Game Boy Interface/Speedrunning Edition: Difference between revisions

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[[File:GBISR.png|thumb]]
[[File:GBISR.png|thumb]]


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 [[wikipedia:Speedrun|speedrunning]] communities.
Formerly the (ultra-)low latency version, '''Game Boy Interface Speedrunning Edition''' ('''GBISR''') features a simplified video renderer compared to the [[Game Boy Interface/Standard Edition|standard edition]], and aims to meet the needs of most [[wikipedia:Speedrun|speedrunning]] communities.


<div class="toclimit-4">
<div class="toclimit-4">
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| Inverse sharp bilinear interpolation
| Inverse sharp bilinear interpolation
|}
|}
; {{anchor|--palette|--no-palette}}<code>--palette=<#rgbx,#rgbx,#rgbx,#rgbx></code>, <code>--palette=<xxxx-xxxx-xxxx></code>, <code>--no-palette</code>
; {{anchor|--palette|--no-palette}}<code>--palette=<#xrgb,#xrgb,#xrgb,#xrgb></code>, <code>--palette=<xxxx-xxxx-xxxx></code>, <code>--no-palette</code>
: Apply [https://gamefaqs.gamespot.com/snes/588731-super-game-boy/faqs/58647 Super Game Boy] color palette (default: no).
: Apply [https://gamefaqs.gamespot.com/snes/588731-super-game-boy/faqs/58647 Super Game Boy] color palette (default: no).
:* <code>--palette=719</code> Set color palette 2-H.
:* <code>--palette=719</code> Set color palette 2-H.
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==== Datapath VisionAV & VisionRGB ====
==== Datapath VisionAV & VisionRGB ====
===== GCVideo-DVI v2.4b and later =====
These settings provide a 90° 4× scaled image in a 3:4 720×480p59.7276 video output.
<pre>
--zoom=4:2
--rotate=90
--no-overlay
--scaler=nearest
--profile=srgb
--format=custom,offset=0,scaled-size=0x0
--scan-mode=progressive
</pre>
* Capture Format: 8-8-8
* Rotation: 270°
* Color Adjustments
** Brightness: 32
** Contrast: 128
** Colour Domain: RGB (709)


===== GCVideo-DVI v3.0 and later =====
===== GCVideo-DVI v3.0 and later =====
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</pre>
</pre>


* Capture Format: 8-8-8
* Rotation: 270°
* Rotation: 270°
* Color Adjustments
* Color Adjustments
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</pre>
</pre>


* Capture Format: 8-8-8
* Resolution and Refresh
* Resolution and Refresh
** Width: 320
** Width: 320
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These settings provide a 90° 4× scaled image in a 3:4 240p119.455 (27MHz÷866÷261) video output.
These settings provide a 90° 4× scaled image in a 3:4 240p119.455 (27MHz÷866÷261) video output.
They require firmware v1.0rc10 or later.
They require firmware v1.0rc10 or later. <br />
These settings incur significantly higher latency than the [[Game Boy Interface/High-Fidelity Edition#RetroTINK-4K (CE)|high-fidelity edition]] to produce the same quality.


If you're using GCVideo-DVI, under "Advanced settings", set "Fix resolution" to Off and "Digital color format" to YC422.
If you're using GCVideo-DVI, under "Advanced settings", set "Fix resolution" to Off and "Digital color format" to YC422.
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In the RT4K menu under "Profiles" and "Load Profile", select "Load Default". <br />
In the RT4K menu under "Profiles" and "Load Profile", select "Load Default". <br />
In the RT4K menu under "Advanced Settings", "HDMI Receiver Setup" and "Input Decimation", set "Input Pixels" to 4 (Output: 480) and "Initial Phase" to 3 of 4. <br />
In the RT4K menu under "Advanced Settings", "HDMI® Receiver Setup" and "Input Decimation", set "Input Pixels" to 4 (Output: 480) and "Initial Phase" to 3 of 4. <br />
In the RT4K menu under "Advanced Settings", "Scaling/Crop Setup" and "Input Crop", set "RoTATE (Beta)" to 90 Deg Left. <br />
In the RT4K menu under "Advanced Settings", "Scaling/Crop Setup" and "Input Crop", set "RoTATE (Beta)" to 90 Deg Left. <br />
In the RT4K menu under "Advanced Settings", "Scaling/Crop Setup" and "Scaler", set "Aspect Correction" to 1:1 (Sq. Pixel). <br />
In the RT4K menu under "Advanced Settings", "Scaling/Crop Setup" and "Scaler", set "Aspect Correction" to 1:1 (Sq. Pixel). <br />
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== Changelog ==
== Changelog ==
=== April, 2026 ===
* Added ext2, ext3, and partial ext4 support.
* Added MemCard PRO GC support.
* Added RAM disk support.
=== October, 2025 ===
* Added FlipperMCE and GCMCE support.
* Added GPT support.
* Reduced power usage of USB Gecko wiiload server.
=== August, 2025 ===
* Improved behavior with missing disc drive.
* Improved exFAT support.
=== June, 2025 ===
* Improved system stability.
=== May, 2025 ===
* Added PicoBoot v0.5 payload.
* Updated GBA ROM checksummer.
=== March, 2025 ===
* Added support for other system memory configurations.
* Enabled UART standard output for development hardware.
=== January, 2025 ===
* Improved SD card performance.
=== December, 2024 ===
* Improved SD card compatibility and performance.
* Disabled UART standard output.
=== November, 2024 ===
* Added exFAT support.
* Enabled UART standard output.
=== September–October, 2024 ===
* Added PicoBoot v0.4 payload.
* Improved SD card compatibility and performance.
=== June–August, 2024 ===
* Added SD2SP2 2.0 support.
* Improved SD card compatibility and performance.
* Enabled KunaiGC on exit.
* Fixed crash after a large number of resets.
=== May, 2024 ===
* Added ETH2GC Sidecar+ support.
* Added SD2SP1 support.
* Updated GBA ROM checksummer.
* Converted 3D LUTs to IRIDAS/Adobe format for use with other software.


=== November, 2023 ===
=== November, 2023 ===

Latest revision as of 14:08, 17 April 2026

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 compared to the standard edition, and aims to meet the needs of most speedrunning communities.

Controls

Type A (two-handed)

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

Type B (one-handed)

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

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

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

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

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

Type E1 (swapped)

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

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

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

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

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

Options

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

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

Comparisons

Audio quality

Video quality

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

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

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

Blackmagic Intensity Shuttle

Using ADV7180 and ADV7604.

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

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

"Can't Link"

Using MS2109.

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

Datapath VisionRGB

Using AD9887A.

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

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

Hauppauge WinTV-HVR-1850

Using CX23888.

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

Hyperkin 3-in-1 HDTV Cable

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

Sound emulation

Mega Man Zero 2

Pokémon Sapphire

3D lookup table

Metroid: Zero Mission

Pokémon Sapphire

Color blindness

Pokémon Puzzle Challenge

Color matrix

Golden Sun

Mario Kart: Super Circuit

Pokémon Sapphire