Game Boy Interface/Speedrunning Edition

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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
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)
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 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)
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 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)

Type E (swapped)

Nintendo GameCube Nintendo GameCube Controller Logitech Speed Force Nintendo 64 Controller Action
X or B/Y or A 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 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 back
(Only with SNES Controller)
C Stick Down C Button 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.
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)
4: Type E (swapped)
Note: A Game Boy Advance used as a controller is a Nintendo GameCube Controller.
--delay-reset=<N>
Set reset delay (default: 73).
--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 in PNG file format (default: no).
Overrides --matrix, --input-gamma, --contrast, --brightness and --blend.
--lut3d-order=<rgb|gbr|bgr>
Specify lookup table order (default: rgb).
--scaler=<nearest|bilinear|area|box>
Set image scaling filter (default: area).
Note: Any filter other than nearest neighbor will incur a 4 scanlines delay.
--matrix=<identity|gba|gbc|gbi|nds|palm|psp|vba>
Set color matrix (default: gbi).
This translates the RGB color primaries to the standard 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).
--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 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.
--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.
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.
--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).
Note: GCVideo-DVI is only designed to support NTSC, PAL and 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=<w:h>
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=<w:h>
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]>
Set scan mode. The default is the Progressive Scan Mode system setting (non-interlace or progressive).
interlace: 15kHz interlaced
quasi-interlace: 15kHz segmented frame
non-interlace: 15kHz progressive, line halving
non-progressive: 31kHz interlaced, line doubling
progressive: 31kHz progressive
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.
--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, and may not exceed its boundaries.
  • --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.
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. 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

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 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. GCVideo-DVI v2.4a and earlier has CB shifted left in the Green channel of RGB outputs.
Measurements in dB
Source Lab DSSIM RGB SSIM RGB PSNR
Nintendo Stereo AV Cable (NTSC-J) -13.735801 9.109952 25.914712
Nintendo Stereo AV Cable (PAL-M) -13.687564 9.302336 25.956162
Generic S-Video Cable (NTSC-J) -16.615170 9.563781 27.243526
Generic S-Video Cable (PAL-M) -15.732351 8.832794 26.735124
HD Retrovision SNES Component Cable -20.902913 12.242264 30.766373
EON GCHD Mk-II + Datel Wii HD Component Cable -19.433354 11.839451 30.134315
EON GCHD Mk-II + HD Retrovision Wii Component Cable -19.840056 11.989787 30.125775
EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable -20.915182 11.946138 30.789679
EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable -21.778830 12.092403 30.922875
Nintendo GameCube Component Video Cable -20.643052 12.475397 30.409172
GCVideo-DVI v2.4a and earlier -21.941242 13.828838 31.589915
GCVideo-DVI v2.4b and later -23.156373 14.350793 31.609022
EON GCHD Mk-II v2.4c.2 + HDMI Cable -23.506284 14.096524 30.832364
GCVideo-DVI v3.0 and later -24.573827 15.201722 32.208178

Datapath VisionRGB

Using AD9887A.

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

  1. GCVideo-DVI v2.4a and earlier has CB shifted left in the Green channel of RGB outputs.
Measurements in dB
Source Lab DSSIM RGB SSIM RGB PSNR
HD Retrovision SNES Component Cable 4× Oversampling ADC -20.754607 14.675608 31.840076
EON GCHD Mk-II + Datel Wii HD Component Cable -23.683852 11.996534 31.871659
EON GCHD Mk-II + HD Retrovision Wii Component Cable -23.363186 9.733509 31.571932
EON GCHD Mk-II + Datel Wii HD Component Cable 4× Oversampling ADC -21.863528 14.310343 31.523034
EON GCHD Mk-II + HD Retrovision Wii Component Cable 4× Oversampling ADC -24.379919 13.844770 32.270490
EON GCHD Mk-II + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1 -24.093611 13.938491 32.246032
EON GCHD Mk-II + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1 -24.079388 13.931380 32.180113
EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable -24.099221 13.522163 33.765758
EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable -24.251573 10.415138 33.530528
EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable 4× Oversampling ADC -22.960357 14.834729 33.419798
EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable 4× Oversampling ADC -25.096515 15.800992 34.359395
EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1 -24.907568 15.561495 34.606121
EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1 -24.913004 15.472918 34.553406
Nintendo GameCube Component Video Cable -24.041437 15.292785 33.665196
Nintendo GameCube Component Video Cable + RetroRGB Comp2DVI v2.1 -24.410816 15.181975 34.169963
GCVideo-DVI v2.4a and earlier -22.692723 14.897314 32.201534
GCVideo-DVI v2.4b and later -24.574659 15.673991 32.422744
EON GCHD Mk-II v2.4c.2 + HDMI Cable -25.446269 18.384225 34.898211
GCVideo-DVI v3.0 and later -24.562620 15.630643 32.150042

Hauppauge WinTV-HVR-1850

Using CX23888.

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

Sound emulation

Mega Man Zero 2

Pokémon Sapphire

3D lookup table

Pokémon Sapphire

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.
--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
--scaler=nearest
--matrix=identity
--sound=digital
--format=custom,scaled-size=528:320,size=480:320

Game Boy Player Start-up Disc (60Hz)

Included as gbisr.cli.example.

--delay-video=2
--matrix=identity
--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=63
--delay-video=2
--matrix=identity
--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 Ambassador Program

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

Video optimization

Datapath VisionRGB

Nintendo GameCube Component Video Cable
--vfilter=.5:.5:.0:.5:.0:.5
--format=custom,offset=0,scaled-size=0:0
--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: 245
  • 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: 174
        • Contrast: 142
      • Blue
        • Brightness: 150
        • Contrast: 128
GCVideo-DVI v3.0 and later

In the GCVideo menu under "Advanced settings", set "Fix resolution" to Off and "Digital color format" to YC444.

--vfilter=.5:.5:.0:.5:.0:.5
--format=custom,offset=0,scaled-size=0:0
--scan-mode=non-interlace,clock2x
  • Color Adjustments
    • Brightness: 32
    • Contrast: 128
    • Colour Domain: YUV (601) Limited

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=0:0
--scan-mode=non-interlace

Important: Misuse will result in the wrong aspect ratio.

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=0:0
--scan-mode=non-interlace

Important: Misuse will result in the wrong aspect ratio.

High-definition televisions

GCVideo-DVI

Included as gbisr-gcdv.cli, gbisr-gcdv.dol+cli and gbisr-gcdv.gci.

--zoom=2.53125:3
--format=custom,offset=+2:-2,scaled-size=0:0
--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.

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
--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 holding a direction while the Game Boy Player logo is visible.

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 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

May, 2020

  • Added control type E.

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.