Game Boy Interface/High-Fidelity Edition
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. |
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. |
A spiritual successor of the ultra-low latency version, Game Boy Interface High-Fidelity Edition (GBIHF) aims to provide the best source quality for further processing or archival.
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 | |
Y/Z Buttons | Y/Z Buttons | Z Button | Select | |
X Button or Start/Pause | X Button or 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 | |
Reset Button | B, X and Start/Pause Buttons | B, X and Start/Pause Buttons | Z, R, A, B and Start Buttons | Power Switch |
Reset Button | X, Y and Start/Pause Buttons (Hold for 1.5 seconds) |
L, R and Start Buttons | 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 |
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 | Nintendo 64 Controller | Action |
---|---|---|---|---|
A/B Buttons | A/B Buttons or Accelerator/Brake Pedals | A/B Buttons | A/B Buttons | |
L/Z Buttons | Y/Z Buttons | L/Z Buttons | Select | |
R Button or Start/Pause | X Button or Start/Pause | R Button or Start | Start | |
+Control Pad, Control Stick or C Stick | +Control Pad or Steering Wheel | +Control Pad, Control Stick or C Buttons | +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 | Z, R, A, B and Start Buttons | Power Switch |
Reset Button | X, Y and Start/Pause Buttons (Hold for 1.5 seconds) |
L, R and Start Buttons | 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 | Nintendo 64 Controller | Action |
---|---|---|---|---|
B/Y or X Buttons | A/B Buttons or Accelerator/Brake Pedals | A/B Buttons | A/B Buttons | |
Z Button | Y/Z Buttons | Z Button | Select | |
Start/Pause | X Button or Start/Pause | Start | Start | |
+Control Pad or Control Stick | +Control Pad or Steering Wheel | +Control Pad or Control Stick | +Control Pad | |
L/R or A Buttons | L/R Buttons | L/R Buttons | L/R Buttons | |
Reset Button | B, X and Start/Pause Buttons | B, X and Start/Pause Buttons | Z, R, A, B and Start Buttons | Power Switch |
Reset Button | X, Y and Start/Pause Buttons (Hold for 1.5 seconds) |
L, R and Start Buttons | Recalibrate | |
X, Y and Start/Pause Buttons (Hold for 3 seconds) |
Swap controls (Only with SNES Controller) |
Type D (The Legend of Zelda: A Link to the Past)
Nintendo GameCube | Nintendo GameCube Controller | Logitech Speed Force | Nintendo 64 Controller | Action |
---|---|---|---|---|
Y/B Buttons | A/B Buttons or Accelerator/Brake Pedals | A/B Buttons | A/B Buttons | |
R Button or Start/Pause | Y/Z Buttons | L/Z Buttons | Select | |
L/Z Buttons | X Button or Start/Pause | R Button or Start | Start | |
+Control Pad, Control Stick or C Stick | +Control Pad or Steering Wheel | +Control Pad, Control Stick or C Buttons | +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 | Z, R, A, B and Start Buttons | Power Switch |
Reset Button | X, Y and Start/Pause Buttons (Hold for 1.5 seconds) |
L, R and Start Buttons | Recalibrate | |
X, Y and Start/Pause Buttons (Hold for 3 seconds) |
Swap controls (Only with SNES Controller) |
Options
--poll=<0-11>
- Set controller polling rate. Use if your third-party controller or controller adapter is malfunctioning.
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: 0).
--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).
--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 in PNG file format (default: no).
- Overrides
--matrix
,--input-gamma
,--contrast
and--brightness
. --lut3d-order=<rgb|gbr|bgr>
- Specify lookup table order (default: rgb).
--matrix=<identity|gba|gbc|gbi|nds|palm|psp|vba>
- Set color matrix (default: identity).
- This translates the RGB color primaries to the video RGB color space.
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).
--contrast=<red[:green[:blue]]>
- Set gain (default: 1.0).
--brightness=<red[:green[:blue]]>
- Set lift (default: 0.0).
--volume=<left[:right]>
- Set audio gain (default: 0.75).
- Note: GCVideo-DVI v2.4b and earlier reduces volume down to a quarter.
--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.
- This is used to simulate the RLC circuit on the Game Boy Advance's Headphone Jack, providing a treble boost.
--colorspace=<ycc601|ycc709|ycc2020|rgb709|rgb2020>
- Set video color space (default: ycc601).
- This depend on a compatible video encoder or transmitter not mangling its input.
ycc601: IEC 61966-2-4 xvYCC601 ycc709: IEC 61966-2-4 xvYCC709 ycc2020: ITU-R BT.2020 Y’C’BC’R rgb709: IEC 61966-2-1 sRGB rgb2020: ITU-R BT.2020 R’G’B’
- Note: GCVideo-Lite or GCVideo-DVI v2.4d-2 and earlier will interpolate red and blue samples.
--chroma-location=<left|center|right>
- Specify chroma sample location (default: center).
- If non-center, this will interpolate luma samples.
--format=<[ntsc|pal|pal-m|ntsc-50|pal-60|custom|custom-m|hd60|hd50|hd48|hdcustom][,offset=<x:y>][,scaled-size=<w:h>]>
- Set video format (default: custom).
- Note: GCVideo-DVI is only designed to support NTSC, PAL and PAL-60.
--scan-mode=<[interlace|quasi-interlace|non-interlace|non-progressive|progressive][,clock2x|no-clock2x][,size2x|no-size2x]>
- Set scan mode. The default is the Progressive Scan Mode system setting (non-interlace or progressive).
interlace: 15 or 18-22kHz interlaced quasi-interlace: 15 or 18-22kHz segmented frame non-interlace: 15 or 18-22kHz progressive non-progressive: 31 or 27-33kHz interlaced progressive: 31 or 27-33kHz progressive
clock2x
,no-clock2x
- Enable 27MHz pixel clock (default: auto). Enabling doubles the refresh rate for
interlace
scan modes. Disabling halves the refresh rate forprogressive
scan modes. - This depend on a compatible video encoder or transmitter not mangling its input.
size2x
,no-size2x
- Enable pixel doubling (default: auto). Enabling halves the refresh rate.
- This depend on a compatible video encoder or transmitter not mangling its input.
--usb
,--no-usb
- Enable USB Gecko features (default: yes).
--enhance
,--no-enhance
- Enable Game Boy Player enhancements (default: yes).
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'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.
- 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 (480i/p)
These results are not applicable to Nintendo GameCube software.
Using DSSIM 2.9.7 and FFmpeg 4.2 for RGB SSIM & PSNR, with this reference image.
The analog-to-digital conversion parameters were calibrated for each source and device pair.
This isn't representative of relative signal strength. Sorting by DSSIM provide a fairly accurate ranking.
Blackmagic Intensity Shuttle
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.
-
Nintendo Stereo AV Cable (NTSC-J)
-
Nintendo Stereo AV Cable (PAL-M)
-
Generic S-Video Cable (NTSC-J) [1]
-
Generic S-Video Cable (PAL-M) [1]
-
HD Retrovision SNES Component Cable
-
EON GCHD Mk-II (480i) + Datel Wii HD Component Cable
-
EON GCHD Mk-II (480i) + HD Retrovision Wii Component Cable
-
EON GCHD Mk-II (480p) + Datel Wii HD Component Cable
-
EON GCHD Mk-II (480p) + HD Retrovision Wii Component Cable
-
EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable
-
EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable
-
Nintendo GameCube Component Video Cable
-
GCVideo-DVI v2.4a and earlier [2]
-
GCVideo-DVI v2.4b and later
-
EON GCHD Mk-II v2.4c.2 + HDMI Cable
-
GCVideo-DVI v3.0 and later
Datapath VisionRGB
Using AD9887A.
This range of 8-bit RGB 4:4:4 capture cards serve as our reference.
-
HD Retrovision SNES Component Cable 4× Oversampling ADC
-
EON GCHD Mk-II (480i) + Datel Wii HD Component Cable + [RetroRGB Comp2DVI v2.1] 2× Undersampling ADC
-
EON GCHD Mk-II (480i) + HD Retrovision Wii Component Cable + [RetroRGB Comp2DVI v2.1] 2× Undersampling ADC
-
EON GCHD Mk-II (480p) + Datel Wii HD Component Cable 4× Oversampling ADC
-
EON GCHD Mk-II (480p) + HD Retrovision Wii Component Cable 4× Oversampling ADC
-
EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable 4× Oversampling ADC
-
EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable 4× Oversampling ADC
-
Nintendo GameCube Component Video Cable + [RetroRGB Comp2DVI v2.1]
-
GCVideo-DVI v2.4a and earlier [1]
-
GCVideo-DVI v2.4b and later
-
EON GCHD Mk-II v2.4c.2 + HDMI Cable
-
GCVideo-DVI v3.0 and later 5-5-5 Bits
-
GCVideo-DVI v3.0 and later 8-8-8 Bits
- ↑ GCVideo-DVI v2.4a and earlier has CB shifted left in the Green channel of RGB outputs.
Hauppauge WinTV-HVR-1850
Using CX23888.
This 8-bit YCBCR 4:2:2 capture card show the advantages of 3D comb filtering.
-
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)
Video quality (1080i)
These results are not applicable to Nintendo GameCube software.
Using DSSIM 2.9.7 and FFmpeg 4.2 for RGB SSIM & PSNR, with this reference image.
The analog-to-digital conversion parameters were calibrated for each source and device pair.
This isn't representative of relative signal strength. Sorting by DSSIM provide a fairly accurate ranking.
Blackmagic Intensity Shuttle
Using 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.
-
Nintendo GameCube Component Video Cable + [RetroRGB Comp2DVI v2.1]
Source | Lab DSSIM | RGB SSIM | RGB PSNR |
---|---|---|---|
EON GCHD Mk-II + Datel Wii HD Component Cable | -16.834550 | 10.105081 | 27.976400 |
EON GCHD Mk-II + HD Retrovision Wii Component Cable | -16.787514 | 9.372174 | 27.937689 |
EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable | -23.334189 | 11.373130 | 34.616801 |
EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable | -23.111673 | 10.010651 | 34.389782 |
EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1 | -23.941428 | 12.235939 | 34.300344 |
EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1 | -24.424618 | 12.273291 | 34.450169 |
Nintendo GameCube Component Video Cable | -22.048245 | 11.869760 | 32.255651 |
Nintendo GameCube Component Video Cable + RetroRGB Comp2DVI v2.1 | -21.968089 | 12.007826 | 32.112010 |
Source | Lab DSSIM | RGB SSIM | RGB PSNR |
---|---|---|---|
EON GCHD Mk-II + Datel Wii HD Component Cable | -16.834550 | 10.105081 | 27.976400 |
EON GCHD Mk-II + HD Retrovision Wii Component Cable | -16.787514 | 9.372174 | 27.937689 |
EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable | -15.938093 | 10.608945 | 26.127405 |
EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable | -15.557761 | 9.420851 | 25.640686 |
EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1 | -16.542309 | 11.403224 | 26.505730 |
EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1 | -16.554003 | 11.407481 | 26.369512 |
Nintendo GameCube Component Video Cable | -22.048245 | 11.869760 | 32.255651 |
Nintendo GameCube Component Video Cable + RetroRGB Comp2DVI v2.1 | -21.968089 | 12.007826 | 32.112010 |
Datapath VisionRGB
Using AD9887A.
This range of 8-bit RGB 4:4:4 capture cards serve as our reference.
-
Nintendo GameCube Component Video Cable + [RetroRGB Comp2DVI v2.1]
-
Insurrection Industries CARBY v2.4d-2 + Manhattan HDMI to VGA Converter
- ↑ 1.0 1.1 1.2 1.3 EON GCHD Mk-II's analog output lacks a reconstruction filter.
- ↑ 2.0 2.1 2.2 2.3 GCVideo-DVI v2.4c and earlier has CB shifted right and CR shifted left.
- ↑ 3.0 3.1 3.2 EON CUSTOM v2.4c.2 repeats the first pixel and loses the last.
- ↑ GCVideo-DVI v2.4a and earlier has CB shifted left in the Green channel of RGB outputs.
Sound emulation
Mega Man Zero 2
Pokémon Sapphire
3D lookup table
Pokémon Sapphire
-
Identity LUT
lutrgb.png
-
Game Boy Advance
lutrgb-gba.png
-
Game Boy Color
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.
Video optimization
Datapath VisionRGB
Nintendo GameCube Component Video Cable
Included as gbihf-vision.cli
, gbihf-vision.dol+cli
and gbihf-vision.gci
.
These settings provide a 2× scaled image in a 480p59.7276 output.
--colorspace=rgb709 --format=custom,offset=0,scaled-size=0:0 --scan-mode=progressive
- Resolution and Refresh
- Width: 480
- Height: 320
- Vertical Refresh: 59.72
- Video Adjustments
- Horizontal Position: 247
- Horizontal Size: 866
- Phase: 28
- Vertical Position: 116
- Black Level: 8
- Cropping
- Top: 0
- Left: 0
- Width: 480
- Height: 320
- Color Adjustments
- Brightness: 32
- Contrast: 128
- Colour Domain: RGB (601)
- Colour Balance
- All Colors
- Brightness: 32
- Contrast: 128
- Red
- Brightness: 164
- Contrast: 196
- Green
- Brightness: 178
- Contrast: 160
- Blue
- Brightness: 156
- Contrast: 196
- All Colors
GCVideo-DVI v2.4b and later
Refer to RetroRGB for configuration.
GCVideo-DVI v3.0 and later
Included as gbihf-vision.cli
, gbihf-vision.dol+cli
and gbihf-vision.gci
.
These settings provide a 2× scaled image in a 480×320p59.7276 output.
In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" and "Fix resolution" to Off, and "Digital color format" to YC444.
--colorspace=rgb709 --format=custom,offset=0,scaled-size=0:0 --scan-mode=progressive
- Color Adjustments
- Brightness: 32
- Contrast: 128
- Colour Domain: RGB (709) Limited
Open Source Scan Converter
Included as gbihf-ossc.cli
, gbihf-ossc.dol+cli
and gbihf-ossc.gci
.
These settings provide a 2× scaled image in a 360p60 output. They require firmware v0.82 or later.
If you have a GCDual or EON GCHD Mk-II, under "Other settings", set "Analog output" (Wii RGB Cable) or "Mode Select" (Wii Component Cable) to dYUV.
If you're using a Wii RGB Cable: In the OSSC menu under "Settings opt", set "Auto AV1 Y/Gs" to YPbPr.
--format=hd60 --scan-mode=non-interlace
In the OSSC menu under "Output opt.", set "384p proc" to Line2x 240x360 or Line3x 240x360.
--format=hdcustom --scan-mode=non-interlace
In the OSSC menu under "Sampling opt." and "Adv. timing", set "H. samplerate" to 302.
This is best used with:
- Nintendo GameCube Component Video Cable
- Nintendo GameCube D-Terminal Video Cable
- Nintendo GameCube RGB Cable
This is compatible with:
- EON GCHD Mk-II + Wii Component Cable
- EON GCHD Mk-II + Wii RGB Cable
- GCVideo-DVI v3.0 and later + digital-to-analog converter
- GCVideo-Lite
This is not compatible with:
- GCVideo-DVI v2.4d-2 and earlier
- Insurrection Industries CARBY Component Cable
Insurrection Industries CARBY Component Cable
Included as gbihf-carby+ossc.cli
, gbihf-carby+ossc.dol+cli
and gbihf-carby+ossc.gci
.
These settings provide a 1× scaled image in a 240p59.7276 output.
Refer to FirebrandX for configuration.
These settings are also applicable to other GCVideo products with a digital-to-analog converter.
--chroma-location=left --format=custom,offset=0,scaled-size=0:0 --scan-mode=non-interlace,no-clock2x,no-size2x
XRGB-mini Framemeister
Included as gbihf-xrgb.cli
, gbihf-xrgb.dol+cli
and gbihf-xrgb.gci
.
These settings provide a 1× scaled image in a 240p59.7387 output. Refer to FirebrandX for configuration.
If you're using GCVideo, under "Other settings", set "Allow 480p mode" to Off.
--format=custom-m,offset=0,scaled-size=0:0 --scan-mode=non-interlace
High-definition televisions
Nintendo GameCube Component Video Cable
Included as gbihf-cmpv.cli
, gbihf-cmpv.dol+cli
and gbihf-cmpv.gci
.
These settings provide a 5.5× scaled image in a 1080i60 output.
--colorspace=ycc709 --format=hd60 --scan-mode=non-progressive
Change the Aspect Ratio on the television to Just Scan.
Wii Component Cable
Included as gbihf-cmpv.cli
, gbihf-cmpv.dol+cli
and gbihf-cmpv.gci
.
These settings provide a 5.5× scaled image in a 1080i60 output.
They require a GCDual or EON GCHD Mk-II with firmware v2.4c.2 or later.
A reconstruction filter may be necessary as an add-on for proper display.
The GCDual and EON GCHD Mk-II lack such a filter.
For firmware v2.4c.2: In the GCVideo menu under "Other settings", set "Pixel Average" to Off and "Mode Output" to dYUV.
For firmware v3.0+: In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" and "Fix resolution" to Off.
--colorspace=ycc709 --format=hd60 --scan-mode=non-progressive
Change the Aspect Ratio on the television to Just Scan.
GCVideo-DVI v3.0 and later
Included as gbihf-gcdv-v3.cli
, gbihf-gcdv-v3.dol+cli
and gbihf-gcdv-v3.gci
.
These settings provide a 4× scaled image in a 960×640i60.08 output.
In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" to Off.
--format=hd60 --scan-mode=interlace,clock2x,size2x
Video capture devices
These settings provide a 2× scaled image in a 480p59.94 output.
If you're using GCVideo, under "Advanced settings", set "Digital color format" to YC422.
--format=ntsc,offset=0,scaled-size=0:0 --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.
Is it possible to dump Game Boy Game Paks?
No, the pin assignment for the ARM7 CPU is different and prevents any such possibility. Using the SM83 CPU is impractical.
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 picture cut or off-center?
This is GCVideo-DVI's blanking regeneration misbehaving with unsupported video modes. In most cases, no user action is necessary with GCVideo-DVI v3.0 and later.
If you have a GCDual or EON GCHD Mk-II, under "Other settings", set "Analog output" (Wii RGB Cable) or "Mode Select" (Wii Component Cable) to dYUV.
As a last resort, you can disable pixel doubling (--scan-mode=no-clock2x,no-size2x
). This will degrade video quality and disable aspect correction for 4:3 displays.
How do I calibrate for this?
Damian Yerrick has ported Artemio Urbina's 240p Test Suite to the Game Boy Color and Game Boy Advance.
The Game Boy Advance port can be multi-booted by Game Boy Interface, skipping the need for a flash cart.
Changelog
April, 2020
- Removed prohibitively expensive "linear light scaling" feature accidentally restored from a backup in January, 2020.
January–March, 2020
- Improved SD card compatibility.
November, 2019
- Added non-integer horizontal scaling.
- Added scaled size/offset setting.
- Changed pixel-doubled 240p and 480i to assume 4:3.
- Changed 480p and 960i to assume 16:9.
- Fixed pixel-doubled left/right chroma location.
October, 2019
- Added N64 Controller support.
- Added GBA anti-sleep mode.
- Added subfolder search for GBI directory.
- Added left/right chroma location support.
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
- Added non-integer vertical scaling.
- Changed 540p and 1080i to assume 16:9.
- Fixed 540p and 1080i.
April, 2019
- Fixed a power issue.
- Enabled USB Gecko standard output.
March, 2019
- Updated color matrices by Pokefan531.
- Updated 3D LUTs by Pokefan531.
- Replaced 720p with 540p.
- Fixed 960i and 1152i.
- Fixed Super Game Boy password order.
- Fixed NTSC 50 composite video.
October–December, 2018
- Added HD Custom video format.
- Fixed 360p RGBcvS sync issue.
August, 2018
- Updated color matrices by Pokefan531.
- Updated 3D LUTs by Pokefan531.
July, 2018
- Updated GBA-as-GC controller.
June, 2018
- Added analog sound emulation.
- Added video options.
- Added component video DAC oversampling.
- Changed brightness/contrast controls to match BT.1886.
- Fixed some audio bugs.
- Removed left/right chroma location support.
May, 2018
- Added Super Game Boy color palette setting.
- Changed default chroma location to center.
- Fixed Game Boy Player advertisement.
- Fixed rumble protocol handshake.
April, 2018
- Added movie recording/playback.
- Updated GBA-as-GC controller.
March, 2018
- Added RGB Sync-on-Green support.
- Added xvYCC/BT.2020 support for auto-generated 3D LUT.
- Added control swapping for SNES Controllers.
- Added center/right chroma location support.
- Improved multiboot implementation.
- Fixed SD card compatibility.
- Fixed multiboot to rumble protocol transition.
Media
Extrems' Corner.org
- Console Verified: GBC Pokémon: Blue Version "warp glitch" by gifvex in 10:11.25
- Console Verified: GBC Pokémon: Blue Version "Gotta Catch 'Em All!" by luckytyphlosion in 37:54.11
- Console Verified: GBA Sonic Advance by Mukki & ruadath in 10:49.75
- Console Verified: GBA Sonic Advance by Mukki in 11:02.64
- Console Verified: GBA Sonic Advance 2 by Mukki in 18:09.45
- Console Verified: GBC Pokémon: Yellow Version by TiKevin83 in 1:36:34.55