmonic interference.</ref>
<ref name="gcvideo-2.4a">GCVideo-DVI v2.4a and earlier has C<sub>B</sub> shifted left in the Green channel of RGB outputs.</ref>
</references>
 
{| class="mw-collapsible wikitable sortable"
|+ Measurements in dB
|-
!
! Source
! SSIMULACRA
! L*a*b* DSSIM
! R’G’B’ [[wikipedia:Structural similarity|SSIM]]
! R’G’B’ [[wikipedia:Peak signal-to-noise ratio|PSNR]]
|-
! data-sort-value="0" | RGB<sub>CV</sub>S
| [[:File:GBISR AD9887A HDRV.png|HD Retrovision SNES Component Cable]] <sup>''4× Oversampling ADC''</sup>
| -13.877310
| -24.976688
| 14.675611
| 31.840076
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II YUV.png|EON GCHD Mk-II + Datel Wii HD Component Cable]]
| -13.886768
| -28.202696
| 11.996525
| 31.871659
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II YUV (2).png|EON GCHD Mk-II + HD Retrovision Wii Component Cable]]
| -13.115460
| -28.421006
| 9.733507
| 31.571932
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II YUV 4x.png|EON GCHD Mk-II + Datel Wii HD Component Cable]] <sup>''4× Oversampling ADC''</sup>
| -12.785571
| -25.908537
| 14.310351
| 31.523034
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II YUV 4x (2).png|EON GCHD Mk-II + HD Retrovision Wii Component Cable]] <sup>''4× Oversampling ADC''</sup>
| -14.006967
| -28.410933
| 13.844768
| 32.270490
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II YUV LPF.png|EON GCHD Mk-II + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1]]
| -14.121242
| -28.337257
| 13.938489
| 32.246032
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II YUV LPF (2).png|EON GCHD Mk-II + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1]]
| -13.886076
| -28.358456
| 13.931382
| 32.180113
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV.png|EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable]]
| -14.916203
| -28.607593
| 13.522171
| 33.765758
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV (2).png|EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable]]
| -14.559903
| -29.274162
| 10.415137
| 33.530528
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV 4x.png|EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable]] <sup>''4× Oversampling ADC''</sup>
| -14.347394
| -27.277672
| 14.834726
| 33.419798
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV 4x (2).png|EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable]] <sup>''4× Oversampling ADC''</sup>
| -16.113684
| -29.259351
| 15.800996
| 34.359395
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV LPF.png|EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1]]
| -16.064595
| -29.281634
| 15.561498
| 34.606121
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV LPF (2).png|EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1]]
| -15.969469
| '''-29.337858'''
| 15.472910
| 34.553406
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A Component.png|Nintendo GameCube Component Video Cable]]
| -14.820156
| -28.353505
| 15.292768
| 33.665196
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A Component LPF.png|Nintendo GameCube Component Video Cable + RetroRGB Comp2DVI v2.1]]
| -15.687688
| -28.821513
| 15.181974
| 34.169963
|-
! data-sort-value="2" | TMDS
| [[:File:GBISR AD9887A GCHD.png|GCVideo-DVI v2.4a and earlier]]
| -12.918718
| -26.441514
| 14.897373
| 32.201534
|-
! data-sort-value="2" | TMDS
| [[:File:GBISR AD9887A GCHD Mk-II.png|GCVideo-DVI v2.4b and later]]
| -14.183042
| -28.337421
| 15.674017
| 32.422744
|-
! data-sort-value="2" | TMDS
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2.png|EON GCHD Mk-II v2.4c.2 + HDMI Cable]]
| '''-16.595645'''
| -29.309443
| '''18.384285'''
| '''34.898211'''
|-
! data-sort-value="2" | TMDS
| [[:File:GBISR AD9887A CARBY v3.0+.png|GCVideo-DVI v3.0 and later]]
| -14.217659
| -28.314211
| 15.630625
| 32.150042
|}


==== Hauppauge WinTV-HVR-1850 ====
==== Hauppauge WinTV-HVR-1850 ====


Using [https://web.archive.org/web/20120509222042/http://conexant.com/servlets/DownloadServlet/PBR-200974-004.pdf?docid=975&revid=4 CX23888].
Using [https://web.archive.org/web/20120509222042/http://conexant.com/servlets/DownloadServlet/PBR-200974-004.pdf?docid=975&revid=4 CX23888].
This 8-bit YC<sub>B</sub>C<sub>R</sub> 4:2:2 capture card show the advantages of 3D comb filtering.


<gallery widths="240px" heights="160px">
<gallery widths="240px" heights="160px">
File:GBI CX23888 NTSC.png|Nintendo RF Modulator (NTSC-J)
File:GBISR CX23888 NTSC.png|Nintendo RF Modulator (NTSC-J)
File:GBI CX23888 PAL-M.png|Nintendo RF Modulator (PAL-M)
File:GBISR CX23888 PAL-M.png|Nintendo RF Modulator (PAL-M)
File:GBI CX23888 Composite NTSC.png|Nintendo Stereo AV Cable (NTSC-J)
File:GBISR CX23888 Composite NTSC.png|Nintendo Stereo AV Cable (NTSC-J)
File:GBI CX23888 Composite PAL-M.png|Nintendo Stereo AV Cable (PAL-M)
File:GBISR CX23888 Composite PAL-M.png|Nintendo Stereo AV Cable (PAL-M)
File:GBI CX23888 S-Video NTSC.png|Generic S-Video Cable (NTSC-J)
File:GBISR CX23888 S-Video NTSC.png|Generic S-Video Cable (NTSC-J)
File:GBI CX23888 S-Video PAL-M.png|Generic S-Video Cable (PAL-M)
File:GBISR CX23888 S-Video PAL-M.png|Generic S-Video Cable (PAL-M)
</gallery>
</gallery>
==== Hyperkin 3-in-1 HDTV Cable ====
<gallery widths="240px" heights="160px">
File:GBISR Hyperkin 3-in-1 NTSC.png|Nintendo GameCube (NTSC-J)
File:GBISR Hyperkin 3-in-1 PAL-M.png|Nintendo GameCube (PAL-M)
</gallery>
{| class="mw-collapsible wikitable sortable"
|+ Measurements in dB
|-
!
! Source
! SSIMULACRA
! L*a*b* DSSIM
! R’G’B’ [[wikipedia:Structural similarity|SSIM]]
! R’G’B’ [[wikipedia:Peak signal-to-noise ratio|PSNR]]
|-
! data-sort-value="0" | Y/C
| [[:File:GBISR Hyperkin 3-in-1 NTSC.png|Nintendo GameCube (NTSC-J)]]
| data-sort-value="0" | Not a Number
| data-sort-value="0" | Not a Number
| data-sort-value="0" | Not a Number
| data-sort-value="0" | Not a Number
|-
! data-sort-value="0" | Y/C
| [[:File:GBISR Hyperkin 3-in-1 PAL-M.png|Nintendo GameCube (PAL-M)]]
| data-sort-value="0" | Not a Number
| data-sort-value="0" | Not a Number
| data-sort-value="0" | Not a Number
| data-sort-value="0" | Not a Number
|}


=== Sound emulation ===
=== Sound emulation ===
Line 580: Line 1,418:


=== 3D lookup table ===
=== 3D lookup table ===
==== ''Metroid: Zero Mission'' ====
<gallery widths="240px" heights="160px">
File:GBI BMXE Identity LUT.png|Identity LUT <br /> <code>lutrgb.png</code>
File:GBI BMXE Gambatte LUT.png|Gambatte / higan / ares <br /> <code>lutrgb-gambatte.png</code>
File:GBI BMXE GBA LUT.png|Game Boy Advance <br /> <code>lutrgb-gba.png</code>
File:GBI BMXE GBAHD LUT.png|gbaHD consolizer <br /> <code>lutrgb-gbahd.png</code>
File:GBI BMXE GBASP LUT.png|Game Boy Advance SP (AGS-101) <br /> <code>lutrgb-gbasp.png</code>
File:GBI BMXE GBC LUT.png|Game Boy Color <br /> <code>lutrgb-gbc.png</code>
File:GBI BMXE GBI LUT.png|Game Boy Interface (2015–2017) <br /> <code>lutrgb-gbi.png</code>
File:GBI BMXE GBP LUT.png|Game Boy Player Start-up Disc <br /> <code>lutrgb-gbp.png</code>
File:GBI BMXE HiColour LUT.png|Gameboy Hi-Colour Convertor <br /> <code>lutrgb-hicolour.png</code>
File:GBI BMXE Higan LUT.png|higan / ares <br /> <code>lutrgb-higan.png</code>
File:GBI BMXE Hiyoko LUT.png|Game Boy Color - Nintendo Switch Online <br /> <code>lutrgb-hiyoko.png</code>
File:GBI BMXE NDS LUT.png|Nintendo DS <br /> <code>lutrgb-nds.png</code>
File:GBI BMXE PSP LUT.png|PlayStation Portable <br /> <code>lutrgb-psp.png</code>
File:GBI BMXE Sloop LUT.png|Game Boy Advance - Nintendo Switch Online <br /> <code>lutrgb-sloop.png</code>
File:GBI BMXE Switch LUT.png|Nintendo Switch - OLED Model <br /> <code>lutrgb-switch.png</code>
File:GBI BMXE VBA LUT.png|VisualBoyAdvance-M <br /> <code>lutrgb-vba.png</code>
File:GBI BMXE VBC LUT.png|VisualBoy <br /> <code>lutrgb-vbc.png</code>
File:GBI BMXE WiiU LUT.png|Wii U Virtual Console <br /> <code>lutrgb-wiiu.png</code>
</gallery>


==== ''Pokémon Sapphire'' ====
==== ''Pokémon Sapphire'' ====
Line 585: Line 1,446:
<gallery widths="240px" heights="160px">
<gallery widths="240px" heights="160px">
File:GBI AXPE Identity LUT.png|Identity LUT <br /> <code>lutrgb.png</code>
File:GBI AXPE Identity LUT.png|Identity LUT <br /> <code>lutrgb.png</code>
File:GBI AXPE Gambatte LUT.png|Gambatte / higan / ares <br /> <code>lutrgb-gambatte.png</code>
File:GBI AXPE GBA LUT.png|Game Boy Advance <br /> <code>lutrgb-gba.png</code>
File:GBI AXPE GBA LUT.png|Game Boy Advance <br /> <code>lutrgb-gba.png</code>
File:GBI AXPE GBAHD LUT.png|gbaHD consolizer <br /> <code>lutrgb-gbahd.png</code>
File:GBI AXPE GBASP LUT.png|Game Boy Advance SP (AGS-101) <br /> <code>lutrgb-gbasp.png</code>
File:GBI AXPE GBC LUT.png|Game Boy Color <br /> <code>lutrgb-gbc.png</code>
File:GBI AXPE GBC LUT.png|Game Boy Color <br /> <code>lutrgb-gbc.png</code>
File:GBI AXPE GBI LUT.png|Game Boy Interface (2015–2017) <br /> <code>lutrgb-gbi.png</code>
File:GBI AXPE GBP LUT.png|Game Boy Player Start-up Disc <br /> <code>lutrgb-gbp.png</code>
File:GBI AXPE GBP LUT.png|Game Boy Player Start-up Disc <br /> <code>lutrgb-gbp.png</code>
File:GBI AXPE HiColour LUT.png|Gameboy Hi-Colour Convertor <br /> <code>lutrgb-hicolour.png</code>
File:GBI AXPE Higan LUT.png|higan / ares <br /> <code>lutrgb-higan.png</code>
File:GBI AXPE Hiyoko LUT.png|Game Boy Color - Nintendo Switch Online <br /> <code>lutrgb-hiyoko.png</code>
File:GBI AXPE NDS LUT.png|Nintendo DS <br /> <code>lutrgb-nds.png</code>
File:GBI AXPE NDS LUT.png|Nintendo DS <br /> <code>lutrgb-nds.png</code>
File:GBI AXPE PSP LUT.png|PlayStation Portable <br /> <code>lutrgb-psp.png</code>
File:GBI AXPE Sloop LUT.png|Game Boy Advance - Nintendo Switch Online <br /> <code>lutrgb-sloop.png</code>
File:GBI AXPE Switch LUT.png|Nintendo Switch - OLED Model <br /> <code>lutrgb-switch.png</code>
File:GBI AXPE VBA LUT.png|VisualBoyAdvance-M <br /> <code>lutrgb-vba.png</code>
File:GBI AXPE VBA LUT.png|VisualBoyAdvance-M <br /> <code>lutrgb-vba.png</code>
File:GBI AXPE VBC LUT.png|VisualBoy <br /> <code>lutrgb-vbc.png</code>
File:GBI AXPE WiiU LUT.png|Wii U Virtual Console <br /> <code>lutrgb-wiiu.png</code>
File:GBI AXPE WiiU LUT.png|Wii U Virtual Console <br /> <code>lutrgb-wiiu.png</code>
</gallery>
=== Color blindness ===
==== ''Pokémon Puzzle Challenge'' ====
<gallery widths="320px" heights="288px">
File:GBI BPNE Protanopia.png|Protanopia
File:GBI BPNE Deuteranopia.png|Deuteranopia
File:GBI BPNE Tritanopia.png|Tritanopia
</gallery>
</gallery>


Line 599: Line 1,481:
<gallery widths="240px" heights="160px">
<gallery widths="240px" heights="160px">
File:GBI AGSE Identity.png|Identity matrix
File:GBI AGSE Identity.png|Identity matrix
File:GBI AGSE GBA.png|Game Boy Advance
File:GBI AGSE Gambatte.png|Gambatte / higan / ares
File:GBI AGSE GBC.png|Game Boy Color
File:GBI AGSE GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
File:GBI AGSE GBASP.png|Game Boy Advance SP (AGS-101)
File:GBI AGSE GBI.png|Game Boy Interface
File:GBI AGSE GBI.png|Game Boy Interface
File:GBI AGSE Higan.png|higan / ares
File:GBI AGSE NDS.png|Nintendo DS
File:GBI AGSE NDS.png|Nintendo DS
File:GBI AGSE Palm.png|Palm Treo 700p
File:GBI AGSE Palm.png|Palm Treo 700p
File:GBI AGSE PSP.png|PlayStation Portable
File:GBI AGSE PSP.png|PlayStation Portable
File:GBI AGSE VBA.png|VisualBoyAdvance-M
File:GBI AGSE Switch.png|Nintendo Switch - OLED Model
File:GBI AGSE VBA.png|{{nowrap|Gameboy Hi-Colour Convertor}} / {{nowrap|VisualBoyAdvance-M}}
</gallery>
</gallery>


Line 612: Line 1,497:
<gallery widths="240px" heights="160px">
<gallery widths="240px" heights="160px">
File:GBI AMKE Identity.png|Identity matrix
File:GBI AMKE Identity.png|Identity matrix
File:GBI AMKE GBA.png|Game Boy Advance
File:GBI AMKE Gambatte.png|Gambatte / higan / ares
File:GBI AMKE GBC.png|Game Boy Color
File:GBI AMKE GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
File:GBI AMKE GBASP.png|Game Boy Advance SP (AGS-101)
File:GBI AMKE GBI.png|Game Boy Interface
File:GBI AMKE GBI.png|Game Boy Interface
File:GBI AMKE Higan.png|higan / ares
File:GBI AMKE NDS.png|Nintendo DS
File:GBI AMKE NDS.png|Nintendo DS
File:GBI AMKE Palm.png|Palm Treo 700p
File:GBI AMKE Palm.png|Palm Treo 700p
File:GBI AMKE PSP.png|PlayStation Portable
File:GBI AMKE PSP.png|PlayStation Portable
File:GBI AMKE VBA.png|VisualBoyAdvance-M
File:GBI AMKE Switch.png|Nintendo Switch - OLED Model
File:GBI AMKE VBA.png|{{nowrap|Gameboy Hi-Colour Convertor}} / {{nowrap|VisualBoyAdvance-M}}
</gallery>
</gallery>


Line 625: Line 1,513:
<gallery widths="240px" heights="160px">
<gallery widths="240px" heights="160px">
File:GBI AXPE Identity.png|Identity matrix
File:GBI AXPE Identity.png|Identity matrix
File:GBI AXPE GBA.png|Game Boy Advance
File:GBI AXPE Gambatte.png|Gambatte / higan / ares
File:GBI AXPE GBC.png|Game Boy Color
File:GBI AXPE GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
File:GBI AXPE GBASP.png|Game Boy Advance SP (AGS-101)
File:GBI AXPE GBI.png|Game Boy Interface
File:GBI AXPE GBI.png|Game Boy Interface
File:GBI AXPE Higan.png|higan / ares
File:GBI AXPE NDS.png|Nintendo DS
File:GBI AXPE NDS.png|Nintendo DS
File:GBI AXPE Palm.png|Palm Treo 700p
File:GBI AXPE Palm.png|Palm Treo 700p
File:GBI AXPE PSP.png|PlayStation Portable
File:GBI AXPE PSP.png|PlayStation Portable
File:GBI AXPE VBA.png|VisualBoyAdvance-M
File:GBI AXPE Switch.png|Nintendo Switch - OLED Model
File:GBI AXPE VBA.png|{{nowrap|Gameboy Hi-Colour Convertor}} / {{nowrap|VisualBoyAdvance-M}}
</gallery>
</gallery>


Line 638: Line 1,529:
<gallery widths="240px" heights="160px">
<gallery widths="240px" heights="160px">
File:GBI BZME Identity.png|Identity matrix
File:GBI BZME Identity.png|Identity matrix
File:GBI BZME GBA.png|Game Boy Advance
File:GBI BZME Gambatte.png|Gambatte / higan / ares
File:GBI BZME GBC.png|Game Boy Color
File:GBI BZME GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
File:GBI BZME GBASP.png|Game Boy Advance SP (AGS-101)
File:GBI BZME GBI.png|Game Boy Interface
File:GBI BZME GBI.png|Game Boy Interface
File:GBI BZME Higan.png|higan / ares
File:GBI BZME NDS.png|Nintendo DS
File:GBI BZME NDS.png|Nintendo DS
File:GBI BZME Palm.png|Palm Treo 700p
File:GBI BZME Palm.png|Palm Treo 700p
File:GBI BZME PSP.png|PlayStation Portable
File:GBI BZME PSP.png|PlayStation Portable
File:GBI BZME VBA.png|VisualBoyAdvance-M
File:GBI BZME Switch.png|Nintendo Switch - OLED Model
File:GBI BZME VBA.png|{{nowrap|Gameboy Hi-Colour Convertor}} / {{nowrap|VisualBoyAdvance-M}}
</gallery>
</gallery>


Line 651: Line 1,545:
<gallery widths="240px" heights="160px">
<gallery widths="240px" heights="160px">
File:GBI AWAE Identity.png|Identity matrix
File:GBI AWAE Identity.png|Identity matrix
File:GBI AWAE GBA.png|Game Boy Advance
File:GBI AWAE Gambatte.png|Gambatte / higan / ares
File:GBI AWAE GBC.png|Game Boy Color
File:GBI AWAE GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
File:GBI AWAE GBASP.png|Game Boy Advance SP (AGS-101)
File:GBI AWAE GBI.png|Game Boy Interface
File:GBI AWAE GBI.png|Game Boy Interface
File:GBI AWAE Higan.png|higan / ares
File:GBI AWAE NDS.png|Nintendo DS
File:GBI AWAE NDS.png|Nintendo DS
File:GBI AWAE Palm.png|Palm Treo 700p
File:GBI AWAE Palm.png|Palm Treo 700p
File:GBI AWAE PSP.png|PlayStation Portable
File:GBI AWAE PSP.png|PlayStation Portable
File:GBI AWAE VBA.png|VisualBoyAdvance-M
File:GBI AWAE Switch.png|Nintendo Switch - OLED Model
File:GBI AWAE VBA.png|{{nowrap|Gameboy Hi-Colour Convertor}} / {{nowrap|VisualBoyAdvance-M}}
</gallery>
</gallery>


Line 666: Line 1,563:
==== Game Boy Advance ====
==== Game Boy Advance ====


[[File:GBI_Game_Boy_Advance.png|border|right]]
[[File:GBI Game Boy Advance.png|border|right]]
Using a contrast ratio of 250:1.
Using a contrast ratio of 250:1.


Line 672: Line 1,569:
--matrix=gba
--matrix=gba
--input-gamma=4.
--input-gamma=4.
--brightness=.25148668593658708166355310093177
--contrast=.74851331406341291833644689906823
--contrast=.74851331406341291833644689906823
--brightness=.25148668593658708166355310093177
</pre>
 
==== Game Boy Advance SP (AGS-101) ====
 
[[File:GBI Game Boy Advance SP.png|border|right]]
Using a contrast ratio of 600:1.
 
<pre>
--matrix=gbasp
--input-gamma=2.2
--brightness=.05460142499154923424989090729934
--contrast=.94539857500845076575010909270066
</pre>
 
==== Game Boy Color ====
 
[[File:GBI Game Boy Color.png|border|right]]
Using a contrast ratio of 75:1.
 
<pre>
--matrix=gbc
--input-gamma=2.2
--brightness=.14050747383584267109301027880364
--contrast=.85949252616415732890698972119636
</pre>
</pre>


==== Nintendo DS ====
==== Nintendo DS ====


[[File:GBI_Nintendo_DS.png|border|right]]
[[File:GBI Nintendo DS.png|border|right]]
Using a contrast ratio of 600:1.
Using a contrast ratio of 600:1.


Line 684: Line 1,605:
--matrix=nds
--matrix=nds
--input-gamma=2.2
--input-gamma=2.2
--brightness=.05460142499154923424989090729934
--contrast=.94539857500845076575010909270066
--contrast=.94539857500845076575010909270066
--brightness=.05460142499154923424989090729934
</pre>
</pre>


==== Palm Treo 700p ====
==== Palm Treo 700p ====


[[File:GBI_Palm_Treo_700p.png|border|right]]
[[File:GBI Palm Treo 700p.png|border|right]]
Using a contrast ratio of 75:1.
Using a contrast ratio of 75:1.


Line 696: Line 1,617:
--matrix=palm
--matrix=palm
--input-gamma=2.2
--input-gamma=2.2
--brightness=.14050747383584267109301027880364
--contrast=.85949252616415732890698972119636
--contrast=.85949252616415732890698972119636
--brightness=.14050747383584267109301027880364
</pre>
</pre>


==== PlayStation Portable ====
==== PlayStation Portable ====


[[File:GBI_PlayStation_Portable.png|border|right]]
[[File:GBI PlayStation Portable.png|border|right]]
Using a contrast ratio of 750:1.
Using a contrast ratio of 750:1.


Line 708: Line 1,629:
--matrix=psp
--matrix=psp
--input-gamma=2.2
--input-gamma=2.2
--brightness=.04933486807278596181719235613556
--contrast=.95066513192721403818280764386444
--contrast=.95066513192721403818280764386444
--brightness=.04933486807278596181719235613556
</pre>
</pre>


Line 744: Line 1,665:


<pre>
<pre>
--control-spare=5
--delay-reset=0
--delay-reset=0
--delay-video=0
--delay-video=0
--no-overlay
--no-overlay
--scaler=nearest
--scaler=nearest
--format=custom,scaled-size=528:320,size=480:320
--profile=srgb
--sound=digital
--format=custom,scaled-size=528x320,size=480x320
</pre>
</pre>


Line 754: Line 1,678:


Included as <code>gbisr.cli.example</code>.
Included as <code>gbisr.cli.example</code>.
Transcribed below for reference.
[[File:GBISR Example Configuration.png|thumb]]


<pre>
<pre>
--control-spare=5
--delay-video=2
--delay-video=2
--profile=srgb
--contrast=.78125
--contrast=.78125
--vfilter=.5:.25:.25
--vfilter=.5:.25:.25
--sound=analog=.000148021979839541018009185791015625:.00029604395967908203601837158203125:.000148021979839541018009185791015625:-1.965293407440185546875:.965885460376739501953125
--sound=original
--format=ntsc,scaled-size=666:448,size=608:448
--format=ntsc,scaled-size=666x448,size=608x448
--scan-mode=interlace
--scan-mode=interlace
--enhance
--enhance
Line 768: Line 1,697:


<pre>
<pre>
--delay-reset=65
--control-spare=5
--delay-reset=63
--delay-video=2
--delay-video=2
--profile=srgb
--contrast=.78125
--contrast=.78125
--vfilter=.5:.25:.25
--vfilter=.5:.25:.25
--sound=analog=.000148021979839541018009185791015625:.00029604395967908203601837158203125:.000148021979839541018009185791015625:-1.965293407440185546875:.965885460376739501953125
--sound=original
--format=pal,scaled-size=670:530,size=608:448
--format=pal,scaled-size=670x530,size=608x448
--scan-mode=interlace
--scan-mode=interlace
--enhance
--enhance
Line 783: Line 1,714:


<pre>
<pre>
--profile=srgb
--contrast=.7
--contrast=.7
--blend=.75
--blend=.75
Line 790: Line 1,722:


<pre>
<pre>
--profile=srgb
--contrast=.6
--contrast=.6
--blend=.5625
--blend=.5625
Line 797: Line 1,730:


<pre>
<pre>
--profile=srgb
--contrast=.65
--contrast=.65
--blend=.75
--blend=.75
Line 804: Line 1,738:


<pre>
<pre>
--profile=srgb
--contrast=.7
--contrast=.7
--blend=.5625
--blend=.5625
Line 811: Line 1,746:


<pre>
<pre>
--profile=srgb
--contrast=.65
--contrast=.65
--blend=.5625
--blend=.5625
Line 818: Line 1,754:


<pre>
<pre>
--profile=srgb
--contrast=.6
--contrast=.6
--blend=.5
--blend=.5
Line 823: Line 1,760:


=== Video optimization ===
=== Video optimization ===
==== Datapath VisionAV & VisionRGB ====
===== GCVideo-DVI v3.0 and later =====
These settings provide a 90° 4× scaled image in a 2:3 640×240p119.455 video output.
In the GCVideo menu under "Other settings", set "Enhanced DVI mode" to On. <br />
In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" to On, "Fix resolution" to Off, and "Digital color format" to YC444.
Included as <code>gbisr-vision.cli</code>, <code>gbisr-vision.dol+cli</code> and <code>gbisr-vision.gci</code>.
Transcribed below for reference.
<pre>
--zoom=4:2
--rotate=90
--poll=2
--no-overlay
--scaler=nearest
--profile=srgb
--format=custom,offset=0,scaled-size=0x0
--scan-mode=non-interlace,clock2x
</pre>
* Rotation: 270°
* Color Adjustments
** Brightness: 32
** Contrast: 128
** Colour Domain: YUV (601) Limited


==== Datapath VisionRGB ====
==== Datapath VisionRGB ====


===== Nintendo GameCube Component Video Cable =====
===== Nintendo GameCube Component Video Cable =====
These settings provide a 90° 4× scaled image in a 3:4 240p119.455 (27MHz÷866÷261) video output.
Included as <code>gbisr-vision.cli</code>, <code>gbisr-vision.dol+cli</code> and <code>gbisr-vision.gci</code>.
Transcribed below for reference.


<pre>
<pre>
--vfilter=.5:.5:.0:.5:.0:.5
--zoom=4:2
--format=custom,offset=0,scaled-size=0
--rotate=90
--poll=2
--no-overlay
--scaler=nearest
--profile=srgb
--format=custom,offset=0,scaled-size=0x0
--scan-mode=non-interlace,clock2x
--scan-mode=non-interlace,clock2x
</pre>
</pre>
Line 845: Line 1,821:
** Black Level: 8
** Black Level: 8
* Cropping
* Cropping
** Top: 40
** Top: 0
** Left: 40
** Left: 0
** Width: 240
** Width: 320
** Height: 160
** Height: 240
* Color Adjustments
* Color Adjustments
** Brightness: 32
** Brightness: 32
Line 861: Line 1,837:
**** Contrast: 158
**** Contrast: 158
*** Green
*** Green
**** Brightness: 170
**** Brightness: 174
**** Contrast: 170
**** Contrast: 142
*** Blue
*** Blue
**** Brightness: 152
**** Brightness: 150
**** Contrast: 152
**** Contrast: 128
* Rotation: 270°


==== Open Source Scan Converter ====
==== Open Source Scan Converter ====
These settings provide a 1× scaled image in a 3:2 240p59.7276 (13.5MHz÷866÷261) video output.
Refer to [http://www.firebrandx.com/gbiosscoptimal.html FirebrandX] for Open Source Scan Converter configuration.


Included as <code>gbisr-ossc.cli</code>, <code>gbisr-ossc.dol+cli</code> and <code>gbisr-ossc.gci</code>.
Included as <code>gbisr-ossc.cli</code>, <code>gbisr-ossc.dol+cli</code> and <code>gbisr-ossc.gci</code>.
Refer to [http://www.firebrandx.com/gbiosscoptimal.html FirebrandX] for configuration.
Transcribed below for reference.
 
[[File:GBISR-OSSC.png|thumb]]


<pre>
<pre>
--vfilter=.5:.5:.0:.5:.0:.5
--vfilter=.5:.5:.0:.5:.0:.5
--format=custom,offset=0,scaled-size=0
--format=custom,offset=0,scaled-size=0x0
--scan-mode=non-interlace
--scan-mode=non-interlace
</pre>
</pre>
Important: Misuse will result in the wrong aspect ratio.
These settings are mutually exclusive with a secondary display.
==== RetroTINK-4K ====
These settings provide a 90° 4× scaled image in a 3:4 240p119.455 (27MHz÷866÷261) video output.
They require firmware v1.0rc10 or later.
If you're using GCVideo-DVI, under "Advanced settings", set "Fix resolution" to Off and "Digital color format" to YC422.
Included as <code>gbisr-vision.cli</code>, <code>gbisr-vision.dol+cli</code> and <code>gbisr-vision.gci</code>.
Transcribed below for reference.
[[File:GBISR-RT4K.png|thumb]]
<pre>
--zoom=4:2
--rotate=90
--poll=2
--no-overlay
--scaler=nearest
--profile=srgb
--format=custom,offset=0,scaled-size=0x0
--scan-mode=non-interlace,clock2x
</pre>
In the RT4K menu under "Profiles" and "Load Profile", select "Load Default". <br />
In the RT4K menu under "Advanced Settings", "HDMI® Receiver Setup" and "Input Decimation", set "Input Pixels" to 4 (Output: 480) and "Initial Phase" to 3 of 4. <br />
In the RT4K menu under "Advanced Settings", "Scaling/Crop Setup" and "Input Crop", set "RoTATE (Beta)" to 90 Deg Left. <br />
In the RT4K menu under "Advanced Settings", "Scaling/Crop Setup" and "Scaler", set "Aspect Correction" to 1:1 (Sq. Pixel). <br />
In the RT4K menu under "Advanced Settings", "Color Correction Setup" and "Gamma/PQ", set "Input Factor" and "Output Factor" to 2.40. <br />
In the RT4K menu under "Advanced Settings", "Color Correction Setup" and "Color Space Convertion", select "Apply Preset", "Game Boy Interface" and "Game Boy Interface". <br />
In the RT4K menu under "Advanced Settings", "Color Correction Setup" and "Advanced Controls", set "Bit Crush" to 3 bits Removed.
==== RetroTINK-5X Pro ====
These settings provide a 1× scaled image in a 3:2 240p59.7387 (13.5MHz÷856÷264) video output.
Included as <code>gbisr-xrgb.cli</code>, <code>gbisr-xrgb.dol+cli</code> and <code>gbisr-xrgb.gci</code>.
Transcribed below for reference.
[[File:GBISR-RT5X.png|thumb|Insurrection Industries Carby Component Cable]]
<pre>
--vfilter=.5:.5:.0:.5:.0:.5
--format=custom-m,offset=0,scaled-size=0x0
--scan-mode=non-interlace
</pre>
Important: Misuse will result in the wrong aspect ratio.
These settings are mutually exclusive with a secondary display.
In the RT5X menu, set "Output Res." to 1080p (UNDER), "H. Sampling" to Generic 4:3, "Interpolation" to Sharp, and "Video LPF" to Light.


==== XRGB-mini Framemeister ====
==== XRGB-mini Framemeister ====
These settings provide a 1× scaled image in a 3:2 240p59.7387 (13.5MHz÷856÷264) video output.
Refer to [http://www.firebrandx.com/framemeisterprofiles.html FirebrandX] for XRGB-mini Framemeister configuration.


Included as <code>gbisr-xrgb.cli</code>, <code>gbisr-xrgb.dol+cli</code> and <code>gbisr-xrgb.gci</code>.
Included as <code>gbisr-xrgb.cli</code>, <code>gbisr-xrgb.dol+cli</code> and <code>gbisr-xrgb.gci</code>.
Refer to [http://www.firebrandx.com/framemeisterprofiles.html FirebrandX] for configuration.
Transcribed below for reference.


<pre>
<pre>
--vfilter=.5:.5:.0:.5:.0:.5
--vfilter=.5:.5:.0:.5:.0:.5
--format=custom-m,offset=0,scaled-size=0
--format=custom-m,offset=0,scaled-size=0x0
--scan-mode=non-interlace
--scan-mode=non-interlace
</pre>
Important: Misuse will result in the wrong aspect ratio.
These settings are mutually exclusive with a secondary display.
==== Computer monitors (Liquid-crystal display) ====
These settings provide a 2× scaled image in a 4:3 640×480p59.7276 video output.
In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" to On, "Fix resolution" to Off, and "Digital color format" to RGB-F.
<pre>
--format=custom,offset=0,scaled-size=0x0
--scan-mode=progressive
</pre>
</pre>


==== High-definition televisions ====
==== High-definition televisions ====


===== GCVideo-DVI v2.4d and earlier =====
===== GCVideo-DVI =====


Included as <code>gbisr-gchd.cli</code>, <code>gbisr-gchd.dol+cli</code> and <code>gbisr-gchd.gci</code>.
These settings provide a 3× scaled image, line doubled in a 16:9 720×960i59.7188 video output.  


Change the Aspect Ratio on the television to 16:9.
[[File:GBISR-GCDV.png|thumb]]


<pre>
<pre>
--zoom=2.53125:3
--zoom=2.53125:3
--format=custom,offset=+2:-2,scaled-size=0
--format=custom,offset=+2:-2,scaled-size=0x0
--scan-mode=non-progressive
--scan-mode=non-progressive
</pre>
</pre>
Change the Aspect Ratio on the television to 16:9.


To improve the picture further, in the GCVideo menu under "Other settings", try setting "Enhanced DVI mode" to Off.
To improve the picture further, in the GCVideo menu under "Other settings", try setting "Enhanced DVI mode" to Off.
Line 907: Line 1,962:


Labeling the input on the television as a PC may also work.
Labeling the input on the television as a PC may also work.
----
These settings provide a 3× scaled image in a 16:9 720×480p59.7276 video output.
Included as <code>gbisr-direct-hdmi.cli</code>, <code>gbisr-direct-hdmi.dol+cli</code> and <code>gbisr-direct-hdmi.gci</code>.
Transcribed below for reference.
<pre>
--zoom=2.53125:3
--format=custom,offset=0,scaled-size=0x0
--scan-mode=progressive
</pre>
Change the Aspect Ratio on the television to 16:9.


=== Video output ===
=== Video output ===


==== 120Hz black frame insertion ====
==== 120Hz black frame insertion (legacy) ====


<pre>
<pre>
--poll=2
--vfilter=.5:.5:.0:.0
--vfilter=.5:.5:.0:.0
--scan-mode=non-interlace,clock2x
--scan-mode=non-interlace,clock2x
Line 974: Line 2,045:


== FAQs ==
== FAQs ==
[[File:GCVideo Progressive Scan.png|thumb|Progressive scan (720x480p)]]


=== How do I change Game Paks? ===
=== How do I change Game Paks? ===
Line 984: Line 2,057:
=== Can I play [[wikipedia:Game Boy Advance Video|Game Boy Advance Video]]? ===
=== Can I play [[wikipedia:Game Boy Advance Video|Game Boy Advance Video]]? ===


Yes. You can do so by disabling [[#--no-enhance|Game Boy Player enhancements]] (<code>--no-enhance</code>), or holding a direction while the Game Boy Player logo is visible.
Yes. You can do so by disabling [[#--no-enhance|Game Boy Player enhancements]] (<code>--no-enhance</code>, or "Rumble: No" in Swiss), or holding a direction while the Game Boy Player logo is visible.
 
=== What is the default video output? ===
 
* Interlaced Scan Mode: 1× in 4:3 720×240p59.8261 (reported by GCVideo-DVI as 704x240p60)
* Progressive Scan Mode: 2× in 4:3 720×480p59.7276 (reported by GCVideo-DVI as 704x480p60)


=== Why am I seeing a double split image? ===
=== Why am I seeing a double split image? ===


Either progressive scan mode is enabled or, if using GCVideo-DVI, line doubling is by default.
Either progressive scan mode is enabled or, if using GCVideo-DVI, line doubling is by default.
If line doubling is at fault, the picture may also be scrolling with a slant.
=== Why is my AV to HDMI converter cycling through video standards? ===
It's confused by the [[wikipedia:PAL#Multisystem PAL support and "PAL 60"|PAL-60]] composite video signal being output by your PAL console.
As a workaround, you can set 50Hz Mode (<code>--format=pal</code>, or "Video Format: PAL" in Swiss). This has no effect on the game speed, but will appear stuttery.
=== Why is the picture blown out on my PAL console? ===
This is the result of using a cable intended for a NTSC console, typically aftermarket, on a PAL console.
Back when the AV Multi Out was first introduced, the PAL region had some passive components moved out of the system and into the cable.
As a workaround, you can halve [[#--vfilter|vertical filter coefficients]] (<code>--vfilter=.5</code>). Using this workaround is not recommended on the long term.


=== Why is the input viewer barely visible on my capture? ===
=== Why is the input viewer barely visible on my capture? ===
Line 1,027: Line 2,121:
# Compare with No-Intro's [https://datomatic.no-intro.org/ DAT-o-MATIC].
# Compare with No-Intro's [https://datomatic.no-intro.org/ DAT-o-MATIC].
# Press any button to continue.
# Press any button to continue.
=== How do I re-enable the dumping utility? ===
Pass <code>default.mb.gz</code> as command-line argument.


== Changelog ==
== Changelog ==
=== November, 2023 ===
* Added color profiles for RetroTINK-4K.
* Fixed detecting USB Gecko in Slot A.
=== October, 2023 ===
* Added +Control Pad rotation.
* Added color rendering intent.
* Updated color matrices by Pokefan531.
* Updated 3D LUTs by Pokefan531.
=== July–September, 2023 ===
* Added Memory Expansion Pak support.
* Updated GBA ROM checksummer.
* Improved GC Loader write support.
=== February, 2023 ===
* Added Sloop color profile.
* Added piecewise parametric curve.
* Added turbo A/B Buttons.
* Changed saturation to use luma coefficients from video color space.
* Changed L/R Buttons filtering to remapping.
* Fixed polling rate in various video modes.
=== October–November, 2022 ===
* Added black frame insertion.
* Updated GBA ROM checksummer.
=== July, 2022 ===
* Added Gambatte and higan color profiles.
* Updated GBA ROM checksummer.
* Fixed issue with GC Loader and IPL replacements.
=== May–June, 2022 ===
* Added direct color palette setting.
* Added turbo button.
* Updated GBA ROM checksummer.
* Improved SD card compatibility.
* Changed reset combo to exit on hold.
* Relaxed U+D/L+R cancelling.
* Fixed minor issues.
=== January, 2022 ===
* Added color blindness filters.
* Added L/R Buttons filtering control.
=== December, 2021 ===
* Added hue/saturation controls.
* Updated GBA-as-GC controller.
* Enabled input viewer to be out of bounds.
=== November, 2021 ===
* Added quick color profiles.
* Updated color matrices by Pokefan531.
* Updated 3D LUTs by Pokefan531.
* Updated GBA ROM checksummer.
* Fixed issues with GC Loader.
=== August, 2021 ===
* Disabled GBC widescreen mode.
=== June, 2021 ===
* Added GC Loader 2.0.0 write support.
* Improved GBA anti-sleep mode.
* Fixed hang in AGB Aging Cartridge.
=== February–April, 2021 ===
* Added control type E² and E³.
* Updated GBA-as-GC controller.
=== January, 2021 ===
* Added all devices search for GBI directory.
* Updated GBA-as-GC controller.
* Improved GBA multiboot support.
=== December, 2020 ===
* Added return to loader support.
* Updated color matrices by Pokefan531.
* Updated 3D LUTs by Pokefan531.
* Improved system stability.
* Improved SD card compatibility.
* Changed default video format to avoid PAL-M with digital AV.
* Changed default 3D LUT order to GBR.
=== May–June, 2020 ===
* Added control type E¹.
* Added disc spin-down.
* Added GC Loader read-only support.
=== April, 2020 ===
* Changed default color matrix to GBI's original.
* Changed default sound mode to analog.
* Fixed Game Boy Player settings validation.
=== January–March, 2020 ===
* Improved SD card compatibility.
* Reduced reset delay.
=== October, 2019 ===
* Added N64 Controller support.
* Added GBA anti-sleep mode.
* Added subfolder search for GBI directory.
=== August–September, 2019 ===
* Added Game Boy Player settings validation.
* Fixed default SD card with bad program name.
=== July, 2019 ===
* Added SD2SP2 support.
* Fixed hang with no SD card inserted.
* Fixed hang upon SD card reinsertion.


=== June, 2019 ===
=== June, 2019 ===

Revision as of 21:55, 26 November 2023

Game Boy Interface
Information
Author(s) Extrems
Type Utility
Version Rolling release
Licence All rights reserved
Links
Download main package
Download extra package
Website
Discussion
Source

Formerly the (ultra-)low latency version, Game Boy Interface Speedrunning Edition (GBISR) features a simplified video renderer, and aims to meet the needs of most speedrunning communities.

Controls

Type A (two-handed)

Nintendo GameCube Nintendo GameCube Controller Logitech Speed Force Nintendo 64 Controller Action
A/B Buttons A/B Buttons or Accelerator/Brake Pedals A/B Buttons A/B Buttons
Z Button Z Button Z Button Select
Y Button Y Button Select or Turbo
X Button X Button Start or Turbo
Start/Pause Start/Pause Start Start
+Control Pad or Control Stick +Control Pad or Steering Wheel +Control Pad or Control Stick +Control Pad
L/R Buttons L/R Buttons L/R Buttons L/R Buttons
(Only for Game Boy Advance)
Reset Button B, X and Start/Pause Buttons B, X and Start/Pause Buttons Z, R, A, B and Start Buttons Power Switch
B, X and Start/Pause Buttons
(Hold for 0.5 seconds)
B, X and Start/Pause Buttons
(Hold for 0.5 seconds)
Z, R, A, B and Start Buttons
(Hold for 0.5 seconds)
Exit
Reset Button X, Y and Start/Pause Buttons
(Hold for 1.5 seconds)
L, R and Start Buttons Recalibrate controller
X, Y and Start/Pause Buttons
(Hold for 3 seconds)
Swap controls
(Only with controller adapter)
C Stick Down C Button Down Toggle input viewer
DK Bongos Controller Active Life Mat Controller Action
Bottom Right/Left Orange Up/Right A/B Buttons
Hand Clap - Button Select
Start/Pause + Button Start
Top Right Blue or Orange Square +Control Pad Right
Top Left Blue Left +Control Pad Left
Blue Up +Control Pad Up
Blue or Orange Down +Control Pad Down

Type B (one-handed)

Nintendo GameCube Nintendo GameCube Controller Nintendo 64 Controller Action
A/B Buttons A/B Buttons A/B Buttons
Z Button Z Button Select
L Button L Button Select or Turbo
R Button R Button Start or Turbo
Start/Pause Start Start
+Control Pad, Control Stick or C Stick +Control Pad, Control Stick or C Buttons +Control Pad
Y/X Buttons L/R Buttons
(Only for Game Boy Advance)
Reset Button B, X and Start/Pause Buttons Z, R, A, B and Start Buttons Power Switch
B, X and Start/Pause Buttons
(Hold for 0.5 seconds)
Z, R, A, B and Start Buttons
(Hold for 0.5 seconds)
Exit
Reset Button X, Y and Start/Pause Buttons
(Hold for 1.5 seconds)
L, R and Start Buttons Recalibrate controller
X, Y and Start/Pause Buttons
(Hold for 3 seconds)
Swap controls
(Only with controller adapter)
L, R, Z and +Control Pad Down Toggle input viewer
DK Bongos Controller Action
Bottom Right/Left A/B Buttons
Hand Clap Select
Start/Pause Start
Top Left/Right L/R Buttons

Type C (Super Mario World: Super Mario Advance 2)

Nintendo GameCube Nintendo GameCube Controller Nintendo 64 Controller Action
B/Y Buttons A/B Buttons A/B Buttons
Z Button Z Button Select
Start/Pause Start Start
+Control Pad or Control Stick +Control Pad or Control Stick +Control Pad
X/A Buttons B/R Buttons or Turbo
L/R Buttons L/R Buttons L/R Buttons
(Only for Game Boy Advance)
Reset Button B, X and Start/Pause Buttons Z, R, A, B and Start Buttons Power Switch
B, X and Start/Pause Buttons
(Hold for 0.5 seconds)
Z, R, A, B and Start Buttons
(Hold for 0.5 seconds)
Exit
Reset Button X, Y and Start/Pause Buttons
(Hold for 1.5 seconds)
L, R and Start Buttons Recalibrate controller
X, Y and Start/Pause Buttons
(Hold for 3 seconds)
Swap controls
(Only with controller adapter)
C Stick Down C Button Down Toggle input viewer

Type D (The Legend of Zelda: A Link to the Past)

Nintendo GameCube Nintendo GameCube Controller Nintendo 64 Controller Action
Y/B Buttons A/B Buttons A/B Buttons
Start/Pause Z Button Select
R Button L Button Select or Turbo
L Button R Button Start or Turbo
Z Button Start Start
+Control Pad, Control Stick or C Stick +Control Pad, Control Stick or C Buttons +Control Pad
X/A Buttons L/R Buttons
(Only for Game Boy Advance)
Reset Button B, X and Start/Pause Buttons Z, R, A, B and Start Buttons Power Switch
B, X and Start/Pause Buttons
(Hold for 0.5 seconds)
Z, R, A, B and Start Buttons
(Hold for 0.5 seconds)
Exit
Reset Button X, Y and Start/Pause Buttons
(Hold for 1.5 seconds)
L, R and Start Buttons Recalibrate controller
X, Y and Start/Pause Buttons
(Hold for 3 seconds)
Swap controls
(Only with controller adapter)
L, R, Z and +Control Pad Down Toggle input viewer

Type E1 (swapped)

Nintendo GameCube Nintendo GameCube Controller Nintendo 64 Controller Action
B/Y Buttons A/B Buttons or Turbo
X/A Buttons A/B Buttons A/B Buttons
Z Button Z Button Select
Start/Pause Start Start
+Control Pad or Control Stick +Control Pad or Control Stick +Control Pad
L/R Buttons L/R Buttons L/R Buttons
(Only for Game Boy Advance)
Reset Button B, X and Start/Pause Buttons Z, R, A, B and Start Buttons Power Switch
B, X and Start/Pause Buttons
(Hold for 0.5 seconds)
Z, R, A, B and Start Buttons
(Hold for 0.5 seconds)
Exit
Reset Button X, Y and Start/Pause Buttons
(Hold for 1.5 seconds)
L, R and Start Buttons Recalibrate controller
X, Y and Start/Pause Buttons
(Hold for 3 seconds)
Swap controls back
(Only with controller adapter)
C Stick Down C Button Down Toggle input viewer

Type E2 (swapped Super Mario World: Super Mario Advance 2)

Nintendo GameCube Nintendo GameCube Controller Nintendo 64 Controller Action
A/B Buttons A/B Buttons A/B Buttons
Z Button Z Button Select
Start/Pause Start Start
+Control Pad or Control Stick +Control Pad or Control Stick +Control Pad
Y/X Buttons B/R Buttons or Turbo
L/R Buttons L/R Buttons L/R Buttons
(Only for Game Boy Advance)
Reset Button B, X and Start/Pause Buttons Z, R, A, B and Start Buttons Power Switch
B, X and Start/Pause Buttons
(Hold for 0.5 seconds)
Z, R, A, B and Start Buttons
(Hold for 0.5 seconds)
Exit
Reset Button X, Y and Start/Pause Buttons
(Hold for 1.5 seconds)
L, R and Start Buttons Recalibrate controller
X, Y and Start/Pause Buttons
(Hold for 3 seconds)
Swap controls back
(Only with controller adapter)
C Stick Down C Button Down Toggle input viewer

Type E3 (swapped The Legend of Zelda: A Link to the Past)

Nintendo GameCube Nintendo GameCube Controller Nintendo 64 Controller Action
B/A Buttons A/B Buttons A/B Buttons
Start/Pause Z Button Select
R Button L Button Select or Turbo
L Button R Button Start or Turbo
Z Button Start Start
+Control Pad, Control Stick or C Stick +Control Pad, Control Stick or C Buttons +Control Pad
Y/X Buttons L/R Buttons
(Only for Game Boy Advance)
Reset Button B, X and Start/Pause Buttons Z, R, A, B and Start Buttons Power Switch
B, X and Start/Pause Buttons
(Hold for 0.5 seconds)
Z, R, A, B and Start Buttons
(Hold for 0.5 seconds)
Exit
Reset Button X, Y and Start/Pause Buttons
(Hold for 1.5 seconds)
L, R and Start Buttons Recalibrate controller
X, Y and Start/Pause Buttons
(Hold for 3 seconds)
Swap controls back
(Only with controller adapter)
L, R, Z and +Control Pad Down Toggle input viewer

Options

--offset=<x:y>
Set offset (default: 0).
--zoom=<x:y>
Set zoom (default: 2.0).
--rotate=<0-359>
Set rotation (default: 0).
--poll=<0-11>
Set controller polling rate. Use if your third-party controller or controller adapter is malfunctioning.
Not applicable to Nintendo 64 Controllers using a passive connector adapter.
0: VSync (most compatible)
1: 1000Hz (default)
2: 500Hz
3: 350Hz
4: 300Hz
5: 250Hz
6: 200Hz
7: 150Hz
8: 150Hz
9: 125Hz
10: 125Hz
11: 100Hz
Note: The polling rate will be doubled or halved in tandem with the refresh rate.
--turbo=<on:off>
Set autofire interval (default: 0).
When non-zero, duplicate buttons act as turbo A/B Buttons.
--control=<P1[:P2[:P3[:P4]]]>
Set control scheme. The default is the Game Boy Player Start-up Disc's Controller setting (0 or 1).
0: Type A (two-handed)
1: Type B (one-handed)
2: Type C (Super Mario World: Super Mario Advance 2)
3: Type D (The Legend of Zelda: A Link to the Past)
4: Type E1 (swapped)
6: Type E2 (swapped Super Mario World: Super Mario Advance 2)
7: Type E3 (swapped The Legend of Zelda: A Link to the Past)
  • --control=0:1:2:3 Set control type A, B, C, D on controller socket 1, 2, 3, 4.
  • --control=4 Set control type E1 on all controller sockets.
Note: A Game Boy Advance used as a controller is a Nintendo GameCube Controller.
--control-turbo=<bitmask>
Set which duplicate button acts as the turbo modifier key.
0: None (default)
1: A, Select or R Button
2: B, Start or L Button
3: Both
--control-spare=<bitshift>
Set function of L/R Buttons with Game Boy Game Paks.
Normally used to switch between wide/normal screen mode.
0: None (default)
1: A/B Buttons
2: Select/Start
3: +Control Pad Right/Left
4: +Control Pad Up/Down
5: L/R Buttons
--control-rotate=<0-3>
Set rotation of +Control Pad.
0: 0° (default)
1: 90° clockwise
2: 180°
3: 90° counter-clockwise
--delay-reset=<N>
Set reset delay (default: 73).
--delay-video=<N>
Set video buffering (default: 1). Setting this option to 0 is not recommended.
--movie=<path>, --no-movie
Play input log (default: no).
--movie-record, --no-movie-record
Record input log (default: no).
--overlay=<path>, --no-overlay
Load texture palette for graphic overlays (default: frame-srgb.tpl.gz).
--overlay-id=<ID>
Set texture palette index for graphic overlay. The default is the Game Boy Player Start-up Disc's Frame setting (0 to 19).
--overlay-scale=<x:y>
Set texture scale for graphic overlay (default: auto).
--scaler=<nearest|bilinear|area|box>
Set image scaling filter. Setting this option to nearest is not recommended when using fractional scaling.
nearest: Nearest-neighbor interpolation (fastest)
bilinear: Bilinear interpolation
area: Sharp bilinear interpolation (default)
box: Inverse sharp bilinear interpolation
--palette=<#rgbx,#rgbx,#rgbx,#rgbx>, --palette=<xxxx-xxxx-xxxx>, --no-palette
Apply Super Game Boy color palette (default: no).
  • --palette=719 Set color palette 2-H.
  • --palette=#8000,#AF3F,#FAB7,#FFFF
Note: Press Left + B while the Game Boy logo is visible for proper application on original Game Boy Game Paks.
--lut3d=<path>, --no-lut3d
Load 32x32x32 lookup table in PNG file format (default: no).
Overrides --matrix, --input-gamma, --brightness, --contrast, --saturation, --hue and --blend.
--lut3d-order=<rgb|gbr|bgr>
Specify lookup table order (default: gbr).
--profile-intent=<perceptual|relative|saturation|absolute>
Set color rendering intent (default: perceptual).
--profile=<srgb|gambatte|gba|gbasp|gbc|gbi|hicolour|higan|nds|palm|psp|sloop|vba>
Set quick color profile.
Overrides --matrix, --input-gamma, --output-gamma, --brightness, --contrast, --saturation and --hue.
srgb: Emulator
gambatte: Gambatte / higan / ares
gba: Game Boy Advance
gbasp: Game Boy Advance SP (AGS-101)
gbc: Game Boy Color
gbi: Game Boy Interface (2015–2017)
hicolour: Gameboy Hi-Colour Convertor
higan: higan / ares
nds: Nintendo DS
palm: Palm Treo 700p
psp: PlayStation Portable
sloop: Game Boy Advance - Nintendo Switch Online
vba: VisualBoyAdvance-M
--matrix=<identity|gambatte|gba|gbasp|gbc|gbi|hicolour|higan|nds|palm|psp|switch|vba>
Set color matrix (default: gbi).
This translates the RGB color primaries to the standard RGB color space.
identity: Identity matrix
gambatte: Gambatte / higan / ares
gba: Game Boy Advance (by Pokefan531)
gbasp: Game Boy Advance SP (by Pokefan531)
gbc: Game Boy Color (by Pokefan531)
gbi: Game Boy Interface
hicolour: Gameboy Hi-Colour Convertor (by Pokefan531)
higan: higan / ares
nds: Nintendo DS (by Pokefan531)
palm: Palm Treo 700p (by Pokefan531)
psp: PlayStation Portable (by Pokefan531)
switch: Nintendo Switch - OLED Model (by Pokefan531)
vba: VisualBoyAdvance-M (by Pokefan531)
--daltonize=<normal|protan|deutan|tritan>, --anomalize=<normal|protan|deutan|tritan>
Set color blindness compensation and/or simulation (default: normal).
normal: Trichromat
protan: Protanope
deutan: Deuteranope
tritan: Tritanope
--input-gamma=<red[:green[:blue]]>
Set gamma (default: 2.2).
Overrides --input-alpha.
--input-alpha=<red[:green[:blue]]>
Set alpha for piecewise parametric curve (default: 0.0).
--output-gamma=<value>
Specify screen gamma (default: 2.2).
Overrides --output-alpha.
--output-alpha=<value>
Specify screen alpha for piecewise parametric curve (default: 0.0).
--gamma=<even[:odd]>
Set gamma correction (default: 1.0).
--brightness=<red[:green[:blue]]>
Set lift (default: 0.0).
--contrast=<red[:green[:blue]]>
Set gain (default: 1.0).
  • --contrast=.811065673828125:.8790390491485595703125:1. D93 to D65, gamma 2.2.
  • --contrast=1.:.92267322540283203125:.811065673828125 D65 to D93, gamma 2.2.
--saturation=<value>
Set color saturation (default: 1.0).
--hue=<0-359>
Set color hue shift (default: 0).
--blend=<0.0-1.0>
Set alpha blending with accumulation buffer (default: 1.0).
--background=<#rrggbb>
Set background color (default: #000000).
--vfilter=<middle[:lower[:upper]]>
Set vertical filter coefficients (default: 1.0).
Each lines are the sum of line n, n+1 and n-1.
  • --vfilter=.5:.25:.25 Typical vertical low-pass filter.
  • --vfilter=.5:.5:.0:.5:.0:.5 2:1 downsampling filter.
--volume=<left[:right]>
Set audio gain (default: 0.75).
Note: GCVideo-DVI v2.4b and earlier reduces volume down to a quarter of this value.
--sound=<[mono|stereo][,digital|analog|original]>
Set sound mode. The default is the Sound Mode system setting (mono or stereo).
mono: Mono downmix
stereo: Stereo
Note: GCVideo-Lite has swapped audio channels.
digital
Use PWM decoder.
analog[=<a0:a1:a2:b1:b2>]
Use 2MHz biquad filter (default). Defaults to a second-order low-pass filter with a cut-off of 10kHz and a quality factor of √2 if not specified.
This is used to simulate the RLC circuit on the Game Boy Advance's Headphone Jack, providing a treble boost.
original
Use low-pass filter similar to the Game Boy Player Start-up Disc.
--format=<[ntsc|pal|pal-m|ntsc-50|pal-60|custom|custom-m][,offset=<x:y>][,scaled-size=<WxH>][,size=<WxH>]>
Set video format. The default is the Video Mode or Progressive Scan Mode system setting (ntsc, pal-60, pal-m, or custom).
ntsc: NTSC-J
pal: PAL-B/G/D/K/I
pal-m: PAL-M
ntsc-50: NTSC-50
pal-60: PAL-60
Note: GCVideo-DVI is only designed to support NTSC-J, PAL-B/G/D/K/I and PAL-60.
AVE N-DOL can only output CVBS or Y/C as NTSC-J, PAL-M or NTSC-50.
AVE P-DOL can only output CVBS as PAL-B/G/D/K/I or PAL-60.
offset=<x:y>
Set screen position. The default is the Screen Position system setting (-32 to +32).
Note: Odd positions will cause CB to be shifted right and CR to be shifted left with GCVideo-Lite or GCVideo-DVI v2.4c and earlier.
The screen position is shifted left by 4 pixels with GCVideo-DVI v2.4d and earlier.
scaled-size=<WxH>
Set screen size. The default is 704:480 for 60Hz formats and 704:576 for 50Hz formats.
Note: 3 pixels on the right edge of the screen are blanked out with GCVideo-DVI v2.4d-2 and earlier.
size=<WxH>
Set internal resolution (default: 640:480). The maximum is 640:528.
--scan-mode=<[interlace|quasi-interlace|non-interlace|non-progressive|progressive][,clock2x|no-clock2x][,size2x|no-size2x][,strobe|no-strobe]>
Set scan mode. The default is the Progressive Scan Mode system setting (non-interlace or progressive).
interlace: 15kHz interlaced (480i@60Hz; 576i@50Hz)
quasi-interlace: 15kHz segmented frame (480sf@30Hz; 576sf@25Hz)
non-interlace: 15kHz progressive (240p@60Hz; 288p@50Hz), line halving
non-progressive: 31kHz interlaced (960i@60Hz; 1152i@50Hz), line doubling
progressive: 31kHz progressive (480p@60Hz; 576p@50Hz)
clock2x, no-clock2x
Enable 27MHz pixel clock (default: auto). Enabling doubles the refresh rate for interlace scan modes. Disabling halves the refresh rate for progressive scan modes.
This depend on a compatible video encoder or transmitter not mangling its input.
size2x, no-size2x
Enable 2× video oversampling (default: no). Enabling halves the refresh rate.
This depend on a compatible video encoder or transmitter not mangling its input.
strobe, no-strobe
Enable black frame insertion (default: no). Enabling halves the frame rate.
--osd-input[=<x:y>], --no-osd-input
Show input viewer (default: no). Defaults to 0:-64 if not specified.
The position is relative to the center of the Game Boy screen.
  • --osd-input=-96:-64 Show on top left.
  • --osd-input=96:-64 Show on top right.
  • --osd-input=96:64 Show on bottom right.
  • --osd-input=-96:64 Show on bottom left.
--usb, --no-usb
Enable USB Gecko features (default: yes).
--enhance, --no-enhance
Enable Game Boy Player enhancements (default: no). Enabling this option is not recommended.
Title Feature(s)
Drill Dozer Rumble
Game Boy Advance Video Series Not compatible
Mario & Luigi: Superstar Saga Rumble, reduced contrast
Pokémon Pinball: Ruby & Sapphire Rumble
Shikakui Atama o Maru Kusuru Advance: Kanji Keisanhen Rumble, restored contrast
Shikakui Atama o Maru Kusuru Advance: Kokugo Sansuu Shakai Rikahen Rumble, restored contrast
Super Mario Advance 4: Super Mario Bros. 3 Rumble, restored gamma
Note: Remove any accessory from the External Extension Connector, or the Rumble Feature will not work.
If you're using an EverDrive-GBA, make sure to turn off Quick Boot in the options, or the enhancements may not work.
<path>
Load Game Boy Advance multi-bootable ROM. Using this option is not recommended.
Note: Remove any accessory from the External Extension Connector, or the program will not load.
The e-Reader need to be pulled out slightly from the Game Pak Slot for a program to be loaded and interact with the e-Reader.

Any file path can be relative or absolute. The working directory is the first, non-empty GBI/ directory found in Memory Card Slot A, Memory Card Slot B, Serial Port 2, or GC Loader. The device can be specified with the prefix carda:, cardb:, sd:, or dvd:.

Comparisons

Audio quality

Video quality

Using SSIMULACRA, DSSIM 3.1.0, and FFmpeg 4.4 for SSIM & PSNR, with this reference image.

The analog-to-digital conversion parameters were calibrated for each source and device pair when possible.
This isn't representative of relative signal strength. Sorting by SSIMULACRA provide a fairly accurate ranking.

If you'd like to see additional data or more products tested, please support the author on Patreon.

Blackmagic Intensity Shuttle

Using ADV7180 and ADV7604.

This 10-bit YCBCR 4:2:2 capture device is most representative of what you might see on a digital television.
As chroma is shifted right on YPBPR in/out, this was corrected in post-processing. Video and S-Video in/out suffer from internal interference.

  1. 1.0 1.1 Generic S-Video Cable exhibits a checkerboard pattern when audio isn't connected.
  2. 2.0 2.1 2.2 2.3 Undesirable first-order hold on chroma samples.
  3. GCVideo-Lite has chroma shifted right.
  4. GCVideo-DVI v2.4a and earlier has CB shifted left in the Green channel of RGB outputs.
Measurements in dB
Source SSIMULACRA L*a*b* DSSIM R’G’B’ SSIM R’G’B’ PSNR
CVBS Nintendo Stereo AV Cable (NTSC-J) -9.443280 -17.890431 9.109949 25.914712
CVBS Nintendo Stereo AV Cable (PAL-M) -9.428873 -17.863037 9.302333 25.956162
Y/C Generic S-Video Cable (NTSC-J) -10.966444 -21.098313 9.563780 27.243526
Y/C Generic S-Video Cable (PAL-M) -9.879825 -20.381890 8.832792 26.735124
RGBCVS HD Retrovision SNES Component Cable -12.049184 -25.395061 12.242263 30.766373
YPBPR Bitfunx/Kaico GameCube Component Cable & Retro-Bit Retro Prism Component Cable -12.979306 -24.443716 11.923594 29.313640
YPBPR EON GCHD Mk-II + Datel Wii HD Component Cable -11.821744 -23.767438 11.839441 30.134315
YPBPR EON GCHD Mk-II + HD Retrovision Wii Component Cable -11.769820 -24.151848 11.989788 30.125775
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable -12.746581 -25.498166 11.946129 30.789679
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable -12.811852 -26.467251 12.092401 30.922875
YPBPR GCVideo-DVI v3.0 and later + Portta HDMI to YPbPr Converter -12.670721 -26.209114 12.226747 31.142571
YPBPR Insurrection Industries Carby Component Cable -11.705088 -24.023763 12.298049 30.133896
YPBPR Nintendo GameCube Component Video Cable -12.860946 -25.180008 12.475396 30.409172
TMDS GCVideo-DVI v2.4a and earlier -12.332234 -25.881394 13.828852 31.589915
TMDS GCVideo-DVI v2.4b and later -13.341432 -27.178640 14.350780 31.609022
TMDS EON GCHD Mk-II v2.4c.2 + HDMI Cable -13.370337 -27.593075 14.096536 30.832364
TMDS GCVideo-DVI v3.0 and later -14.232523 -28.390246 15.201701 32.208178

"Can't Link"

Using MS2109.

Measurements in dB
Source SSIMULACRA L*a*b* DSSIM R’G’B’ SSIM R’G’B’ PSNR
TMDS GCVideo-DVI v3.0 and later (MJPG) -11.553397 -22.054644 10.982759 28.875378
TMDS GCVideo-DVI v3.0 and later (YUY2) -12.175160 -22.137603 11.301652 28.853936

Datapath VisionRGB

Using AD9887A.

This range of 8-bit RGB 4:4:4 capture cards serve as our reference.

  1. 1.0 1.1 1.2 1.3 EON GCHD Mk-II's analog output suffers from 54MHz and harmonic interference.
  2. GCVideo-DVI v2.4a and earlier has CB shifted left in the Green channel of RGB outputs.
Measurements in dB
Source SSIMULACRA L*a*b* DSSIM R’G’B’ SSIM R’G’B’ PSNR
RGBCVS HD Retrovision SNES Component Cable 4× Oversampling ADC -13.877310 -24.976688 14.675611 31.840076
YPBPR EON GCHD Mk-II + Datel Wii HD Component Cable -13.886768 -28.202696 11.996525 31.871659
YPBPR EON GCHD Mk-II + HD Retrovision Wii Component Cable -13.115460 -28.421006 9.733507 31.571932
YPBPR EON GCHD Mk-II + Datel Wii HD Component Cable 4× Oversampling ADC -12.785571 -25.908537 14.310351 31.523034
YPBPR EON GCHD Mk-II + HD Retrovision Wii Component Cable 4× Oversampling ADC -14.006967 -28.410933 13.844768 32.270490
YPBPR EON GCHD Mk-II + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1 -14.121242 -28.337257 13.938489 32.246032
YPBPR EON GCHD Mk-II + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1 -13.886076 -28.358456 13.931382 32.180113
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable -14.916203 -28.607593 13.522171 33.765758
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable -14.559903 -29.274162 10.415137 33.530528
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable 4× Oversampling ADC -14.347394 -27.277672 14.834726 33.419798
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable 4× Oversampling ADC -16.113684 -29.259351 15.800996 34.359395
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1 -16.064595 -29.281634 15.561498 34.606121
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1 -15.969469 -29.337858 15.472910 34.553406
YPBPR Nintendo GameCube Component Video Cable -14.820156 -28.353505 15.292768 33.665196
YPBPR Nintendo GameCube Component Video Cable + RetroRGB Comp2DVI v2.1 -15.687688 -28.821513 15.181974 34.169963
TMDS GCVideo-DVI v2.4a and earlier -12.918718 -26.441514 14.897373 32.201534
TMDS GCVideo-DVI v2.4b and later -14.183042 -28.337421 15.674017 32.422744
TMDS EON GCHD Mk-II v2.4c.2 + HDMI Cable -16.595645 -29.309443 18.384285 34.898211
TMDS GCVideo-DVI v3.0 and later -14.217659 -28.314211 15.630625 32.150042

Hauppauge WinTV-HVR-1850

Using CX23888.

This 8-bit YCBCR 4:2:2 capture card show the advantages of 3D comb filtering.

Hyperkin 3-in-1 HDTV Cable

Measurements in dB
Source SSIMULACRA L*a*b* DSSIM R’G’B’ SSIM R’G’B’ PSNR
Y/C Nintendo GameCube (NTSC-J) Not a Number Not a Number Not a Number Not a Number
Y/C Nintendo GameCube (PAL-M) Not a Number Not a Number Not a Number Not a Number

Sound emulation

Mega Man Zero 2

Pokémon Sapphire

3D lookup table

Metroid: Zero Mission

Pokémon Sapphire

Color blindness

Pokémon Puzzle Challenge

Color matrix

Golden Sun

Mario Kart: Super Circuit

Pokémon Sapphire

The Legend of Zelda: The Minish Cap

Wario Land 4

Examples

Color emulation

Game Boy Advance

Using a contrast ratio of 250:1.

--matrix=gba
--input-gamma=4.
--brightness=.25148668593658708166355310093177
--contrast=.74851331406341291833644689906823

Game Boy Advance SP (AGS-101)

Using a contrast ratio of 600:1.

--matrix=gbasp
--input-gamma=2.2
--brightness=.05460142499154923424989090729934
--contrast=.94539857500845076575010909270066

Game Boy Color

Using a contrast ratio of 75:1.

--matrix=gbc
--input-gamma=2.2
--brightness=.14050747383584267109301027880364
--contrast=.85949252616415732890698972119636

Nintendo DS

Using a contrast ratio of 600:1.

--matrix=nds
--input-gamma=2.2
--brightness=.05460142499154923424989090729934
--contrast=.94539857500845076575010909270066

Palm Treo 700p

Using a contrast ratio of 75:1.

--matrix=palm
--input-gamma=2.2
--brightness=.14050747383584267109301027880364
--contrast=.85949252616415732890698972119636

PlayStation Portable

Using a contrast ratio of 750:1.

--matrix=psp
--input-gamma=2.2
--brightness=.04933486807278596181719235613556
--contrast=.95066513192721403818280764386444

Color restoration

Mario & Luigi: Superstar Saga

This game reduces contrast when played with Game Boy Player enhancements.

--contrast=1.1

Super Mario Bros. 3: Super Mario Advance 4

This game reduces gamma when played without Game Boy Player enhancements.

--input-gamma=2.8

The Legend of Zelda: Oracle of Ages/Seasons

This game reduces gamma when played on a Game Boy Advance. Due to Game Boy Color limitations, only shadows can be restored perfectly.

--input-gamma=4.

Mimicking

Game Boy Interface (ultra-low latency)

--control-spare=5
--delay-reset=0
--delay-video=0
--no-overlay
--scaler=nearest
--profile=srgb
--sound=digital
--format=custom,scaled-size=528x320,size=480x320

Game Boy Player Start-up Disc (60Hz)

Included as gbisr.cli.example. Transcribed below for reference.

--control-spare=5
--delay-video=2
--profile=srgb
--contrast=.78125
--vfilter=.5:.25:.25
--sound=original
--format=ntsc,scaled-size=666x448,size=608x448
--scan-mode=interlace
--enhance

Game Boy Player Start-up Disc (50Hz)

--control-spare=5
--delay-reset=63
--delay-video=2
--profile=srgb
--contrast=.78125
--vfilter=.5:.25:.25
--sound=original
--format=pal,scaled-size=670x530,size=608x448
--scan-mode=interlace
--enhance

Nintendo 3DS Ambassador Program

F-Zero Maximum Velocity, Fire Emblem: The Sacred Stones, Mario vs. Donkey Kong and The Legend of Zelda: The Minish Cap
--profile=srgb
--contrast=.7
--blend=.75
Kirby & The Amazing Mirror
--profile=srgb
--contrast=.6
--blend=.5625
Mario Kart: Super Circuit
--profile=srgb
--contrast=.65
--blend=.75
Metroid Fusion
--profile=srgb
--contrast=.7
--blend=.5625
Wario Land 4 and WarioWare, Inc.: Mega Microgame$
--profile=srgb
--contrast=.65
--blend=.5625
Yoshi's Island: Super Mario Advance 3
--profile=srgb
--contrast=.6
--blend=.5

Video optimization

Datapath VisionAV & VisionRGB

GCVideo-DVI v3.0 and later

These settings provide a 90° 4× scaled image in a 2:3 640×240p119.455 video output.

In the GCVideo menu under "Other settings", set "Enhanced DVI mode" to On.
In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" to On, "Fix resolution" to Off, and "Digital color format" to YC444.

Included as gbisr-vision.cli, gbisr-vision.dol+cli and gbisr-vision.gci. Transcribed below for reference.

--zoom=4:2
--rotate=90
--poll=2
--no-overlay
--scaler=nearest
--profile=srgb
--format=custom,offset=0,scaled-size=0x0
--scan-mode=non-interlace,clock2x
  • Rotation: 270°
  • Color Adjustments
    • Brightness: 32
    • Contrast: 128
    • Colour Domain: YUV (601) Limited

Datapath VisionRGB

Nintendo GameCube Component Video Cable

These settings provide a 90° 4× scaled image in a 3:4 240p119.455 (27MHz÷866÷261) video output.

Included as gbisr-vision.cli, gbisr-vision.dol+cli and gbisr-vision.gci. Transcribed below for reference.

--zoom=4:2
--rotate=90
--poll=2
--no-overlay
--scaler=nearest
--profile=srgb
--format=custom,offset=0,scaled-size=0x0
--scan-mode=non-interlace,clock2x
  • Resolution and Refresh
    • Width: 320
    • Height: 240
    • Vertical Refresh: 119.45
  • Video Adjustments
    • Horizontal Position: 85
    • Horizontal Size: 433
    • Phase: 27
    • Vertical Position: 18
    • Black Level: 8
  • Cropping
    • Top: 0
    • Left: 0
    • Width: 320
    • Height: 240
  • Color Adjustments
    • Brightness: 32
    • Contrast: 128
    • Colour Domain: YUV (601)
    • Colour Balance
      • All Colors
        • Brightness: 32
        • Contrast: 128
      • Red
        • Brightness: 158
        • Contrast: 158
      • Green
        • Brightness: 174
        • Contrast: 142
      • Blue
        • Brightness: 150
        • Contrast: 128
  • Rotation: 270°

Open Source Scan Converter

These settings provide a 1× scaled image in a 3:2 240p59.7276 (13.5MHz÷866÷261) video output. Refer to FirebrandX for Open Source Scan Converter configuration.

Included as gbisr-ossc.cli, gbisr-ossc.dol+cli and gbisr-ossc.gci. Transcribed below for reference.

--vfilter=.5:.5:.0:.5:.0:.5
--format=custom,offset=0,scaled-size=0x0
--scan-mode=non-interlace

Important: Misuse will result in the wrong aspect ratio. These settings are mutually exclusive with a secondary display.

RetroTINK-4K

These settings provide a 90° 4× scaled image in a 3:4 240p119.455 (27MHz÷866÷261) video output. They require firmware v1.0rc10 or later.

If you're using GCVideo-DVI, under "Advanced settings", set "Fix resolution" to Off and "Digital color format" to YC422.

Included as gbisr-vision.cli, gbisr-vision.dol+cli and gbisr-vision.gci. Transcribed below for reference.

--zoom=4:2
--rotate=90
--poll=2
--no-overlay
--scaler=nearest
--profile=srgb
--format=custom,offset=0,scaled-size=0x0
--scan-mode=non-interlace,clock2x

In the RT4K menu under "Profiles" and "Load Profile", select "Load Default".
In the RT4K menu under "Advanced Settings", "HDMI® Receiver Setup" and "Input Decimation", set "Input Pixels" to 4 (Output: 480) and "Initial Phase" to 3 of 4.
In the RT4K menu under "Advanced Settings", "Scaling/Crop Setup" and "Input Crop", set "RoTATE (Beta)" to 90 Deg Left.
In the RT4K menu under "Advanced Settings", "Scaling/Crop Setup" and "Scaler", set "Aspect Correction" to 1:1 (Sq. Pixel).
In the RT4K menu under "Advanced Settings", "Color Correction Setup" and "Gamma/PQ", set "Input Factor" and "Output Factor" to 2.40.
In the RT4K menu under "Advanced Settings", "Color Correction Setup" and "Color Space Convertion", select "Apply Preset", "Game Boy Interface" and "Game Boy Interface".
In the RT4K menu under "Advanced Settings", "Color Correction Setup" and "Advanced Controls", set "Bit Crush" to 3 bits Removed.

RetroTINK-5X Pro

These settings provide a 1× scaled image in a 3:2 240p59.7387 (13.5MHz÷856÷264) video output.

Included as gbisr-xrgb.cli, gbisr-xrgb.dol+cli and gbisr-xrgb.gci. Transcribed below for reference.

Insurrection Industries Carby Component Cable
--vfilter=.5:.5:.0:.5:.0:.5
--format=custom-m,offset=0,scaled-size=0x0
--scan-mode=non-interlace

Important: Misuse will result in the wrong aspect ratio. These settings are mutually exclusive with a secondary display.

In the RT5X menu, set "Output Res." to 1080p (UNDER), "H. Sampling" to Generic 4:3, "Interpolation" to Sharp, and "Video LPF" to Light.

XRGB-mini Framemeister

These settings provide a 1× scaled image in a 3:2 240p59.7387 (13.5MHz÷856÷264) video output. Refer to FirebrandX for XRGB-mini Framemeister configuration.

Included as gbisr-xrgb.cli, gbisr-xrgb.dol+cli and gbisr-xrgb.gci. Transcribed below for reference.

--vfilter=.5:.5:.0:.5:.0:.5
--format=custom-m,offset=0,scaled-size=0x0
--scan-mode=non-interlace

Important: Misuse will result in the wrong aspect ratio. These settings are mutually exclusive with a secondary display.

Computer monitors (Liquid-crystal display)

These settings provide a 2× scaled image in a 4:3 640×480p59.7276 video output.

In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" to On, "Fix resolution" to Off, and "Digital color format" to RGB-F.

--format=custom,offset=0,scaled-size=0x0
--scan-mode=progressive

High-definition televisions

GCVideo-DVI

These settings provide a 3× scaled image, line doubled in a 16:9 720×960i59.7188 video output.

--zoom=2.53125:3
--format=custom,offset=+2:-2,scaled-size=0x0
--scan-mode=non-progressive

Change the Aspect Ratio on the television to 16:9.

To improve the picture further, in the GCVideo menu under "Other settings", try setting "Enhanced DVI mode" to Off. You will lose embedded digital audio.

Labeling the input on the television as a PC may also work.


These settings provide a 3× scaled image in a 16:9 720×480p59.7276 video output.

Included as gbisr-direct-hdmi.cli, gbisr-direct-hdmi.dol+cli and gbisr-direct-hdmi.gci. Transcribed below for reference.

--zoom=2.53125:3
--format=custom,offset=0,scaled-size=0x0
--scan-mode=progressive

Change the Aspect Ratio on the television to 16:9.

Video output

120Hz black frame insertion (legacy)

--poll=2
--vfilter=.5:.5:.0:.0
--scan-mode=non-interlace,clock2x

480p hybrid scanlines

--overlay=frame.tpl.gz
--gamma=2.2:1.
--scan-mode=progressive

480p simple scanlines

--vfilter=.5:.5:.0:.0
--scan-mode=progressive

Video scaling

4:3 fullscreen (Game Boy Advance)

--zoom=2.375
--vfilter=.625:.1875:.1875
--scan-mode=interlace
--zoom=2.375
--scan-mode=progressive

4:3 fullscreen (Game Boy Color)

--zoom=3
--vfilter=.5:.25:.25
--scan-mode=interlace
--zoom=3
--vfilter=.5:.5:.0:.5:.0:.5
--scan-mode=non-interlace
--zoom=3
--scan-mode=progressive

16:9 fullscreen

--zoom=2.25:3
--scan-mode=progressive

FAQs

Progressive scan (720x480p)

How do I change Game Paks?

  1. Hold the Reset Button.
  2. Slide the Game Pak Ejector.
  3. Insert a Game Pak into the Game Pak Slot.
  4. Release the Reset Button.

Can I play Game Boy Advance Video?

Yes. You can do so by disabling Game Boy Player enhancements (--no-enhance, or "Rumble: No" in Swiss), or holding a direction while the Game Boy Player logo is visible.

What is the default video output?

  • Interlaced Scan Mode: 1× in 4:3 720×240p59.8261 (reported by GCVideo-DVI as 704x240p60)
  • Progressive Scan Mode: 2× in 4:3 720×480p59.7276 (reported by GCVideo-DVI as 704x480p60)

Why am I seeing a double split image?

Either progressive scan mode is enabled or, if using GCVideo-DVI, line doubling is by default.

If line doubling is at fault, the picture may also be scrolling with a slant.

Why is my AV to HDMI converter cycling through video standards?

It's confused by the PAL-60 composite video signal being output by your PAL console.

As a workaround, you can set 50Hz Mode (--format=pal, or "Video Format: PAL" in Swiss). This has no effect on the game speed, but will appear stuttery.

Why is the picture blown out on my PAL console?

This is the result of using a cable intended for a NTSC console, typically aftermarket, on a PAL console.

Back when the AV Multi Out was first introduced, the PAL region had some passive components moved out of the system and into the cable.

As a workaround, you can halve vertical filter coefficients (--vfilter=.5). Using this workaround is not recommended on the long term.

Why is the input viewer barely visible on my capture?

If the input viewer has no discernible shape on black or white backgrounds, this is caused by a configuration issue.

If you're using analog video, set the video standard as "NTSC_M_J" rather than "NTSC_M" in the filter properties.

If you're using digital video, set the color range to full rather than partial. If this doesn't work, in the GCVideo menu under "Other settings", set "RGB Limited Range" to On.

How do I verify my Game Boy Advance ROM?

Original, counterfeit or reproduction cartridge

  1. Remove any accessory from the External Extension Connector.
  2. Hold Start + Select while the Game Boy logo is visible.
  3. Wait until the checksum is computed.
  4. Compare with No-Intro's DAT-o-MATIC.
  5. Press any button to continue.

EverDrive-GBA

  1. Turn off Quick Boot.
  2. Select the ROM file.
  3. Remove any accessory from the External Extension Connector.
  4. Hold Start + Select while the Game Boy logo is visible.
  5. Wait until the checksum is computed.
  6. Compare with No-Intro's DAT-o-MATIC.
  7. Press any button to continue.

EZ-Flash Omega

  1. Select the ROM file.
  2. Press L + A on Clean Boot.
  3. Remove any accessory from the External Extension Connector.
  4. Hold Start + Select while the Game Boy logo is visible.
  5. Wait until the checksum is computed.
  6. Compare with No-Intro's DAT-o-MATIC.
  7. Press any button to continue.

How do I re-enable the dumping utility?

Pass default.mb.gz as command-line argument.

Changelog

November, 2023

  • Added color profiles for RetroTINK-4K.
  • Fixed detecting USB Gecko in Slot A.

October, 2023

  • Added +Control Pad rotation.
  • Added color rendering intent.
  • Updated color matrices by Pokefan531.
  • Updated 3D LUTs by Pokefan531.

July–September, 2023

  • Added Memory Expansion Pak support.
  • Updated GBA ROM checksummer.
  • Improved GC Loader write support.

February, 2023

  • Added Sloop color profile.
  • Added piecewise parametric curve.
  • Added turbo A/B Buttons.
  • Changed saturation to use luma coefficients from video color space.
  • Changed L/R Buttons filtering to remapping.
  • Fixed polling rate in various video modes.

October–November, 2022

  • Added black frame insertion.
  • Updated GBA ROM checksummer.

July, 2022

  • Added Gambatte and higan color profiles.
  • Updated GBA ROM checksummer.
  • Fixed issue with GC Loader and IPL replacements.

May–June, 2022

  • Added direct color palette setting.
  • Added turbo button.
  • Updated GBA ROM checksummer.
  • Improved SD card compatibility.
  • Changed reset combo to exit on hold.
  • Relaxed U+D/L+R cancelling.
  • Fixed minor issues.

January, 2022

  • Added color blindness filters.
  • Added L/R Buttons filtering control.

December, 2021

  • Added hue/saturation controls.
  • Updated GBA-as-GC controller.
  • Enabled input viewer to be out of bounds.

November, 2021

  • Added quick color profiles.
  • Updated color matrices by Pokefan531.
  • Updated 3D LUTs by Pokefan531.
  • Updated GBA ROM checksummer.
  • Fixed issues with GC Loader.

August, 2021

  • Disabled GBC widescreen mode.

June, 2021

  • Added GC Loader 2.0.0 write support.
  • Improved GBA anti-sleep mode.
  • Fixed hang in AGB Aging Cartridge.

February–April, 2021

  • Added control type E² and E³.
  • Updated GBA-as-GC controller.

January, 2021

  • Added all devices search for GBI directory.
  • Updated GBA-as-GC controller.
  • Improved GBA multiboot support.

December, 2020

  • Added return to loader support.
  • Updated color matrices by Pokefan531.
  • Updated 3D LUTs by Pokefan531.
  • Improved system stability.
  • Improved SD card compatibility.
  • Changed default video format to avoid PAL-M with digital AV.
  • Changed default 3D LUT order to GBR.

May–June, 2020

  • Added control type E¹.
  • Added disc spin-down.
  • Added GC Loader read-only support.

April, 2020

  • Changed default color matrix to GBI's original.
  • Changed default sound mode to analog.
  • Fixed Game Boy Player settings validation.

January–March, 2020

  • Improved SD card compatibility.
  • Reduced reset delay.

October, 2019

  • Added N64 Controller support.
  • Added GBA anti-sleep mode.
  • Added subfolder search for GBI directory.

August–September, 2019

  • Added Game Boy Player settings validation.
  • Fixed default SD card with bad program name.

July, 2019

  • Added SD2SP2 support.
  • Fixed hang with no SD card inserted.
  • Fixed hang upon SD card reinsertion.

June, 2019

  • Improved video rendering.
  • Renamed oversample scaler to area.
  • Changed default scaler to area.

May, 2019

  • Added GBA ROM checksummer.
  • Added 960i and 1152i video modes.

April, 2019

  • Fixed fade with background color set.
  • Fixed a power issue.
  • Enabled USB Gecko standard output.

March, 2019

  • Updated color matrices by Pokefan531.
  • Updated 3D LUTs by Pokefan531.
  • Fixed Super Game Boy password order.
  • Fixed NTSC 50 composite video.

August, 2018

  • Updated color matrices by Pokefan531.
  • Updated 3D LUTs by Pokefan531.

July, 2018

  • Updated GBA-as-GC controller.
  • Disabled component video DAC oversampling.

June, 2018

  • Added analog sound emulation.
  • Added Custom-M video format.
  • Added Custom interlaced video modes.
  • Merged vertical filter controls.
  • Changed brightness/contrast controls to match BT.1886.
  • Fixed some audio bugs.
  • Enabled progressive scan in more cases to prevent display issues.

May, 2018

  • Added Super Game Boy color palette setting.
  • Changed scan mode semantics.
  • Fixed Game Boy Player advertisement.
  • Fixed rumble protocol handshake.

April, 2018

  • Added movie recording/playback.
  • Updated GBA-as-GC controller.

March, 2018

  • Added control swapping for SNES Controllers.
  • Added framebuffer size/offset setting.
  • Replaced sample aspect ratio with scaled size.
  • Improved per-field filtering in single-buffered mode.
  • Improved multiboot implementation.
  • Improved Game Boy sound quality.
  • Improved audio rendering.
  • Reduced audio latency.
  • Fixed SD card compatibility.
  • Fixed multiboot to rumble protocol transition.
  • Disabled default multiboot.

February, 2018

  • Added background color setting.
  • Added video buffering setting.
  • Added input viewer.
  • Added color matrix from Gambatte.
  • Added mono sound mode.
  • Added 3D LUT auto-generation.
  • Added GBR/BGR LUT order support.
  • Added per-field gamma correction control.
  • Changed some argument semantics.
  • Fixed per-field settings with default video mode.
  • Fixed wiiload autoboot with tiny GBA multiboot ROMs.
  • Disabled machine checks.

January, 2018

  • Updated 3D LUTs by Pokefan531.
  • Improved Game Boy Player driver.
  • Changed default component video modes.
  • Tweaked control type C.

September, 2017

  • Added overlay scale setting.
  • Added Logitech Speed Force support.
  • Added Active Life Mat support.
  • Improved Game Boy Player driver.
  • Changed zoom scale.
  • Changed wiiload server to accept oversized DOLs.
  • Fixed one random kernel crash.
  • Fixed scaling without a 3D LUT.

August, 2017

  • Added DK Bongos support.
  • Adapted control type C for Super Mario World: Super Mario Advance 2.
  • Added control type D for The Legend of Zelda: A Link to the Past.
  • Added per-field vertical filter control.
  • Added PNG 3D LUT support.
  • Added LUTs by Pokefan531.
  • Added LUTs from the 3DS Virtual Console.
  • Improved Game Boy Player driver.

July, 2017

  • Added CLI append support.
  • Updated GBA-as-GC controller.
  • Changed reset combo behavior.

June, 2017

  • Added zoom & rotate.
  • Added reset delay.
  • Added reset combo.

April, 2017

  • Added component video DAC oversampling.
  • Added reset fade effect.
  • Added TPL overlay support.

March, 2017

  • Added rumble, disabled by default.
  • Added USB Gecko wiiload server.
  • Added Xboo Communicator.

February, 2017

  • Added volume control.
  • Added per-channel settings where possible.
  • Changed volume to 75% to mitigate clipping.

November, 2016

  • Updated GBA-as-GC controller.

September, 2016

  • Added video options.
  • Added control schemes.
  • Added polling rate setting.

May, 2016

  • Updated GBA-as-GC controller.
  • Improved Game Boy Player driver.
  • Fixed WaveBird Controllers.

April, 2016

  • Replaced GBA-as-controller with GBA-as-GC controller.

March, 2016

  • Added U+D/L+R cancelling.
  • Added GBA-as-controller support.
  • Recognized a half press of the analog triggers.

August, 2015

  • Added executable compression.
  • Added memory card distribution files.
  • Reduced coil whine.

July, 2015

  • Fixed Game Boy Player detection.