Game Boy Interface/Speedrunning Edition: Difference between revisions
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:; <code>scaled-size=<w:h></code> | :; <code>scaled-size=<w:h></code> | ||
:: Set screen size (default: auto). | :: Set screen size (default: auto). | ||
:: Default scaled size is 704x480 for 60Hz and 704x576 for 50Hz. | |||
:; <code>size=<w:h></code> | :; <code>size=<w:h></code> | ||
:: Set internal resolution (default: 640:480). | :: Set internal resolution (default: 640:480). |
Revision as of 15:32, 27 March 2019
Information | |
---|---|
Author(s) | Extrems |
Type | Utility |
Version | Rolling release |
Licence | All rights reserved |
Links | |
Download main package Download extra package | |
Website | |
Discussion | |
Source |
![]() |
This software must not be sold, neither alone nor as part of a bundle. If you paid for this software or received it as part of a bundle following payment, you have been scammed and should demand your money back immediately. |
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Firmware update notice for GCVideo products. It is strongly recommended to update to GCVideo-DVI v3.0 or later before using this software. GCVideo Lite products are not recommended under any circumstances. |
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 | Action |
---|---|---|---|
A/B Buttons | A/B Buttons or Accelerator/Brake Pedals | A/B Buttons | |
Y/Z Buttons | Y/Z Buttons | Select | |
X Button or Start/Pause | X Button or Start/Pause | Start | |
+Control Pad or Control Stick | +Control Pad or Steering Wheel | +Control Pad | |
L/R Buttons | L/R Buttons | L/R Buttons | |
Reset Button | B, X and Start/Pause Buttons | B, X and Start/Pause Buttons | Power Switch |
Reset Button | X, Y and Start/Pause Buttons (Hold for 1.5 seconds) |
Recalibrate | |
X, Y and Start/Pause Buttons (Hold for 3 seconds) |
Swap controls (Only with SNES Controller) | ||
C Stick 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 | Logitech Speed Force | Action |
---|---|---|---|
A/B Buttons | A/B Buttons or Accelerator/Brake Pedals | A/B Buttons | |
L/Z Buttons | Y/Z Buttons | Select | |
R Button or Start/Pause | X Button or Start/Pause | Start | |
+Control Pad, Control Stick or C Stick | +Control Pad or Steering Wheel | +Control Pad | |
Y/X Buttons | L/R Buttons | L/R Buttons | |
Reset Button | B, X and Start/Pause Buttons | B, X and Start/Pause Buttons | Power Switch |
Reset Button | X, Y and Start/Pause Buttons (Hold for 1.5 seconds) |
Recalibrate | |
X, Y and Start/Pause Buttons (Hold for 3 seconds) |
Swap controls (Only with SNES Controller) |
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 |
Blue or Orange Square | +Control Pad Right | |
Blue Left | +Control Pad Left | |
Blue Up | +Control Pad Up | |
Blue or Orange Down | +Control Pad Down | |
Top Left/Right | L/R Buttons |
Type C (Super Mario World: Super Mario Advance 2)
Nintendo GameCube | Nintendo GameCube Controller | Logitech Speed Force | Action |
---|---|---|---|
B/Y or X Buttons | A/B Buttons or Accelerator/Brake Pedals | A/B Buttons | |
Z Button | Y/Z Buttons | Select | |
Start/Pause | X Button or Start/Pause | Start | |
+Control Pad or Control Stick | +Control Pad or Steering Wheel | +Control Pad | |
L/R or A Buttons | L/R Buttons | L/R Buttons | |
Reset Button | B, X and Start/Pause Buttons | B, X and Start/Pause Buttons | Power Switch |
Reset Button | X, Y and Start/Pause Buttons (Hold for 1.5 seconds) |
Recalibrate | |
X, Y and Start/Pause Buttons (Hold for 3 seconds) |
Swap controls (Only with SNES Controller) | ||
C Stick Down | Toggle input viewer |
Type D (The Legend of Zelda: A Link to the Past)
Nintendo GameCube | Nintendo GameCube Controller | Logitech Speed Force | Action |
---|---|---|---|
Y/B Buttons | A/B Buttons or Accelerator/Brake Pedals | A/B Buttons | |
R Button or Start/Pause | Y/Z Buttons | Select | |
L/Z Buttons | X Button or Start/Pause | Start | |
+Control Pad, Control Stick or C Stick | +Control Pad or Steering Wheel | +Control Pad | |
X/A Buttons | L/R Buttons | L/R Buttons | |
Reset Button | B, X and Start/Pause Buttons | B, X and Start/Pause Buttons | Power Switch |
Reset Button | X, Y and Start/Pause Buttons (Hold for 1.5 seconds) |
Recalibrate | |
X, Y and Start/Pause Buttons (Hold for 3 seconds) |
Swap controls (Only with SNES Controller) |
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.
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
--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)
- Note: A Game Boy Advance used as a controller is a Nintendo GameCube Controller.
--delay-reset=<N>
- Set reset delay (default: 75).
--delay-video=<N>
- Set video buffering (default: 1).
--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 (default: frame-srgb.tpl.gz).
--overlay-id=<ID>
- Set texture palette index. The default is the Game Boy Player Start-up Disc's Frame setting (0 to 19).
--overlay-scale=<x:y>
- Set texture scale (default: auto).
--palette=<xxxx-xxxx-xxxx>
,--no-palette
- Apply Super Game Boy color palette (default: no).
- 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 (default: no).
--lut3d-order=<rgb|gbr|bgr>
- Specify lookup table order (default: rgb).
--scaler=<nearest|bilinear|oversample|box>
- Set image scaling filter (default: nearest).
--matrix=<identity|gba|gbc|gbi|nds|palm|psp|vba>
- Set color matrix (default: identity).
identity: Identity matrix gba: Game Boy Advance (by Pokefan531) gbc: Game Boy Color (by Pokefan531) gbi: Game Boy Interface nds: Nintendo DS (by Pokefan531) palm: Palm Treo 700p (by Pokefan531) psp: PlayStation Portable (by Pokefan531) vba: VisualBoyAdvance-M (by Pokefan531)
--input-gamma=<red[:green[:blue]]>
- Set gamma (default: 2.2).
--output-gamma=<value>
- Specify screen gamma (default: 2.2).
--gamma=<even[:odd]>
- Set gamma correction (default: 1.0).
--contrast=<red[:green[:blue]]>
- Set gain (default: 1.0).
--brightness=<red[:green[:blue]]>
- Set lift (default: 0.0).
--blend=<value>
- Set alpha blending (default: 1.0).
--background=<#rrggbb>
- Set background color (default: #000000).
--vfilter=<middle[:lower[:upper]]>
- Set vertical filter coefficients (default: 1.0).
--volume=<left[:right]>
- Set audio gain (default: 0.75).
--sound=<[mono|stereo][,digital|analog]>
- Set sound mode. The default is the Sound Mode system setting (mono or stereo).
digital
- Use PWM decoder (default).
analog[=<a0:a1:a2:b1:b2>]
- 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.
--format=<[ntsc|pal|pal-m|ntsc-50|pal-60|custom|custom-m][,offset=<x:y>][,scaled-size=<w:h>][,size=<w:h>]>
- Set video format. The default is the Video Mode or Progressive Scan Mode system setting (ntsc, pal-60, pal-m, or custom).
offset=<x:y>
- Set screen position. The default is the Screen Position system setting (-32 to +32).
scaled-size=<w:h>
- Set screen size (default: auto).
- Default scaled size is 704x480 for 60Hz and 704x576 for 50Hz.
size=<w:h>
- Set internal resolution (default: 640:480).
--scan-mode=<[interlace|quasi-interlace|non-interlace|progressive][,clock2x|no-clock2x][,size2x|no-size2x]>
- Set scan mode. The default is the Progressive Scan Mode system setting (non-interlace or progressive).
interlace: 15kHz interlace quasi-interlace: 15kHz segmented frame non-interlace: 15kHz progressive progressive: 31kHz progressive
clock2x
,no-clock2x
- Enable 27MHz pixel clock (default: auto). Enabling doubles the refresh rate for
interlace
modes. Disabling halves the refresh rate forprogressive
modes. - This only works with the Component Video Cable.
size2x
,no-size2x
- Enable 2x video oversampling (default: no). Enabling halves the refresh rate.
- This only works with the Component Video Cable.
--osd-input[=<x:y>]
,--no-osd-input
- Show input viewer (default: no). Defaults to 0:-64 if not specified.
--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.
- Note: If you are using an EverDrive, make sure to turn off "Quick Boot" in the options, or the enhancements may not work.
<path>
- Load Game Boy Advance multiboot 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.
Any file path can be relative or absolute. If relative, it is relative to /GBI
. They can also explicitly specify the SD card to read from by prefixing an absolute path with carda:
or cardb:
Comparisons
Video quality
Blackmagic Intensity Shuttle
-
Nintendo Stereo AV Cable (NTSC-J)
-
Nintendo Stereo AV Cable (PAL-M)
-
Generic S-Video Cable (NTSC-J)
-
Generic S-Video Cable (PAL-M)
-
HD Retrovision Component Video Cable
-
Nintendo Component Video Cable
-
GCVideo-DVI v2.4a and earlier
-
GCVideo-DVI v2.4b
Datapath VisionRGB
Using AD9887A.
-
HD Retrovision Component Video Cable
-
Nintendo Component Video Cable
-
GCVideo-DVI v2.4a and earlier
-
GCVideo-DVI v2.4b
Hauppauge WinTV-HVR-1850
Using CX23888.
-
Nintendo RF Modulator (NTSC-J)
-
Nintendo RF Modulator (PAL-M)
-
Nintendo Stereo AV Cable (NTSC-J)
-
Nintendo Stereo AV Cable (PAL-M)
-
Generic S-Video Cable (NTSC-J)
-
Generic S-Video Cable (PAL-M)
Sound emulation
Mega Man Zero 2
Pokémon Sapphire
3D lookup table
Pokémon Sapphire
-
Identity LUT
lutrgb.png
-
Game Boy Advance
lutrgb-gba-light.png
-
Game Boy Advance
lutrgb-gba.png
-
Gambatte/higan
lutrgb-gbc.png
-
Game Boy Player Start-up Disc
lutrgb-gbp.png
-
Nintendo DS
lutrgb-nds.png
-
VisualBoyAdvance-M
lutrgb-vba.png
-
Wii U Virtual Console
lutrgb-wiiu.png
Color matrix
Golden Sun
-
Identity matrix
-
Game Boy Advance
-
Game Boy Color
-
Game Boy Interface
-
Nintendo DS
-
Palm Treo 700p
-
PlayStation Portable
-
VisualBoyAdvance-M
Mario Kart: Super Circuit
-
Identity matrix
-
Game Boy Advance
-
Game Boy Color
-
Game Boy Interface
-
Nintendo DS
-
Palm Treo 700p
-
PlayStation Portable
-
VisualBoyAdvance-M
Pokémon Sapphire
-
Identity matrix
-
Game Boy Advance
-
Game Boy Color
-
Game Boy Interface
-
Nintendo DS
-
Palm Treo 700p
-
PlayStation Portable
-
VisualBoyAdvance-M
The Legend of Zelda: The Minish Cap
-
Identity matrix
-
Game Boy Advance
-
Game Boy Color
-
Game Boy Interface
-
Nintendo DS
-
Palm Treo 700p
-
PlayStation Portable
-
VisualBoyAdvance-M
Wario Land 4
-
Identity matrix
-
Game Boy Advance
-
Game Boy Color
-
Game Boy Interface
-
Nintendo DS
-
Palm Treo 700p
-
PlayStation Portable
-
VisualBoyAdvance-M
Examples
Color emulation
Game Boy Advance

Using a contrast ratio of 250:1.
--matrix=gba --input-gamma=4. --contrast=.74851331406341291833644689906823 --brightness=.25148668593658708166355310093177
Nintendo DS

Using a contrast ratio of 600:1.
--matrix=nds --input-gamma=2.2 --contrast=.94539857500845076575010909270066 --brightness=.05460142499154923424989090729934
Palm Treo 700p

Using a contrast ratio of 75:1.
--matrix=palm --input-gamma=2.2 --contrast=.85949252616415732890698972119636 --brightness=.14050747383584267109301027880364
PlayStation Portable

Using a contrast ratio of 750:1.
--matrix=psp --input-gamma=2.2 --contrast=.95066513192721403818280764386444 --brightness=.04933486807278596181719235613556
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)
--delay-reset=0 --delay-video=0 --no-overlay --format=custom,scaled-size=528:320,size=480:320
Game Boy Player Start-up Disc (60Hz)
Included as gbisr.cli.example
.
--delay-video=2 --contrast=.78125 --vfilter=.5:.25:.25 --sound=analog=.000148021979839541018009185791015625:.00029604395967908203601837158203125:.000148021979839541018009185791015625:-1.965293407440185546875:.965885460376739501953125 --format=ntsc,scaled-size=666:448,size=608:448 --scan-mode=interlace --enhance
Game Boy Player Start-up Disc (50Hz)
--delay-reset=65 --delay-video=2 --contrast=.78125 --vfilter=.5:.25:.25 --sound=analog=.000148021979839541018009185791015625:.00029604395967908203601837158203125:.000148021979839541018009185791015625:-1.965293407440185546875:.965885460376739501953125 --format=pal,scaled-size=670:530,size=608:448 --scan-mode=interlace --enhance
Nintendo 3DS Virtual Console
F-Zero Maximum Velocity, Fire Emblem: The Sacred Stones, Mario vs. Donkey Kong and The Legend of Zelda: The Minish Cap
--contrast=.7 --blend=.75
Kirby & The Amazing Mirror
--contrast=.6 --blend=.5625
Mario Kart: Super Circuit
--contrast=.65 --blend=.75
Metroid Fusion
--contrast=.7 --blend=.5625
Wario Land 4 and WarioWare, Inc.: Mega Microgame$
--contrast=.65 --blend=.5625
Yoshi's Island: Super Mario Advance 3
--contrast=.6 --blend=.5
Video optimization
Datapath VisionRGB (Component Video Cable)
--vfilter=.5:.5:.0:.5:.0:.5 --format=custom,offset=0,scaled-size=0 --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: 40
- Left: 40
- Width: 240
- Height: 160
- 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: 170
- Contrast: 170
- Blue
- Brightness: 152
- Contrast: 152
- All Colors
Open Source Scan Converter
Included as gbisr-ossc.cli
, gbisr-ossc.dol+cli
and gbisr-ossc.gci
.
Refer to FirebrandX for configuration.
--vfilter=.5:.5:.0:.5:.0:.5 --format=custom,offset=0,scaled-size=0 --scan-mode=non-interlace
XRGB-mini Framemeister
Included as gbisr-xrgb.cli
, gbisr-xrgb.dol+cli
and gbisr-xrgb.gci
.
Refer to FirebrandX for configuration.
--vfilter=.5:.5:.0:.5:.0:.5 --format=custom-m,offset=0,scaled-size=0 --scan-mode=non-interlace
Video output
120Hz black frame insertion
--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 --scaler=oversample --vfilter=.625:.1875:.1875 --scan-mode=interlace
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
16:9 fullscreen
--zoom=2:3 --format=size=568 --scan-mode=progressive
FAQs
How do I change Game Paks?
- Hold the Reset Button.
- Slide the Game Pak Ejector.
- Insert a Game Pak into the Game Pak Slot.
- 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 holding a direction while the Game Boy Player logo is visible.
Is this an emulator? Can I play ROMs?
No, but there's Enhanced mGBA if you're looking for one.
Changelog
March, 2019
- Fixed Super Game Boy password order.
August, 2018
- Updated color matrices 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 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.