Game Boy Interface/Standard 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
GBI.png

The author's original vision, Game Boy Interface Standard Edition (GBI) features an advanced video renderer exercising the GameCube hardware to its fullest. A port of mGBA for GameCube and Wii, dubbed Enhanced mGBA, is based upon it.

Controls

On-screen display

Nintendo GameCube Nintendo GameCube Controller Logitech Speed Force Nintendo 64 Controller [1] Action
A/B Buttons or Z and Start/Pause Buttons A/B Buttons or Z and Start/Pause Buttons A/B Buttons or Z and Start Buttons Hide on-screen display
X Button or C Stick Left X Button C Button Left Toggle on-screen display
Y Button [2] Y Button Revert offset/zoom
Z Button Z Button Z Button Take screenshot
+Control Pad +Control Pad +Control Pad Offset
L/R Buttons L/R Buttons L/R Buttons Zoom
Reset Button X, Y and Start/Pause Buttons
(Hold for 1.5 seconds)
L, R and Start Buttons Recalibrate controller

In-game

Nintendo GameCube Nintendo GameCube Controller Logitech Speed Force Nintendo 64 Controller [1] Action
A/B Buttons A/B Buttons or Accelerator/Brake Pedals A/B Buttons A/B Buttons
X Button or C Stick Left X Button C Button Left Toggle on-screen display
Y Button [2] Y Button Turbo or Select
Z Button Z Button Z Button Select
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
Z and Start/Pause Buttons Z and Start/Pause Buttons Z and Start Buttons Multi-play boot
(Only in Game Boy Advance BIOS)
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
  1. 1.0 1.1 Nintendo 64 Controller support requires a passive connector adapter.
  2. 2.0 2.1 Select on a HORI Game Boy Player Controller acts as the Y Button.

Options

--aspect=<w:h>
Specify screen aspect ratio. The default is the Progressive Scan Mode system setting (4:3 or 16:9).
Setting this option to 3:2 is not recommended unless interpreting 720×480 as square pixels.
--offset=<x:y>
Set offset. The default is the Screen Position system setting (-32 to +32).
--zoom=<x:y>
Set zoom (default: auto).
--zoom-auto[=<ratio>]
Enable best fit for a given screen size ratio, or safe area. The default is the Game Boy Player Start-up Disc's Screen Size setting (0.75 or 0.875).
--zoom-step=<size>
Set zoom step size (default: 0.125).
--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
--turbo=<on:off>
Set autofire interval (default: 3:3).
When zero, Turbo acts as Select instead.
--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.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).
--filter=<[none|blend|deflicker|accumulate|scale2x[ex|plus]|eagle2x|scan2x|normal2x][,prescale|no-prescale]>
Set image doubling or screen filter. The default is the Game Boy Player Start-up Disc's Screen Filter setting (none, blend, deflicker).
none
Also known as the Sharp screen filter.
blend[=<red[:green[:blue]]>]
Blend frames n and n-1 (default: 0.55).
Also known as the Soft screen filter.
deflicker[=<red[:green[:blue]]>]
Blend frames n and n-1 where n and n-2 are equal (default: 0.55).
Also known as the Normal screen filter.
accumulate[=<red[:green[:blue]]>]
Blend frames with accumulation buffer (default: 0.55).
As used by the Nintendo 3DS Ambassador games.
scale2xex
Apply enhanced EPX/Scale2×/AdvMAME2× algorithm with Y’C’BC’R difference.
scale2xplus
scale2x
Apply EPX/Scale2×/AdvMAME2× algorithm.
eagle2x
Apply Eagle algorithm.
scan2x
Apply simple scanlines.
normal2x
prescale, no-prescale
Enable prescaling filter (default: no).
Note: Any chosen filter will also apply to screenshots, but not to video streaming.
--dither=<none|threshold|bayer8x8|bayer4x4|bayer2x2|cluster8x8|cluster4x4>
Set dithering algorithm (default: threshold). Setting this option to none is not recommended when using linear RGB rendering.
Applied during prescaling and temporal interpolation.
--scaler=<nearest|bilinear|area|box>
Set image scaling filter. Setting this option to nearest is not recommended when using fractional scaling or a non-square pixel aspect ratio.
nearest: Nearest-neighbor interpolation (fastest)
bilinear: Bilinear interpolation
area: Sharp bilinear interpolation (default)
box: Inverse sharp bilinear interpolation
--matrix=<identity|gambatte|gba|gbc|gbi|hicolour|higan|nds|palm|psp|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)
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)
vba: VisualBoyAdvance-M (by Pokefan531)
--profile=<srgb|gambatte|gba|gbc|gbi|hicolour|higan|nds|palm|psp>
Set quick color profile.
Overrides --matrix, --input-gamma, --output-gamma, --brightness and --contrast.
srgb: Emulator
gambatte: Gambatte / higan / ares
gba: Game Boy Advance
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
--input-gamma=<red[:green[:blue]]>
Set gamma (default: 2.2).
--output-gamma=<1.0|1.7|2.2>
Specify screen gamma (default: 2.2).
--brightness=<red[:green[:blue]]>
Set lift (default: 0.0).
--contrast=<red[:green[:blue]]>
Set gain (default: 1.0).
--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|hd60|hd50|hd48|hdcustom>
Set video format. The default is the Video Mode and 60Hz Mode system setting (ntsc, pal or pal-60, pal-m).
ntsc: NTSC-J
pal: PAL-B/G/D/K/I
pal-m: PAL-M
ntsc-50: NTSC-50
pal-60: PAL-60
hd60: HDTV (60Hz)
hd50: HDTV (50Hz)
hd48: HDTV (48Hz)
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.
--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 (interlace or progressive).
interlace: 15 or 18-22kHz interlaced (480i@60Hz; 576i@50Hz; 720i@48-60Hz), deflickering
quasi-interlace: 15 or 18-22kHz segmented frame (480sf@30Hz; 576sf@25Hz; 720sf@24-30Hz)
non-interlace: 15 or 18-22kHz progressive (240p@60Hz; 288p@50Hz; 360p@48-60Hz)
non-progressive: 31 or 27-33kHz interlaced (960i@60Hz; 1152i@50Hz; 1080i@48-60Hz), field rendering
progressive: 31 or 27-33kHz progressive (480p@60Hz; 576p@50Hz; 540p@48-60Hz)
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: auto). Enabling halves the refresh rate.
If the video format's horizontal resolution is less or equal to 682, the internal resolution is doubled instead.
This depend on a compatible video encoder or transmitter not mangling its input.
--osd, --no-osd
Show on-screen display (default: yes).
--ipv4-address=<aaa.bbb.ccc.ddd>
Set static IPv4 address.
--ipv4-gateway=<aaa.bbb.ccc.ddd>
Set static IPv4 gateway.
--ipv4-netmask=<aaa.bbb.ccc.ddd>
Set static IPv4 netmask.
--network, --no-network
Enable Broadband Adapter features (default: yes).
--stream[=<aaa.bbb.ccc.ddd>], --no-stream
Stream video to IP address on UDP port 1234 (default: no). Defaults to 255.255.255.255 if not specified.
--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.
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, 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 (480i/p)

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. 4.0 4.1 4.2 4.3 4.4 GCVideo-DVI v2.4d-2 and earlier prevents use of the full active area.
  5. GCVideo-DVI v2.4a and earlier has CB shifted left in the Green channel of RGB outputs.
Measurements in dB (Relaxed)
Source SSIMULACRA L*a*b* DSSIM R’G’B’ SSIM R’G’B’ PSNR
CVBS Nintendo Stereo AV Cable (NTSC-J) -9.726527 -18.747020 9.256430 27.179112
CVBS Nintendo Stereo AV Cable (PAL-M) -9.566718 -18.699702 9.391234 27.190813
Y/C Generic S-Video Cable (NTSC-J) -10.675784 -21.464663 9.492719 28.371121
Y/C Generic S-Video Cable (PAL-M) -9.977233 -20.677563 9.293635 28.016600
RGBCVS HD Retrovision SNES Component Cable -12.992858 -24.761779 12.239700 31.080853
YPBPR Bitfunx/Kaico GameCube Component Cable & Retro-Bit Retro Prism Component Cable -14.145783 -25.457662 12.790217 30.671696
YPBPR EON GCHD Mk-II + Datel Wii HD Component Cable -13.924262 -26.205711 13.287309 32.301984
YPBPR EON GCHD Mk-II + HD Retrovision Wii Component Cable -14.129946 -26.792870 13.301181 32.196883
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable -14.631527 -27.010652 13.264202 32.449360
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable -14.889863 -27.976178 13.339042 32.535513
YPBPR GCVideo-DVI v3.0 and later + Portta HDMI to YPbPr Converter -14.587546 -27.669035 13.436725 32.544899
YPBPR Insurrection Industries Carby Component Cable -12.032100 -21.846032 13.588776 29.246601
YPBPR Nintendo GameCube Component Video Cable -14.333400 -26.539714 13.705376 31.801082
TMDS GCVideo-DVI v2.4a and earlier -11.450319 -19.121199 15.108654 28.342101
TMDS GCVideo-DVI v2.4b and later -12.594947 -19.225548 15.699804 28.384937
TMDS EON GCHD Mk-II v2.4c.2 + HDMI Cable -11.667538 -20.030646 14.822928 28.129669
TMDS Insurrection Industries CARBY v2.4d-2 -12.748220 -20.570410 15.879609 29.273666
TMDS GCVideo-DVI v3.0 and later -16.502891 -31.345481 18.272583 34.386203
Measurements in dB (Strict)
Source SSIMULACRA L*a*b* DSSIM R’G’B’ SSIM R’G’B’ PSNR
CVBS Nintendo Stereo AV Cable (NTSC-J) -9.726527 -18.747020 9.256430 27.179112
CVBS Nintendo Stereo AV Cable (PAL-M) -9.566718 -18.699702 9.391234 27.190813
Y/C Generic S-Video Cable (NTSC-J) -10.675784 -21.464663 9.492719 28.371121
Y/C Generic S-Video Cable (PAL-M) -9.977233 -20.677563 9.293635 28.016600
RGBCVS HD Retrovision SNES Component Cable -12.992858 -24.761779 12.239700 31.080853
YPBPR Bitfunx/Kaico GameCube Component Cable & Retro-Bit Retro Prism Component Cable -14.145783 -25.457662 12.790217 30.671696
YPBPR EON GCHD Mk-II + Datel Wii HD Component Cable -13.924262 -26.205711 13.287309 32.301984
YPBPR EON GCHD Mk-II + HD Retrovision Wii Component Cable -14.129946 -26.792870 13.301181 32.196883
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable -14.631527 -27.010652 13.264202 32.449360
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable -14.889863 -27.976178 13.339042 32.535513
YPBPR GCVideo-DVI v3.0 and later + Portta HDMI to YPbPr Converter -14.587546 -27.669035 13.436725 32.544899
YPBPR Insurrection Industries Carby Component Cable -7.883797 -15.468387 11.533063 23.198393
YPBPR Nintendo GameCube Component Video Cable -14.333400 -26.539714 13.705376 31.801082
TMDS GCVideo-DVI v2.4a and earlier -7.124078 -12.232363 11.353717 20.189821
TMDS GCVideo-DVI v2.4b and later -7.190603 -12.309601 11.617077 20.199762
TMDS EON GCHD Mk-II v2.4c.2 + HDMI Cable -9.670852 -17.577356 13.248322 24.807061
TMDS Insurrection Industries CARBY v2.4d-2 -12.748220 -20.570410 15.879609 29.273666
TMDS GCVideo-DVI v3.0 and later -16.502891 -31.345481 18.272583 34.386203

"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) -11.966349 -23.470845 12.364231 30.652442
TMDS GCVideo-DVI v3.0 and later (YUY2) -12.360854 -23.447447 12.431382 30.513123

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. 2.0 2.1 2.2 2.3 GCVideo-DVI v2.4d-2 and earlier prevents use of the full active area.
  3. GCVideo-DVI v2.4a and earlier has CB shifted left in the Green channel of RGB outputs.
Measurements in dB (Relaxed)
Source SSIMULACRA L*a*b* DSSIM R’G’B’ SSIM R’G’B’ PSNR
RGBCVS HD Retrovision SNES Component Cable -12.971557 -25.352464 13.510929 30.738094
YPBPR EON GCHD Mk-II + Datel Wii HD Component Cable -15.355936 -30.097211 13.236957 33.465374
YPBPR EON GCHD Mk-II + HD Retrovision Wii Component Cable -14.581766 -30.249407 10.484253 33.354349
YPBPR EON GCHD Mk-II + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1 -16.228996 -31.290297 15.782955 34.134819
YPBPR EON GCHD Mk-II + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1 -16.290370 -31.401637 15.794001 34.127733
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable -14.705211 -28.305000 12.625978 30.532523
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable -14.103326 -29.287722 10.469803 30.526897
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1 -15.223541 -29.484078 15.251034 30.902236
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1 -15.224351 -29.596937 15.276839 30.980456
YPBPR Nintendo GameCube Component Video Cable -14.834954 -28.775490 14.937377 30.652260
YPBPR Nintendo GameCube Component Video Cable + RetroRGB Comp2DVI v2.1 -15.005000 -29.100093 14.987160 30.847801
TMDS GCVideo-DVI v2.4a and earlier -11.796143 -19.234142 16.843028 28.363866
TMDS GCVideo-DVI v2.4b and later -13.297143 -19.361972 17.749506 28.407433
TMDS EON GCHD Mk-II v2.4c.2 + HDMI Cable -12.038218 -20.583611 16.037946 28.020205
TMDS Insurrection Industries CARBY v2.4d-2 -13.464538 -21.025041 17.973462 29.308984
TMDS GCVideo-DVI v3.0 and later -17.050897 -31.250237 19.185697 34.340843
Measurements in dB (Strict)
Source SSIMULACRA L*a*b* DSSIM R’G’B’ SSIM R’G’B’ PSNR
RGBCVS HD Retrovision SNES Component Cable -12.971557 -25.352464 13.510929 30.738094
YPBPR EON GCHD Mk-II + Datel Wii HD Component Cable -15.355936 -30.097211 13.236957 33.465374
YPBPR EON GCHD Mk-II + HD Retrovision Wii Component Cable -14.581766 -30.249407 10.484253 33.354349
YPBPR EON GCHD Mk-II + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1 -16.228996 -31.290297 15.782955 34.134819
YPBPR EON GCHD Mk-II + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1 -16.290370 -31.401637 15.794001 34.127733
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable -14.705211 -28.305000 12.625978 30.532523
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable -14.103326 -29.287722 10.469803 30.526897
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1 -15.223541 -29.484078 15.251034 30.902236
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1 -15.224351 -29.596937 15.276839 30.980456
YPBPR Nintendo GameCube Component Video Cable -14.834954 -28.775490 14.937377 30.652260
YPBPR Nintendo GameCube Component Video Cable + RetroRGB Comp2DVI v2.1 -15.005000 -29.100093 14.987160 30.847801
TMDS GCVideo-DVI v2.4a and earlier -7.240816 -12.293288 11.740600 20.152853
TMDS GCVideo-DVI v2.4b and later -7.304778 -12.396954 12.005857 20.172236
TMDS EON GCHD Mk-II v2.4c.2 + HDMI Cable -9.728479 -17.839070 13.690033 24.334919
TMDS Insurrection Industries CARBY v2.4d-2 -13.464538 -21.025041 17.973462 29.308984
TMDS GCVideo-DVI v3.0 and later -17.050897 -31.250237 19.185697 34.340843

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

Video quality (1080i)

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 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.

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Missing a reconstruction filter. If an anti-aliasing filter is also missing, pixel width will be uneven.
  2. GCVideo-Lite has CB shifted right and CR shifted left, then both shifted right.
  3. 3.0 3.1 3.2 3.3 EON GCHD Mk-II's analog output suffers from 54MHz and harmonic interference.
  4. 4.0 4.1 GCVideo-DVI v2.4c and earlier has CB shifted right and CR shifted left.
  5. 5.0 5.1 Suffering from 54MHz interference visible as vertical bands.
  6. GCVideo-DVI v2.4d-2 and earlier prevents use of the full active area.
Measurements in dB
Source SSIMULACRA L*a*b* DSSIM R’G’B’ SSIM R’G’B’ PSNR
YPBPR Bitfunx/Kaico GameCube Component Cable & Retro-Bit Retro Prism Component Cable -10.562338 -16.519452 11.296646 26.094244
YPBPR Bitfunx/Kaico GameCube Component Cable & Retro-Bit Retro Prism Component Cable + RetroRGB Comp2DVI v2.1 -10.591979 -16.808270 11.140812 26.283996
YPBPR EON GCHD Mk-II + Datel Wii HD Component Cable -10.554942 -19.027983 10.258374 28.309715
YPBPR EON GCHD Mk-II + HD Retrovision Wii Component Cable -10.356119 -19.196248 9.546469 28.350319
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable -11.343158 -23.822682 11.008278 31.618949
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable -11.862850 -24.961333 9.790347 31.986043
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1 -11.588361 -23.760750 12.066312 31.527673
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1 -11.690021 -24.030941 12.144953 31.842823
YPBPR Insurrection Industries Carby Component Cable -12.959589 -21.659280 12.100773 30.165045
YPBPR Insurrection Industries Carby Component Cable + RetroRGB Comp2DVI v2.1 -11.625305 -20.395545 12.162758 29.181873
YPBPR Nintendo GameCube Component Video Cable -11.357720 -23.620230 12.568059 31.572464
YPBPR Nintendo GameCube Component Video Cable + RetroRGB Comp2DVI v2.1 -11.402058 -23.463230 12.534123 31.544060

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 Missing a reconstruction filter. If an anti-aliasing filter is also missing, pixel width will be uneven.
  2. 2.0 2.1 2.2 2.3 EON GCHD Mk-II's analog output suffers from 54MHz and harmonic interference.
  3. 3.0 3.1 3.2 3.3 GCVideo-DVI v2.4c and earlier has CB shifted right and CR shifted left.
  4. Suffering from 54MHz interference visible as vertical bands.
  5. 5.0 5.1 5.2 5.3 GCVideo-DVI v2.4d-2 and earlier prevents use of the full active area.
  6. 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
YPBPR EON GCHD Mk-II + Datel Wii HD Component Cable -10.322859 -18.646785 10.129776 27.931187
YPBPR EON GCHD Mk-II + HD Retrovision Wii Component Cable -10.466811 -18.735391 9.607486 27.913698
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable -11.496713 -23.244762 11.553992 31.009392
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable -13.005642 -24.574501 9.703189 31.506822
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1 -12.028545 -23.709203 13.045432 31.675253
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1 -12.631127 -24.231499 13.167905 32.402539
YPBPR Nintendo GameCube Component Video Cable -11.664039 -23.476772 13.731947 31.739733
YPBPR Nintendo GameCube Component Video Cable + RetroRGB Comp2DVI v2.1 -11.632766 -23.341270 13.677773 31.660578
RGBHV Insurrection Industries CARBY + Manhattan HDMI to VGA Converter -10.645002 -19.194704 13.051432 28.395561
RGBHV Insurrection Industries CARBY v2.4c + Manhattan HDMI to VGA Converter -10.818690 -18.692013 12.804101 28.324521
RGBHV EON GCHD Mk-II v2.4c.2 + Manhattan HDMI to VGA Converter -13.892636 -24.135724 14.557945 33.042360
RGBHV Insurrection Industries CARBY v2.4d-2 + Manhattan HDMI to VGA Converter -12.244321 -23.223611 13.800961 31.759930

Portta YPbPr to HDMI Converter

Using MS9282.

  1. 1.0 1.1 1.2 1.3 Missing a reconstruction filter. If an anti-aliasing filter is also missing, pixel width will be uneven.
  2. GCVideo-Lite has CB shifted right and CR shifted left, then both shifted right.
  3. 3.0 3.1 EON GCHD Mk-II's analog output suffers from 54MHz and harmonic interference.
  4. 4.0 4.1 Suffering from 54MHz interference visible as vertical bands.
  5. GCVideo-DVI v2.4d-2 and earlier prevents use of the full active area.
Measurements in dB
Source SSIMULACRA L*a*b* DSSIM R’G’B’ SSIM R’G’B’ PSNR
YPBPR Bitfunx/Kaico GameCube Component Cable & Retro-Bit Retro Prism Component Cable -8.100230 -15.864391 5.183427 18.017007
YPBPR EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable -9.352855 -22.049838 5.973453 22.327374
YPBPR EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable -9.428943 -22.792806 5.597064 22.516222
YPBPR Insurrection Industries Carby Component Cable -8.962990 -21.127071 6.627177 23.008643
YPBPR Nintendo GameCube Component Video Cable -9.628263 -22.573851 6.846843 23.309480

Sound emulation

Mega Man Zero 2

Pokémon Sapphire

Image doubling

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

GBI Game Boy Advance.png

Using a contrast ratio of 250:1.

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

Nintendo DS

GBI Nintendo DS.png

Using a contrast ratio of 600:1.

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

Palm Treo 700p

GBI Palm Treo 700p.png

Using a contrast ratio of 75:1.

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

PlayStation Portable

GBI PlayStation Portable.png

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 Player Start-up Disc

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

--aspect=4:3
--overlay=frame-srgb.tpl.gz
--dither=none
--profile=srgb
--contrast=.78125
--sound=original
--no-osd

Wii U Virtual Console

GBI Wii U Virtual Console.png
--aspect=16:9
--zoom=3
--zoom-auto=1.
--zoom-step=0.
--no-overlay
--filter=none
--dither=none
--profile=srgb
--contrast=.75
--sound=digital
--no-osd
--no-enhance

Video optimization

Datapath VisionAV & VisionRGB

GCVideo-DVI v3.0 and later

These settings provide a 2× scaled image in a 4:3 960×360p60 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.

--aspect=4:3
--offset=0
--zoom=3
--zoom-step=0.
--no-overlay
--filter=prescale
--dither=bayer2x2
--scaler=nearest
--format=hd60
--scan-mode=non-interlace,clock2x,size2x
  • Color Adjustments
    • Brightness: 32
    • Contrast: 128
    • Colour Domain: YUV (601) Limited

Datapath VisionRGB

Nintendo GameCube Component Video Cable

These settings provide a 2× scaled image in a 4:3 360p60 (27MHz÷1200÷375) video output.

--aspect=4:3
--offset=0
--zoom=3
--zoom-step=0.
--no-overlay
--filter=prescale
--dither=bayer2x2
--scaler=nearest
--format=hd60
--scan-mode=non-interlace,clock2x,size2x
  • Resolution and Refresh
    • Width: 960
    • Height: 360
    • Vertical Refresh: 60.00
  • Video Adjustments
    • Horizontal Position: 205
    • Horizontal Size: 1200
    • Phase: 31
    • Vertical Position: 13
    • Black Level: 8
  • Cropping
    • Top: 20
    • Left: 0
    • Width: 960
    • Height: 320
  • Color Adjustments
    • Brightness: 32
    • Contrast: 128
    • Colour Domain: YUV (601)
    • Colour Balance
      • All Colors
        • Brightness: 32
        • Contrast: 128
      • Red
        • Brightness: 159
        • Contrast: 159
      • Green
        • Brightness: 178
        • Contrast: 160
      • Blue
        • Brightness: 152
        • Contrast: 144

Open Source Scan Converter

These settings provide a 2× scaled image in a 4:3 360p60 (27MHz÷1200÷375) video output.

GBI-OSSC.png
--aspect=4:3
--offset=0
--zoom=3
--zoom-step=0.
--no-overlay
--format=hd60
--scan-mode=non-interlace,clock2x,size2x

RetroTINK-5X Pro

Insurrection Industries Carby Component Cable

These settings provide a 3× scaled image in a 3:2 480p59.94 (27MHz÷858÷525) video output. They require firmware v1.29 or later.

Included as gbi-carby+rt5x.cli, gbi-carby+rt5x.dol+cli and gbi-carby+rt5x.gci. Transcribed below for reference.

--aspect=3:2
--offset=0
--zoom=3
--zoom-step=1.
--no-overlay
--filter=prescale
--dither=bayer2x2
--scaler=nearest
--format=ntsc
--scan-mode=progressive

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, "Vertical Sync" to Frame Lock, and "Video LPF" to EDTV Light.

Computer monitors (Liquid-crystal display)

These settings provide a 3× scaled image in a 4:3 720×540p59.7546 video output. Due to the tight video timings, digital audio cannot be embedded.

In the GCVideo menu under "Other settings", set "Enhanced DVI mode" to Off.
In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" to On.

--aspect=4:3
--offset=0
--zoom=3
--zoom-step=1.
--no-overlay
--filter=prescale
--dither=bayer2x2
--scaler=nearest
--format=hdcustom
--scan-mode=progressive

High-definition televisions

Nintendo GameCube Component Video Cable

These settings provide a 2.75× scaled image, line doubled in a 16:9 1080i60 (27MHz÷800÷1125) video output.

--aspect=11:6
--offset=0
--zoom=2.75
--zoom-step=0.
--format=hd60
--scan-mode=non-progressive

Change the Aspect Ratio on the television to Just Scan.

GCVideo-DVI v2.4d and earlier

These settings provide a 3× (Game Boy Advance) or 3.3× (Game Boy Color) scaled image, line doubled in a 16:9 720×960i59.9972 video output.

GBI-GCDV.png
--aspect=16:9
--offset=+4:-2
--zoom=3
--zoom-auto=1.
--format=ntsc
--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 2.85× (Game Boy Advance) or 3.16× (Game Boy Color) scaled image in a 16:9 720×480p59.94 video output.

--aspect=16:9
--offset=+4
--zoom=3
--zoom-auto=.95
--format=ntsc
--scan-mode=progressive

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

GCVideo-DVI v3.0 and later

These settings provide a 4× scaled image in a 16:9 960×720i60.08 video output.

In the GCVideo menu under "Other settings", set "Enhanced DVI mode" to On.
In the GCVideo menu under "Advanced settings", set "Digital color format" to YC422.

Included as gbi-gcdv-v3.cli, gbi-gcdv-v3.dol+cli and gbi-gcdv-v3.gci. Transcribed below for reference.

GBI-GCDV-v3.png
--aspect=16:9
--offset=0
--zoom=3
--format=hd60
--scan-mode=interlace,clock2x,size2x

Change the Aspect Ratio on the television to 16:9. If the output isn't compatible, use the default settings.


These settings provide a 4× scaled image in a 4:3 960×720i60.08 video output.

In the GCVideo menu under "Other settings", set "Enhanced DVI mode" to On.
In the GCVideo menu under "Advanced settings", set "Digital color format" to YC422.

GBI-GCDV-v3 4-3.png
--aspect=4:3
--offset=0
--zoom=3
--no-overlay
--format=hd60
--scan-mode=interlace,clock2x,size2x

Change the Aspect Ratio on the television to 4:3. If the correct aspect ratio cannot be realized, or the output isn't compatible, consider other options.


These settings provide a 3× scaled image in a 4:3 720×540p59.7546 video output. Due to the tight video timings, digital audio cannot be embedded.

In the GCVideo menu under "Other settings", set "Enhanced DVI mode" to Off.
In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" to On.

--aspect=4:3
--offset=0
--zoom=3
--zoom-step=1.
--no-overlay
--filter=prescale
--dither=bayer2x2
--scaler=nearest
--format=hdcustom
--scan-mode=progressive

Change the Aspect Ratio on the television to 4:3. If the correct aspect ratio cannot be realized, or the output isn't compatible, consider other options.

Video capture devices (Game Boy Advance)

These settings provide a 3× scaled image in a 3:2 480i59.94 (13.5MHz÷858÷525) or 480p59.94 (27MHz÷858÷525) video output.

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

--aspect=3:2
--offset=0
--zoom=3
--zoom-step=1.
--no-overlay
--filter=prescale
--dither=bayer2x2
--scaler=nearest
--format=ntsc

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

Video capture devices (Game Boy Color)

These settings provide a 4× scaled image in a 5:4 576i50 (13.5MHz÷864÷625) or 576p50 (27MHz÷864÷625) video output.

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

--aspect=5:4
--offset=0
--zoom=4
--zoom-step=1.
--no-overlay
--filter=prescale
--dither=bayer2x2
--scaler=nearest
--format=pal

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

FAQs

Progressive scan (720x480p)
Blanking regeneration (1440x480i)
Red + Green: Regenerated blanking interval
Green + Blue: Actual blanking interval

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 in the Game Boy Player 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.

If you're interested in backing up Game Boy Camera photos, you can do so by taking a screenshot.

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-off or cut-through?

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.

For standard video modes, you can disable video oversampling (--scan-mode=no-clock2x,no-size2x, or "Video Oversampling: No" in Swiss).

Why is my picture square or narrow?

By default, Game Boy Interface assume a widescreen aspect ratio when using progressive scan.

Ensure that the television's settings match the assumed aspect ratio written in the top right corner of the on-screen display.

Why is there motion blur? Can I turn it off?

It removes stuttering caused by mismatches between the Game Boy Advance and the display refresh rate. It cannot be turned off.

It can be reduced by using a 120Hz video mode, but it's most effective on a sample-and-hold display.

This can possibly be confused with the deflickering filters. These can be disabled (--filter=none, or "Filter: Sharp" in Swiss).

Why are the colors washed out?

The screens used in the Game Boy family produced a smaller gamut of colors than found in the standard RGB color space on contemporary monitors.

Developers compensated for this to varying degree, resulting in odd-looking oversaturated colors when shown as-is.

By default, Game Boy Interface adapt these colors for the standard RGB color space, but only halfway as a compromise.

A low quality conversion from analog video can also cause washed out colors, as can color range mismatches in digital video.

What happens when I exit Game Boy Interface?

The Game Boy Player keeps running and you're returned to autoexec.dol, or the Nintendo GameCube Main Menu.

If using Swiss v0.5r979 or later, its reload stub is called.

Should I force 240p?

Generally speaking, no.

If you're using GCVideo-DVI, the results between 480p and line-doubled 240p are identical at 2× zoom. At greater zoom, 240p is just plain worse.

If you have a specific need for 240p, you're likely better served by the speedrunning edition or high-fidelity edition.

Changelog

July, 2022

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

May–June, 2022

  • Updated GBA ROM checksummer.
  • Improved SD card compatibility.
  • Changed reset combo to exit on hold.
  • Fixed minor issues.

December, 2021

  • Updated GBA-as-GC controller.

November, 2021

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

June, 2021

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

May, 2021

  • Added zoom step size setting.
  • Added new zoom method.
  • Improved font rendering.
  • Locked 240p, 288p and 360p to "integer" zoom factors.
  • Fixed miscellaneous issues.

February–April, 2021

  • Updated GBA-as-GC controller.
  • Changed SNTP to set RTC counter instead of RTC counter bias.

January, 2021

  • Added GBA ROM checksummer.
  • 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.
  • Improved system stability.
  • Improved SD card compatibility.
  • Changed default video format to avoid PAL-M with digital AV.

May–June, 2020

  • Added disc spin-down.
  • Added GC Loader read-only support.
  • Fixed wiiload over 100 Mbps full duplex.

April, 2020

  • Fixed Game Boy Player settings validation.

January–March, 2020

  • Improved SD card compatibility.
  • Fixed wiiload arguments bug.
  • Disabled deflickering for HD video modes.

October, 2019

  • Added N64 Controller support.
  • Added GBA anti-sleep mode.
  • Added subfolder search for GBI directory.
  • Conformed screenshots to DCF standard.

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.
  • Fixed 540p and 1080i.

May, 2019

  • Added blend, deflicker and accumulate filters.
  • Added prescaling filter setting.
  • Added reset combo.

April, 2019

  • Unified screen space for HD video modes.
  • Fixed some video rendering bugs.
  • Fixed a power issue.
  • Enabled USB Gecko standard output.

March, 2019

  • Updated color matrices by Pokefan531.
  • Replaced 720p with 540p.
  • Fixed 960i and 1152i.
  • 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.

July, 2018

  • Updated GBA-as-GC controller.

June, 2018

  • Added analog sound emulation.
  • Added Custom-M video format.
  • Added Custom interlaced video modes.
  • Changed default sound mode to analog.
  • 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 360p, 720i, 720p and 1080i video modes.
  • Changed scan mode semantics.
  • Changed default aspect ratio for progressive scan to 16:9.
  • Fixed Game Boy Player advertisement.
  • Fixed rumble protocol handshake.

April, 2018

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

March, 2018

  • Improved multiboot implementation.
  • Improved Game Boy sound quality.
  • Improved audio rendering.
  • Reduced audio latency.
  • Changed default color matrix to GBI's original.
  • Fixed SD card compatibility.
  • Fixed multiboot to rumble protocol transition.

February, 2018

  • Added color matrix from Gambatte.
  • Added mono sound mode.
  • Fixed wiiload autoboot with tiny GBA multiboot ROMs.
  • Disabled machine checks.

January, 2018

  • Updated color matrices by Pokefan531.
  • Improved Game Boy Player driver.

September, 2017

  • Added overlay scale setting.
  • Added Logitech Speed Force support.
  • Added Active Life Mat support.
  • Improved Game Boy Player driver.
  • Changed wiiload server to accept oversized DOLs.
  • Fixed one random kernel crash.

August, 2017

  • Added DK Bongos support.
  • Updated color matrices by Pokefan531.
  • Improved Game Boy Player driver.

July, 2017

  • Added CLI append support.
  • Updated color matrices by Pokefan531.
  • Updated GBA-as-GC controller.

April, 2017

  • Added component video DAC oversampling.
  • Added experimental 960i and 1152i video modes.

March, 2017

  • Added temporal/spatial dithering.
  • Added color matrices by Pokefan531.
  • Added TPL overlay support to wiiload server.
  • Changed default color matrix to Pokefan531's.
  • Changed default gamma to 2.2.
  • Optimized NormalNx filter.

February, 2017

  • Added volume control.
  • Added per-channel settings where possible.
  • Changed volume to 75% to mitigate clipping.
  • Fixed framebuffer clearing for 576i.

November, 2016

  • Updated GBA-as-GC controller.
  • Optimized Scale2xEx filter.

October, 2016

  • Added Scale2xEx and Scale2xPlus filters.
  • Added oversample and box scalers.
  • Added basic video streaming.
  • Added Remote RetroPad support.
  • Optimized video rendering.

September, 2016

  • Added polling rate setting.

May, 2016

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

April, 2016

  • Added GBA multiboot support to wiiload server.
  • Added Xboo Communicator.
  • Added BIOS/ROM dumper.
  • Replaced GBA-as-controller with GBA-as-GC controller.

March, 2016

  • Added GBA-as-controller support.
  • Recognized a half press of the analog triggers.

December, 2015

  • Expanded video options. Now includes 25, 30, 100 and 120 Hz modes.
  • Added gamma-encoded borders for special use.

November, 2015

  • Added (GZipped) TPL overlay support.
  • Added all 20 borders from the Game Boy Player Start-up Disc.

October, 2015

  • Added Scale2x, Eagle2x, Scan2x and Normal2x filters.

August, 2015

  • Added executable compression.
  • Added return to autoexec.dol.
  • Added memory card distribution files.
  • Added auto-cropping for Game Boy screenshots.
  • Optimized video rendering.
  • Reduced coil whine.

July, 2015

  • Added rumble.
  • Added hold to quit.
  • Added screenshot saving.
  • Added SNTP broadcast listener.
  • Changed default video mode to interlaced.
  • Fixed Game Boy Player detection.

May, 2015

  • Changed all 60 Hz modes to have 486 active lines.

March, 2015

  • Added digital PWM sound.
  • Added turbo button.
  • Fixed 288p.