Difference between revisions of "Game Boy Interface/Speedrunning Edition"

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Line 27: Line 27:
 
|-
 
|-
 
|  
 
|  
| Y/Z Buttons
+
| Z Button
| Y/Z Buttons
+
| Z Button
 
| Z Button
 
| Z Button
 
| Select
 
| Select
 
|-
 
|-
 
|  
 
|  
| X Button or Start/Pause
+
| Y Button
| X Button or Start/Pause
+
| Y Button
 +
|
 +
| Select or Turbo
 +
|-
 +
|
 +
| X Button
 +
| X Button
 +
|
 +
| Start or Turbo
 +
|-
 +
|
 +
| Start/Pause
 +
| Start/Pause
 
| Start
 
| Start
 
| Start
 
| Start
Line 122: Line 134:
 
! Nintendo GameCube
 
! Nintendo GameCube
 
! Nintendo GameCube Controller
 
! Nintendo GameCube Controller
! Logitech Speed Force
 
 
! Nintendo 64 Controller
 
! Nintendo 64 Controller
 
! Action
 
! Action
Line 128: Line 139:
 
|  
 
|  
 
| A/B Buttons
 
| A/B Buttons
| A/B Buttons or Accelerator/Brake Pedals
 
 
| A/B Buttons
 
| A/B Buttons
 
| A/B Buttons
 
| A/B Buttons
 
|-
 
|-
 
|  
 
|  
| L/Z Buttons
+
| Z Button
| Y/Z Buttons
+
| Z Button
| L/Z Buttons
 
 
| Select
 
| Select
 
|-
 
|-
 
|  
 
|  
| R Button or Start/Pause
+
| L Button
| X Button or Start/Pause
+
| L Button
| R Button or Start
+
| Select or Turbo
 +
|-
 +
|
 +
| R Button
 +
| R Button
 +
| Start or Turbo
 +
|-
 +
|
 +
| Start/Pause
 +
| Start
 
| Start
 
| Start
 
|-
 
|-
 
|  
 
|  
 
| +Control Pad, Control Stick or C Stick
 
| +Control Pad, Control Stick or C Stick
| +Control Pad or Steering Wheel
 
 
| +Control Pad, Control Stick or C Buttons
 
| +Control Pad, Control Stick or C Buttons
 
| +Control Pad
 
| +Control Pad
Line 152: Line 169:
 
|  
 
|  
 
| Y/X Buttons
 
| Y/X Buttons
| L/R Buttons
 
 
|  
 
|  
 
| L/R Buttons <br /> (Only for Game Boy Advance)
 
| L/R Buttons <br /> (Only for Game Boy Advance)
 
|-
 
|-
 
| Reset Button
 
| Reset Button
| B, X and Start/Pause Buttons
 
 
| B, X and Start/Pause Buttons
 
| B, X and Start/Pause Buttons
 
| Z, R, A, B and Start Buttons
 
| Z, R, A, B and Start Buttons
Line 163: Line 178:
 
|-
 
|-
 
|  
 
|  
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
 
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
 
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
Line 170: Line 184:
 
| Reset Button
 
| Reset Button
 
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
 
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
|
 
 
| L, R and Start Buttons
 
| L, R and Start Buttons
 
| Recalibrate controller
 
| Recalibrate controller
Line 177: Line 190:
 
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
 
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
 
|  
 
|  
 +
| Swap controls <br /> (Only with controller adapter)
 +
|-
 +
|
 +
| L, R, Z and +Control Pad Down
 
|  
 
|  
| Swap controls <br /> (Only with controller adapter)
+
| Toggle input viewer
 
|}
 
|}
  
Line 184: Line 201:
 
|-
 
|-
 
! DK Bongos Controller
 
! DK Bongos Controller
! Active Life Mat Controller
 
 
! Action
 
! Action
 
|-
 
|-
 
| Bottom Right/Left
 
| Bottom Right/Left
| Orange Up/Right
 
 
| A/B Buttons
 
| A/B Buttons
 
|-
 
|-
 
| Hand Clap
 
| Hand Clap
| - Button
 
 
| Select
 
| Select
 
|-
 
|-
 
| Start/Pause
 
| Start/Pause
| + Button
 
 
| Start
 
| 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
 
| Top Left/Right
|
 
 
| L/R Buttons
 
| L/R Buttons
 
|}
 
|}
Line 226: Line 222:
 
! Nintendo GameCube
 
! Nintendo GameCube
 
! Nintendo GameCube Controller
 
! Nintendo GameCube Controller
! Logitech Speed Force
 
 
! Nintendo 64 Controller
 
! Nintendo 64 Controller
 
! Action
 
! Action
 
|-
 
|-
 
|  
 
|  
| B/Y or X Buttons
+
| B/Y Buttons
| A/B Buttons or Accelerator/Brake Pedals
 
 
| A/B Buttons
 
| A/B Buttons
 
| A/B Buttons
 
| A/B Buttons
Line 238: Line 232:
 
|  
 
|  
 
| Z Button
 
| Z Button
| Y/Z Buttons
 
 
| Z Button
 
| Z Button
 
| Select
 
| Select
Line 244: Line 237:
 
|  
 
|  
 
| Start/Pause
 
| Start/Pause
| X Button or Start/Pause
 
 
| Start
 
| Start
 
| Start
 
| Start
Line 250: Line 242:
 
|  
 
|  
 
| +Control Pad or Control Stick
 
| +Control Pad or Control Stick
| +Control Pad or Steering Wheel
 
 
| +Control Pad or Control Stick
 
| +Control Pad or Control Stick
 
| +Control Pad
 
| +Control Pad
 
|-
 
|-
 
|  
 
|  
| L/R or A Buttons
+
| X/A Buttons
 +
|
 +
| B/R Buttons or Turbo
 +
|-
 +
|
 
| L/R Buttons
 
| L/R Buttons
 
| L/R Buttons
 
| L/R Buttons
Line 261: Line 256:
 
|-
 
|-
 
| Reset Button
 
| Reset Button
| B, X and Start/Pause Buttons
 
 
| B, X and Start/Pause Buttons
 
| B, X and Start/Pause Buttons
 
| Z, R, A, B and Start Buttons
 
| Z, R, A, B and Start Buttons
Line 267: Line 261:
 
|-
 
|-
 
|  
 
|  
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
 
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
 
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
Line 274: Line 267:
 
| Reset Button
 
| Reset Button
 
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
 
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
|
 
 
| L, R and Start Buttons
 
| L, R and Start Buttons
 
| Recalibrate controller
 
| Recalibrate controller
Line 280: Line 272:
 
|  
 
|  
 
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
 
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
|
 
 
|  
 
|  
 
| Swap controls <br /> (Only with controller adapter)
 
| Swap controls <br /> (Only with controller adapter)
Line 286: Line 277:
 
|  
 
|  
 
| C Stick Down
 
| C Stick Down
|
 
 
| C Button Down
 
| C Button Down
 
| Toggle input viewer
 
| Toggle input viewer
Line 297: Line 287:
 
! Nintendo GameCube
 
! Nintendo GameCube
 
! Nintendo GameCube Controller
 
! Nintendo GameCube Controller
! Logitech Speed Force
 
 
! Nintendo 64 Controller
 
! Nintendo 64 Controller
 
! Action
 
! Action
Line 303: Line 292:
 
|  
 
|  
 
| Y/B Buttons
 
| Y/B Buttons
| A/B Buttons or Accelerator/Brake Pedals
 
 
| A/B Buttons
 
| A/B Buttons
 
| A/B Buttons
 
| A/B Buttons
 
|-
 
|-
 
|  
 
|  
| R Button or Start/Pause
+
| Start/Pause
| Y/Z Buttons
+
| Z Button
| L/Z Buttons
 
 
| Select
 
| Select
 
|-
 
|-
 
|  
 
|  
| L/Z Buttons
+
| R Button
| X Button or Start/Pause
+
| L Button
| R Button or Start
+
| Select or Turbo
 +
|-
 +
|
 +
| L Button
 +
| R Button
 +
| Start or Turbo
 +
|-
 +
|
 +
| Z Button
 +
| Start
 
| Start
 
| Start
 
|-
 
|-
 
|  
 
|  
 
| +Control Pad, Control Stick or C Stick
 
| +Control Pad, Control Stick or C Stick
| +Control Pad or Steering Wheel
 
 
| +Control Pad, Control Stick or C Buttons
 
| +Control Pad, Control Stick or C Buttons
 
| +Control Pad
 
| +Control Pad
Line 327: Line 322:
 
|  
 
|  
 
| X/A Buttons
 
| X/A Buttons
| L/R Buttons
 
 
|  
 
|  
 
| L/R Buttons <br /> (Only for Game Boy Advance)
 
| L/R Buttons <br /> (Only for Game Boy Advance)
 
|-
 
|-
 
| Reset Button
 
| Reset Button
| B, X and Start/Pause Buttons
 
 
| B, X and Start/Pause Buttons
 
| B, X and Start/Pause Buttons
 
| Z, R, A, B and Start Buttons
 
| Z, R, A, B and Start Buttons
Line 338: Line 331:
 
|-
 
|-
 
|  
 
|  
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
 
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
 
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
Line 345: Line 337:
 
| Reset Button
 
| Reset Button
 
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
 
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
|
 
 
| L, R and Start Buttons
 
| L, R and Start Buttons
 
| Recalibrate controller
 
| Recalibrate controller
Line 352: Line 343:
 
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
 
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
 
|  
 
|  
 +
| Swap controls <br /> (Only with controller adapter)
 +
|-
 +
|
 +
| L, R, Z and +Control Pad Down
 
|  
 
|  
| Swap controls <br /> (Only with controller adapter)
+
| Toggle input viewer
 
|}
 
|}
  
Line 362: Line 357:
 
! Nintendo GameCube
 
! Nintendo GameCube
 
! Nintendo GameCube Controller
 
! Nintendo GameCube Controller
! Logitech Speed Force
 
 
! Nintendo 64 Controller
 
! Nintendo 64 Controller
 
! Action
 
! Action
 
|-
 
|-
 
|  
 
|  
| X or B/Y or A Buttons
+
| B/Y Buttons
| A/B Buttons or Accelerator/Brake Pedals
+
|
 +
| A/B Buttons or Turbo
 +
|-
 +
|
 +
| X/A Buttons
 
| A/B Buttons
 
| A/B Buttons
 
| A/B Buttons
 
| A/B Buttons
Line 374: Line 372:
 
|  
 
|  
 
| Z Button
 
| Z Button
| Y/Z Buttons
 
 
| Z Button
 
| Z Button
 
| Select
 
| Select
Line 380: Line 377:
 
|  
 
|  
 
| Start/Pause
 
| Start/Pause
| X Button or Start/Pause
 
 
| Start
 
| Start
 
| Start
 
| Start
Line 386: Line 382:
 
|  
 
|  
 
| +Control Pad or Control Stick
 
| +Control Pad or Control Stick
| +Control Pad or Steering Wheel
 
 
| +Control Pad or Control Stick
 
| +Control Pad or Control Stick
 
| +Control Pad
 
| +Control Pad
 
|-
 
|-
 
|  
 
|  
| L/R Buttons
 
 
| L/R Buttons
 
| L/R Buttons
 
| L/R Buttons
 
| L/R Buttons
Line 397: Line 391:
 
|-
 
|-
 
| Reset Button
 
| Reset Button
| B, X and Start/Pause Buttons
 
 
| B, X and Start/Pause Buttons
 
| B, X and Start/Pause Buttons
 
| Z, R, A, B and Start Buttons
 
| Z, R, A, B and Start Buttons
Line 403: Line 396:
 
|-
 
|-
 
|  
 
|  
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
 
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
 
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
Line 410: Line 402:
 
| Reset Button
 
| Reset Button
 
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
 
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
|
 
 
| L, R and Start Buttons
 
| L, R and Start Buttons
 
| Recalibrate controller
 
| Recalibrate controller
Line 416: Line 407:
 
|  
 
|  
 
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
 
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
|
 
 
|  
 
|  
 
| Swap controls back <br /> (Only with controller adapter)
 
| Swap controls back <br /> (Only with controller adapter)
Line 422: Line 412:
 
|  
 
|  
 
| C Stick Down
 
| C Stick Down
|
 
 
| C Button Down
 
| C Button Down
 
| Toggle input viewer
 
| Toggle input viewer
Line 433: Line 422:
 
! Nintendo GameCube
 
! Nintendo GameCube
 
! Nintendo GameCube Controller
 
! Nintendo GameCube Controller
! Logitech Speed Force
 
 
! Nintendo 64 Controller
 
! Nintendo 64 Controller
 
! Action
 
! Action
 
|-
 
|-
 
|  
 
|  
| A/B or Y Buttons
+
| A/B Buttons
| A/B Buttons or Accelerator/Brake Pedals
 
 
| A/B Buttons
 
| A/B Buttons
 
| A/B Buttons
 
| A/B Buttons
Line 445: Line 432:
 
|  
 
|  
 
| Z Button
 
| Z Button
| Y/Z Buttons
 
 
| Z Button
 
| Z Button
 
| Select
 
| Select
Line 451: Line 437:
 
|  
 
|  
 
| Start/Pause
 
| Start/Pause
| X Button or Start/Pause
 
 
| Start
 
| Start
 
| Start
 
| Start
Line 457: Line 442:
 
|  
 
|  
 
| +Control Pad or Control Stick
 
| +Control Pad or Control Stick
| +Control Pad or Steering Wheel
 
 
| +Control Pad or Control Stick
 
| +Control Pad or Control Stick
 
| +Control Pad
 
| +Control Pad
 
|-
 
|-
 
|  
 
|  
| L/R or X Buttons
+
| Y/X Buttons
 +
|
 +
| B/R Buttons or Turbo
 +
|-
 +
|
 
| L/R Buttons
 
| L/R Buttons
 
| L/R Buttons
 
| L/R Buttons
Line 468: Line 456:
 
|-
 
|-
 
| Reset Button
 
| Reset Button
| B, X and Start/Pause Buttons
 
 
| B, X and Start/Pause Buttons
 
| B, X and Start/Pause Buttons
 
| Z, R, A, B and Start Buttons
 
| Z, R, A, B and Start Buttons
Line 474: Line 461:
 
|-
 
|-
 
|  
 
|  
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
 
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
 
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
Line 481: Line 467:
 
| Reset Button
 
| Reset Button
 
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
 
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
|
 
 
| L, R and Start Buttons
 
| L, R and Start Buttons
 
| Recalibrate controller
 
| Recalibrate controller
Line 487: Line 472:
 
|  
 
|  
 
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
 
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
|
 
 
|  
 
|  
 
| Swap controls back <br /> (Only with controller adapter)
 
| Swap controls back <br /> (Only with controller adapter)
Line 493: Line 477:
 
|  
 
|  
 
| C Stick Down
 
| C Stick Down
|
 
 
| C Button Down
 
| C Button Down
 
| Toggle input viewer
 
| Toggle input viewer
Line 504: Line 487:
 
! Nintendo GameCube
 
! Nintendo GameCube
 
! Nintendo GameCube Controller
 
! Nintendo GameCube Controller
! Logitech Speed Force
 
 
! Nintendo 64 Controller
 
! Nintendo 64 Controller
 
! Action
 
! Action
Line 510: Line 492:
 
|  
 
|  
 
| B/A Buttons
 
| B/A Buttons
| A/B Buttons or Accelerator/Brake Pedals
 
 
| A/B Buttons
 
| A/B Buttons
 
| A/B Buttons
 
| A/B Buttons
 
|-
 
|-
 
|  
 
|  
| R Button or Start/Pause
+
| Start/Pause
| Y/Z Buttons
+
| Z Button
| L/Z Buttons
 
 
| Select
 
| Select
 
|-
 
|-
 
|  
 
|  
| L/Z Buttons
+
| R Button
| X Button or Start/Pause
+
| L Button
| R Button or Start
+
| Select or Turbo
 +
|-
 +
|
 +
| L Button
 +
| R Button
 +
| Start or Turbo
 +
|-
 +
|
 +
| Z Button
 +
| Start
 
| Start
 
| Start
 
|-
 
|-
 
|  
 
|  
 
| +Control Pad, Control Stick or C Stick
 
| +Control Pad, Control Stick or C Stick
| +Control Pad or Steering Wheel
 
 
| +Control Pad, Control Stick or C Buttons
 
| +Control Pad, Control Stick or C Buttons
 
| +Control Pad
 
| +Control Pad
Line 534: Line 522:
 
|  
 
|  
 
| Y/X Buttons
 
| Y/X Buttons
| L/R Buttons
 
 
|  
 
|  
 
| L/R Buttons <br /> (Only for Game Boy Advance)
 
| L/R Buttons <br /> (Only for Game Boy Advance)
 
|-
 
|-
 
| Reset Button
 
| Reset Button
| B, X and Start/Pause Buttons
 
 
| B, X and Start/Pause Buttons
 
| B, X and Start/Pause Buttons
 
| Z, R, A, B and Start Buttons
 
| Z, R, A, B and Start Buttons
Line 545: Line 531:
 
|-
 
|-
 
|  
 
|  
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
 
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
| B, X and Start/Pause Buttons <br /> (Hold for 0.5 seconds)
 
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
 
| Z, R, A, B and Start Buttons <br /> (Hold for 0.5 seconds)
Line 552: Line 537:
 
| Reset Button
 
| Reset Button
 
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
 
| X, Y and Start/Pause Buttons <br /> (Hold for 1.5 seconds)
|
 
 
| L, R and Start Buttons
 
| L, R and Start Buttons
 
| Recalibrate controller
 
| Recalibrate controller
Line 559: Line 543:
 
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
 
| X, Y and Start/Pause Buttons <br /> (Hold for 3 seconds)
 
|  
 
|  
 +
| Swap controls back <br /> (Only with controller adapter)
 +
|-
 
|  
 
|  
| Swap controls back <br /> (Only with controller adapter)
+
| L, R, Z and +Control Pad Down
|}
+
|
 +
| Toggle input viewer
 +
|}
  
 
== Options ==
 
== Options ==
Line 611: Line 599:
 
| 100Hz
 
| 100Hz
 
|}
 
|}
 +
: Note: The polling rate will be doubled or halved in tandem with the refresh rate.
 +
; {{anchor|--turbo}}<code>--turbo=<on:off></code>
 +
: Set autofire interval (default: 0).
 +
: When non-zero, duplicate buttons act as turbo A/B Buttons.
 
; {{anchor|--control}}<code>--control=<P1[:P2[:P3[:P4]]]></code>
 
; {{anchor|--control}}<code>--control=<P1[:P2[:P3[:P4]]]></code>
 
: Set control scheme. The default is the Game Boy Player Start-up Disc's Controller setting (0 or 1).
 
: Set control scheme. The default is the Game Boy Player Start-up Disc's Controller setting (0 or 1).
Line 638: Line 630:
 
:* <code>--control=4</code> Set control type E<sup>1</sup> on all controller sockets.
 
:* <code>--control=4</code> Set control type E<sup>1</sup> on all controller sockets.
 
: Note: A Game Boy Advance used as a controller is a Nintendo GameCube Controller.
 
: Note: A Game Boy Advance used as a controller is a Nintendo GameCube Controller.
; {{anchor|--control-lr|--no-control-lr}}<code>--control-lr</code>, <code>--no-control-lr</code>
+
; {{anchor|--control-turbo}}<code>--control-turbo=<bitmask></code>
: Enable use of L/R Buttons for wide/normal screen mode with Game Boy Game Paks (default: no).
+
: Set which duplicate button acts as the turbo modifier key.
; {{anchor|--delay-reset}}<code>--delay-reset=<N></code>
 
: Set reset delay (default: 73).
 
; {{anchor|--delay-video}}<code>--delay-video=<N></code>
 
: Set video buffering (default: 1). Setting this option to 0 is not recommended.
 
; {{anchor|--movie|--no-movie}}<code>--movie=<path></code>, <code>--no-movie</code>
 
: Play input log (default: no).
 
; {{anchor|--movie-record|--no-movie-record}}<code>--movie-record</code>, <code>--no-movie-record</code>
 
: Record input log (default: no).
 
; {{anchor|--overlay|--no-overlay}}<code>--overlay=<path></code>, <code>--no-overlay</code>
 
: Load texture palette for graphic overlays (default: frame-srgb.tpl.gz).
 
; {{anchor|--overlay-id}}<code>--overlay-id=<ID></code>
 
: Set texture palette index for graphic overlay. The default is the Game Boy Player Start-up Disc's Frame setting (0 to 19).
 
; {{anchor|--overlay-scale}}<code>--overlay-scale=<x:y></code>
 
: Set texture scale for graphic overlay (default: auto).
 
; {{anchor|--scaler}}<code>--scaler=<nearest|bilinear|area|box></code>
 
: Set image scaling filter. Setting this option to nearest is not recommended when using fractional scaling.
 
 
: {| class="wikitable"
 
: {| class="wikitable"
| '''nearest:'''
+
| '''0:'''
| [[wikipedia:Nearest-neighbor interpolation|Nearest-neighbor interpolation]] (fastest)
+
| None (default)
 
|-
 
|-
| '''bilinear:'''
+
| '''1:'''
| [[wikipedia:Bilinear interpolation|Bilinear interpolation]]
+
| A, Select or R Button
 
|-
 
|-
| '''area:'''
+
| '''2:'''
| Sharp bilinear interpolation (default)
+
| B, Start or L Button
 
|-
 
|-
| '''box:'''
+
| '''3:'''
| Inverse sharp bilinear interpolation
+
| Both
 
|}
 
|}
; {{anchor|--palette|--no-palette}}<code>--palette=<#rgbx,#rgbx,#rgbx,#rgbx></code>, <code>--palette=<xxxx-xxxx-xxxx></code>, <code>--no-palette</code>
+
; {{anchor|--control-spare}}<code>--control-spare=<bitshift></code>
: Apply [https://gamefaqs.gamespot.com/snes/588731-super-game-boy/faqs/58647 Super Game Boy] color palette (default: no).
+
: Set function of L/R Buttons with Game Boy Game Paks.
:* <code>--palette=719</code> Set color palette 2-H.
+
: Normally used to switch between wide/normal screen mode.
:* <code>--palette=#8000,#AF3F,#FAB7,#FFFF</code>
 
: Note: Press Left + B while the Game Boy logo is visible for proper application on original Game Boy Game Paks.
 
; {{anchor|--lut3d|--no-lut3d}}<code>--lut3d=<path></code>, <code>--no-lut3d</code>
 
: Load 32x32x32 lookup table in PNG file format (default: no).
 
: Overrides <code>--matrix</code>, <code>--input-gamma</code>, <code>--brightness</code>, <code>--contrast</code>, <code>--saturation</code>, <code>--hue</code> and <code>--blend</code>.
 
; {{anchor|--lut3d-order}}<code>--lut3d-order=<rgb|gbr|bgr></code>
 
: Specify lookup table order (default: gbr).
 
; {{anchor|--matrix}}<code>--matrix=<identity|gba|gbc|gbc-dev|gbi|nds|palm|psp|vba></code>
 
: Set color matrix (default: gbi).
 
: This translates the RGB color primaries to the [[wikipedia:sRGB|standard RGB color space]].
 
 
: {| class="wikitable"
 
: {| class="wikitable"
| '''identity:'''
+
| '''0:'''
| [[wikipedia:Identity matrix|Identity matrix]]
+
| None (default)
 
|-
 
|-
| '''gba:'''
+
| '''1:'''
| Game Boy Advance (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
+
| A/B Buttons
 
|-
 
|-
| '''gbc:'''
+
| '''2:'''
| Game Boy Color (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
+
| Select/Start
 
|-
 
|-
| '''gbc-dev:'''
+
| '''3:'''
| Gameboy Hi-Colour Convertor (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
+
| +Control Pad Right/Left
 
|-
 
|-
| '''gbi:'''
+
| '''4:'''
| Game Boy Interface
+
| +Control Pad Up/Down
 
|-
 
|-
| '''nds:'''
+
| '''5:'''
| Nintendo DS (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
+
| L/R Buttons
|-
 
| '''palm:'''
 
| Palm Treo 700p (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
 
|-
 
| '''psp:'''
 
| PlayStation Portable (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
 
|-
 
| '''vba:'''
 
| VisualBoyAdvance-M (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
 
 
|}
 
|}
; {{anchor|--profile}}<code>--profile=<srgb|gba|gbc|gbc-dev|gbi|nds|palm|psp|vba></code>
+
; {{anchor|--control-rotate}}<code>--control-rotate=<0-3></code>
: Set quick color profile.
+
: Set rotation of +Control Pad.
: Overrides <code>--matrix</code>, <code>--input-gamma</code>, <code>--output-gamma</code>, <code>--brightness</code> and <code>--contrast</code>.
 
 
: {| class="wikitable"
 
: {| class="wikitable"
| '''srgb:'''
+
| '''0:'''
| Emulator
+
| 0° (default)
 
|-
 
|-
| '''gba:'''
+
| '''1:'''
| [[#Game Boy Advance|Game Boy Advance]]
+
| 90° clockwise
 
|-
 
|-
| '''gbc:'''
+
| '''2:'''
| Game Boy Color
+
| 180°
 
|-
 
|-
| '''gbc-dev:'''
+
| '''3:'''
| Gameboy Hi-Colour Convertor
+
| 90° counter-clockwise
|-
+
|}
| '''gbi:'''
+
; {{anchor|--delay-reset}}<code>--delay-reset=<N></code>
| Game Boy Interface (2015–2017)
+
: Set reset delay (default: 73).
 +
; {{anchor|--delay-video}}<code>--delay-video=<N></code>
 +
: Set video buffering (default: 1). Setting this option to 0 is not recommended.
 +
; {{anchor|--movie|--no-movie}}<code>--movie=<path></code>, <code>--no-movie</code>
 +
: Play input log (default: no).
 +
; {{anchor|--movie-record|--no-movie-record}}<code>--movie-record</code>, <code>--no-movie-record</code>
 +
: Record input log (default: no).
 +
; {{anchor|--overlay|--no-overlay}}<code>--overlay=<path></code>, <code>--no-overlay</code>
 +
: Load texture palette for graphic overlays (default: frame-srgb.tpl.gz).
 +
; {{anchor|--overlay-id}}<code>--overlay-id=<ID></code>
 +
: Set texture palette index for graphic overlay. The default is the Game Boy Player Start-up Disc's Frame setting (0 to 19).
 +
; {{anchor|--overlay-scale}}<code>--overlay-scale=<x:y></code>
 +
: Set texture scale for graphic overlay (default: auto).
 +
; {{anchor|--scaler}}<code>--scaler=<nearest|bilinear|area|box></code>
 +
: Set image scaling filter. Setting this option to nearest is not recommended when using fractional scaling.
 +
: {| class="wikitable"
 +
| '''nearest:'''
 +
| [[wikipedia:Nearest-neighbor interpolation|Nearest-neighbor interpolation]] (fastest)
 
|-
 
|-
| '''nds:'''
+
| '''bilinear:'''
| [[#Nintendo DS|Nintendo DS]]
+
| [[wikipedia:Bilinear interpolation|Bilinear interpolation]]
 
|-
 
|-
| '''palm:'''
+
| '''area:'''
| [[#Palm Treo 700p|Palm Treo 700p]]
+
| Sharp bilinear interpolation (default)
 
|-
 
|-
| '''psp:'''
+
| '''box:'''
| [[#PlayStation Portable|PlayStation Portable]]
+
| Inverse sharp bilinear interpolation
|-
 
| '''vba:'''
 
| VisualBoyAdvance-M
 
 
|}
 
|}
; {{anchor|--daltonize|--anomalize}}<code>--daltonize=<normal|protan|deutan|tritan></code>, <code>--anomalize=<normal|protan|deutan|tritan></code>
+
; {{anchor|--palette|--no-palette}}<code>--palette=<#rgbx,#rgbx,#rgbx,#rgbx></code>, <code>--palette=<xxxx-xxxx-xxxx></code>, <code>--no-palette</code>
: Set [[wikipedia:Color blindness|color blindness]] compensation and/or simulation (default: normal).
+
: 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=#8000,#AF3F,#FAB7,#FFFF</code>
 +
: Note: Press Left + B while the Game Boy logo is visible for proper application on original Game Boy Game Paks.
 +
; {{anchor|--lut3d|--no-lut3d}}<code>--lut3d=<path></code>, <code>--no-lut3d</code>
 +
: Load 32x32x32 lookup table in PNG file format (default: no).
 +
: Overrides <code>--matrix</code>, <code>--input-gamma</code>, <code>--brightness</code>, <code>--contrast</code>, <code>--saturation</code>, <code>--hue</code> and <code>--blend</code>.
 +
; {{anchor|--lut3d-order}}<code>--lut3d-order=<rgb|gbr|bgr></code>
 +
: Specify lookup table order (default: gbr).
 +
; {{anchor|--profile-intent}}<code>--profile-intent=<perceptual|relative|saturation|absolute></code>
 +
: Set [[wikipedia:Color management#Rendering intent|color rendering intent]] (default: perceptual).
 +
; {{anchor|--profile}}<code>--profile=<srgb|gambatte|gba|gbasp|gbc|gbi|hicolour|higan|nds|palm|psp|sloop|vba></code>
 +
: Set quick color profile.
 +
: Overrides <code>--matrix</code>, <code>--input-gamma</code>, <code>--output-gamma</code>, <code>--brightness</code>, <code>--contrast</code>, <code>--saturation</code> and <code>--hue</code>.
 
: {| class="wikitable"
 
: {| class="wikitable"
| '''normal:'''
+
| '''srgb:'''
| Trichromat
+
| Emulator
 +
|-
 +
| '''gambatte:'''
 +
| Gambatte / higan / ares
 
|-
 
|-
| '''protan:'''
+
| '''gba:'''
| Protanope
+
| [[#Game Boy Advance|Game Boy Advance]]
 
|-
 
|-
| '''deutan:'''
+
| '''gbasp:'''
| Deuteranope
+
| [[#Game Boy Advance SP (AGS-101)|Game Boy Advance SP (AGS-101)]]
 
|-
 
|-
| '''tritan:'''
+
| '''gbc:'''
| Tritanope
+
| [[#Game Boy Color|Game Boy Color]]
 +
|-
 +
| '''gbi:'''
 +
| Game Boy Interface (2015–2017)
 +
|-
 +
| '''hicolour:'''
 +
| Gameboy Hi-Colour Convertor
 +
|-
 +
| '''higan:'''
 +
| higan / ares
 +
|-
 +
| '''nds:'''
 +
| [[#Nintendo DS|Nintendo DS]]
 +
|-
 +
| '''palm:'''
 +
| [[#Palm Treo 700p|Palm Treo 700p]]
 +
|-
 +
| '''psp:'''
 +
| [[#PlayStation Portable|PlayStation Portable]]
 +
|-
 +
| '''sloop:'''
 +
| Game Boy Advance - Nintendo Switch Online
 +
|-
 +
| '''vba:'''
 +
| VisualBoyAdvance-M
 
|}
 
|}
; {{anchor|--input-gamma}}<code>--input-gamma=<red[:green[:blue]]></code>
+
; {{anchor|--matrix}}<code>--matrix=<identity|gambatte|gba|gbasp|gbc|gbi|hicolour|higan|nds|palm|psp|switch|vba></code>
: Set gamma (default: 2.2).
+
: Set color matrix (default: gbi).
; {{anchor|--output-gamma}}<code>--output-gamma=<value></code>#--
+
: This translates the RGB color primaries to the [[wikipedia:sRGB|standard RGB color space]].
: Specify screen gamma (default: 2.2).
+
: {| class="wikitable"
; {{anchor|--gamma}}<code>--gamma=<even[:odd]></code>
+
| '''identity:'''
: Set gamma correction (default: 1.0).
+
| [[wikipedia:Identity matrix|Identity matrix]]
; {{anchor|--brightness}}<code>--brightness=<red[:green[:blue]]></code>
+
|-
: Set lift (default: 0.0).
+
| '''gambatte:'''
; {{anchor|--contrast}}<code>--contrast=<red[:green[:blue]]></code>
+
| Gambatte / higan / ares
: Set gain (default: 1.0).
 
; {{anchor|--saturation}}<code>--saturation=<value></code>
 
: Set color saturation (default: 1.0).
 
; {{anchor|--hue}}<code>--hue=<0-359></code>
 
: Set color hue shift (default: 0).
 
; {{anchor|--blend}}<code>--blend=<0.0-1.0></code>
 
: Set alpha blending with accumulation buffer (default: 1.0).
 
; {{anchor|--background}}<code>--background=<#rrggbb></code>
 
: Set background color (default: #000000).
 
; {{anchor|--vfilter}}<code>--vfilter=<middle[:lower[:upper]]></code>
 
: Set vertical filter coefficients (default: 1.0).
 
: Each lines are the sum of line ''n'', ''n+1'' and ''n-1''.
 
:* <code>--vfilter=.5:.25:.25</code> Typical vertical low-pass filter.
 
:* <code>--vfilter=.5:.5:.0:.5:.0:.5</code> 2:1 downsampling filter.
 
; {{anchor|--volume}}<code>--volume=<left[:right]></code>
 
: Set audio gain (default: 0.75).
 
: Note: GCVideo-DVI v2.4b and earlier reduces volume down to a quarter of this value.
 
; {{anchor|--sound}}<code>--sound=<[mono|stereo][,digital|analog|original]></code>
 
: Set sound mode. The default is the Sound Mode system setting (mono or stereo).
 
: {| class="wikitable"
 
| '''mono:'''
 
| Mono downmix
 
 
|-
 
|-
| '''stereo:'''
+
| '''gba:'''
| Stereo
+
| Game Boy Advance (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
|}
+
|-
: Note: GCVideo-Lite has swapped audio channels.
+
| '''gbasp:'''
:; <code>digital</code>
+
| Game Boy Advance SP (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
:: Use PWM decoder.
 
:; <code>analog[=<a0:a1:a2:b1:b2>]</code>
 
:: 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 [[wikipedia:RLC circuit|RLC circuit]] on the Game Boy Advance's Headphone Jack, providing a treble boost.
 
:; <code>original</code>
 
:: Use low-pass filter similar to the Game Boy Player Start-up Disc.
 
; {{anchor|--format}}<code>--format=<[ntsc|pal|pal-m|ntsc-50|pal-60|custom|custom-m][,offset=<x:y>][,scaled-size=<w:h>][,size=<w:h>]></code>
 
: Set video format. The default is the Video Mode or Progressive Scan Mode system setting (ntsc, pal-60, pal-m, or custom).
 
: {| class="wikitable"
 
| '''ntsc:'''
 
| [[wikipedia:NTSC#NTSC-J|NTSC-J]]
 
 
|-
 
|-
| '''pal:'''
+
| '''gbc:'''
| [[wikipedia:PAL|PAL-B/G/D/K/I]]
+
| Game Boy Color (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
 
|-
 
|-
| '''pal-m:'''
+
| '''gbi:'''
| [[wikipedia:PAL-M|PAL-M]]
+
| Game Boy Interface
 
|-
 
|-
| '''ntsc-50:'''
+
| '''hicolour:'''
| [[wikipedia:NTSC#NTSC-N/NTSC50|NTSC-50]]
+
| Gameboy Hi-Colour Convertor (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
 
|-
 
|-
| '''pal-60:'''
+
| '''higan:'''
| [[wikipedia:PAL#Multisystem PAL support and "PAL 60"|PAL-60]]
+
| higan / ares
|}
+
|-
: Note: GCVideo-DVI is only designed to support NTSC-J, PAL-B/G/D/K/I and PAL-60. <br /> AVE N-DOL can only output [[wikipedia:Composite video|CVBS]] or [[wikipedia:S-Video|Y/C]] as NTSC-J, PAL-M or NTSC-50. <br /> AVE P-DOL can only output [[wikipedia:Composite video|CVBS]] as PAL-B/G/D/K/I or PAL-60.
+
| '''nds:'''
:; <code>offset=<x:y></code>
+
| Nintendo DS (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
:: Set screen position. The default is the Screen Position system setting (-32 to +32).
 
:: Note: Odd positions will cause C<sub>B</sub> to be shifted right and C<sub>R</sub> to be shifted left with GCVideo-Lite or GCVideo-DVI v2.4c and earlier. <br /> The screen position is shifted left by 4 pixels with GCVideo-DVI v2.4d and earlier.
 
:; <code>scaled-size=<w:h></code>
 
:: 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.
 
:; <code>size=<w:h></code>
 
:: Set internal resolution (default: 640:480). The maximum is 640:528.
 
; {{anchor|--scan-mode}}<code>--scan-mode=<[interlace|quasi-interlace|non-interlace|non-progressive|progressive][,clock2x|no-clock2x][,size2x|no-size2x]></code>
 
: Set scan mode. The default is the Progressive Scan Mode system setting (non-interlace or progressive).
 
: {| class="wikitable"
 
| '''interlace:'''
 
| 15kHz interlaced (480i@60Hz; 576i@50Hz)
 
 
|-
 
|-
| '''quasi-interlace:'''
+
| '''palm:'''
| 15kHz segmented frame (480sf@30Hz; 576sf@25Hz)
+
| Palm Treo 700p (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
 
|-
 
|-
| '''non-interlace:'''
+
| '''psp:'''
| 15kHz progressive (240p@60Hz; 288p@50Hz), line halving
+
| PlayStation Portable (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
 
|-
 
|-
| '''non-progressive:'''
+
| '''switch:'''
| 31kHz interlaced (960i@60Hz; 1152i@50Hz), line doubling
+
| Nintendo Switch - OLED Model (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
 
|-
 
|-
| '''progressive:'''
+
| '''vba:'''
| 31kHz progressive (480p@60Hz; 576p@50Hz)
+
| VisualBoyAdvance-M (by [https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540 Pokefan531])
 
|}
 
|}
:; <code>clock2x</code>, <code>no-clock2x</code>
+
; {{anchor|--daltonize|--anomalize}}<code>--daltonize=<normal|protan|deutan|tritan></code>, <code>--anomalize=<normal|protan|deutan|tritan></code>
:: Enable 27MHz pixel clock (default: auto). Enabling doubles the refresh rate for <code>interlace</code> scan modes. Disabling halves the refresh rate for <code>progressive</code> scan modes.
+
: Set [[wikipedia:Color blindness|color blindness]] compensation and/or simulation (default: normal).
:: This depend on a compatible [[wikipedia:Video encoder|video encoder]] or transmitter not mangling its input.
+
: {| class="wikitable"
:; <code>size2x</code>, <code>no-size2x</code>
+
| '''normal:'''
:: Enable 2× video oversampling (default: no). Enabling halves the refresh rate.
+
| Trichromat
:: This depend on a compatible [[wikipedia:Video encoder|video encoder]] or transmitter not mangling its input.
 
; {{anchor|--osd-input|--no-osd-input}}<code>--osd-input[=<x:y>]</code>, <code>--no-osd-input</code>
 
: Show input viewer (default: no). Defaults to 0:-64 if not specified.
 
: The position is relative to the center of the Game Boy screen.
 
:* <code>--osd-input=-96:-64</code> Show on top left.
 
:* <code>--osd-input=96:-64</code> Show on top right.
 
:* <code>--osd-input=96:64</code> Show on bottom right.
 
:* <code>--osd-input=-96:64</code> Show on bottom left.
 
; {{anchor|--usb|--no-usb}}<code>--usb</code>, <code>--no-usb</code>
 
: Enable [[USBGecko|USB Gecko]] features (default: yes).
 
; {{anchor|--enhance|--no-enhance}}<code>--enhance</code>, <code>--no-enhance</code>
 
: Enable Game Boy Player enhancements (default: no). Enabling this option is not recommended.
 
: {| class="wikitable sortable"
 
! Title
 
! Feature(s)
 
 
|-
 
|-
| ''[[wikipedia:Drill Dozer|Drill Dozer]]''
+
| '''protan:'''
| Rumble
+
| Protanope
 
|-
 
|-
| ''[[wikipedia:Game Boy Advance Video|Game Boy Advance Video]] Series''
+
| '''deutan:'''
| [[#Can I play Game Boy Advance Video?|Not compatible]]
+
| Deuteranope
 
|-
 
|-
| ''[[wikipedia:Mario & Luigi: Superstar Saga|Mario & Luigi: Superstar Saga]]''
+
| '''tritan:'''
| Rumble, [[#Mario & Luigi: Superstar Saga|reduced contrast]]
+
| Tritanope
|-
 
| ''[[wikipedia:Pokémon Pinball: Ruby & Sapphire|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
 
|-
 
| ''[[wikipedia:Super Mario Advance 4: Super Mario Bros. 3|Super Mario Advance 4: Super Mario Bros. 3]]''
 
| Rumble, [[#Super Mario Bros. 3: Super Mario Advance 4|restored gamma]]
 
 
|}
 
|}
: Note: Remove any accessory from the External Extension Connector, or the Rumble Feature will not work. <br /> If you're using an EverDrive-GBA, make sure to turn off Quick Boot in the options, or the enhancements may not work.
+
; {{anchor|--input-gamma}}<code>--input-gamma=<red[:green[:blue]]></code>
; <code><path></code>
+
: Set gamma (default: 2.2).
: Load Game Boy Advance multi-bootable ROM. Using this option is not recommended.
+
: Overrides <code>--input-alpha</code>.
: Note: Remove any accessory from the External Extension Connector, or the program will not load. <br /> 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.
+
; {{anchor|--input-alpha}}<code>--input-alpha=<red[:green[:blue]]></code>
 
+
: Set alpha for piecewise parametric curve (default: 0.0).
Any file path can be relative or absolute.
+
; {{anchor|--output-gamma}}<code>--output-gamma=<value></code>
The [[wikipedia:Working directory|working directory]] is the first, non-empty <code>GBI/</code> directory found in Memory Card Slot A, Memory Card Slot B, Serial Port 2, or GC Loader.
+
: Specify screen gamma (default: 2.2).
The device can be specified with the prefix <code>carda:</code>, <code>cardb:</code>, <code>sd:</code>, or <code>dvd:</code>.
+
: Overrides <code>--output-alpha</code>.
 
+
; {{anchor|--output-alpha}}<code>--output-alpha=<value></code>
== Comparisons ==
+
: Specify screen alpha for piecewise parametric curve (default: 0.0).
 
+
; {{anchor|--gamma}}<code>--gamma=<even[:odd]></code>
=== Audio quality ===
+
: Set gamma correction (default: 1.0).
 
+
; {{anchor|--brightness}}<code>--brightness=<red[:green[:blue]]></code>
{{Main|Audio quality tests}}
+
: Set lift (default: 0.0).
 
+
; {{anchor|--contrast}}<code>--contrast=<red[:green[:blue]]></code>
=== Video quality ===
+
: Set gain (default: 1.0).
 
+
:* <code>--contrast=.811065673828125:.8790390491485595703125:1.</code> D93 to D65, gamma 2.2.
{{Hatnote|These results will differ from the [[Game Boy Interface/Standard Edition#Video quality (480i/p)|standard edition]] and [[Game Boy Interface/High-Fidelity Edition#Video quality (480i/p)|high-fidelity edition]]. <br /> These results are applicable to Nintendo GameCube software.}}
+
:* <code>--contrast=1.:.92267322540283203125:.811065673828125</code> D65 to D93, gamma 2.2.
 
+
; {{anchor|--saturation}}<code>--saturation=<value></code>
Using [https://github.com/cloudinary/ssimulacra SSIMULACRA], [https://kornel.ski/dssim DSSIM] 3.1.0, and [https://ffmpeg.org/ FFmpeg] 4.4 for SSIM & PSNR, with this [[:File:160p SMPTE color bars 2x.png|reference image]].
+
: Set color saturation (default: 1.0).
 
+
; {{anchor|--hue}}<code>--hue=<0-359></code>
The analog-to-digital conversion parameters were calibrated for each source and device pair when possible. <br />
+
: Set color hue shift (default: 0).
This isn't representative of relative signal strength. Sorting by SSIMULACRA provide a fairly accurate ranking.
+
; {{anchor|--blend}}<code>--blend=<0.0-1.0></code>
 
+
: Set alpha blending with accumulation buffer (default: 1.0).
If you'd like to see additional data or more products tested, please support the author on [https://www.patreon.com/Extrems Patreon].
+
; {{anchor|--background}}<code>--background=<#rrggbb></code>
 
+
: Set background color (default: #000000).
==== Blackmagic Intensity Shuttle ====
+
; {{anchor|--vfilter}}<code>--vfilter=<middle[:lower[:upper]]></code>
 
+
: Set vertical filter coefficients (default: 1.0).
Using [http://www.analog.com/media/en/technical-documentation/data-sheets/ADV7180.pdf ADV7180] and [http://www.analog.com/media/en/technical-documentation/data-sheets/ADV7604.pdf ADV7604].
+
: Each lines are the sum of line ''n'', ''n+1'' and ''n-1''.
 
+
:* <code>--vfilter=.5:.25:.25</code> Typical vertical low-pass filter.
This 10-bit YC<sub>B</sub>C<sub>R</sub> 4:2:2 capture device is most representative of what you might see on a digital television. <br /> As chroma is shifted right on YP<sub>B</sub>P<sub>R</sub> in/out, this was corrected in post-processing. Video and S-Video in/out suffer from internal interference.
+
:* <code>--vfilter=.5:.5:.0:.5:.0:.5</code> 2:1 downsampling filter.
 
+
; {{anchor|--volume}}<code>--volume=<left[:right]></code>
<gallery widths="240px" heights="160px">
+
: Set audio gain (default: 0.75).
File:GBISR ADV7180 Composite NTSC.png|Nintendo Stereo AV Cable (NTSC-J)
+
: Note: GCVideo-DVI v2.4b and earlier reduces volume down to a quarter of this value.
File:GBISR ADV7180 Composite PAL-M.png|Nintendo Stereo AV Cable (PAL-M)
+
; {{anchor|--sound}}<code>--sound=<[mono|stereo][,digital|analog|original]></code>
File:GBISR ADV7180 S-Video NTSC.png|Generic S-Video Cable (NTSC-J) <ref name="subcarrier" />
+
: Set sound mode. The default is the Sound Mode system setting (mono or stereo).
File:GBISR ADV7180 S-Video PAL-M.png|Generic S-Video Cable (PAL-M) <ref name="subcarrier" />
+
: {| class="wikitable"
File:GBISR ADV7604 HDRV.png|HD Retrovision SNES Component Cable
+
| '''mono:'''
File:GBISR ADV7604 Bitfunx Component.png|{{nowrap|Bitfunx/Kaico GameCube Component Cable}} & {{nowrap|Retro-Bit Retro Prism Component Cable}} <ref name="upsampling" /><ref name="gcvideo-lite" />
+
| Mono downmix
File:GBISR ADV7604 GCHD Mk-II YUV.png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|Datel Wii HD Component Cable}} <ref name="upsampling" />
+
|-
File:GBISR ADV7604 GCHD Mk-II YUV (2).png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|HD Retrovision Wii Component Cable}} <ref name="upsampling" />
+
| '''stereo:'''
File:GBISR ADV7604 GCHD Mk-II v2.4c.2 YUV.png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|Datel Wii HD Component Cable}}
+
| Stereo
File:GBISR ADV7604 GCHD Mk-II v2.4c.2 YUV (2).png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|HD Retrovision Wii Component Cable}}
+
|}
File:GBISR ADV7604 CARBY v3.0+ YPbPr.png|{{nowrap|GCVideo-DVI v3.0 and later}} + {{nowrap|Portta HDMI to YPbPr Converter}}
+
: Note: GCVideo-Lite has swapped audio channels.
File:GBISR ADV7604 Carby Component.png|{{nowrap|Insurrection Industries Carby Component Cable}} <ref name="upsampling" />
+
:; <code>digital</code>
File:GBISR ADV7604 Component.png|Nintendo GameCube Component Video Cable
+
:: Use PWM decoder.
File:GBISR ADV7604 GCHD.png|GCVideo-DVI v2.4a and earlier <ref name="gcvideo-2.4a" />
+
:; <code>analog[=<a0:a1:a2:b1:b2>]</code>
File:GBISR ADV7604 GCHD Mk-II.png|GCVideo-DVI v2.4b and later
+
:: 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.
File:GBISR ADV7604 GCHD Mk-II v2.4c.2.png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|HDMI Cable}}
+
:: This is used to simulate the [[wikipedia:RLC circuit|RLC circuit]] on the Game Boy Advance's Headphone Jack, providing a treble boost.
File:GBISR ADV7604 CARBY v3.0+.png|GCVideo-DVI v3.0 and later
+
:; <code>original</code>
</gallery>
+
:: Use low-pass filter similar to the Game Boy Player Start-up Disc.
 
+
; {{anchor|--format}}<code>--format=<[ntsc|pal|pal-m|ntsc-50|pal-60|custom|custom-m][,offset=<x:y>][,scaled-size=<WxH>][,size=<WxH>]></code>
<references>
+
: Set video format. The default is the Video Mode or Progressive Scan Mode system setting (ntsc, pal-60, pal-m, or custom).
<ref name="subcarrier">Generic S-Video Cable exhibits a checkerboard pattern when audio isn't connected.</ref>
+
: {| class="wikitable"
<ref name="upsampling">Undesirable first-order hold on chroma samples.</ref>
+
| '''ntsc:'''
<ref name="gcvideo-lite">GCVideo-Lite has chroma shifted right.</ref>
+
| [[wikipedia:NTSC#NTSC-J|NTSC-J]]
<ref name="gcvideo-2.4a">GCVideo-DVI v2.4a and earlier has C<sub>B</sub> shifted left in the Green channel of RGB outputs.</ref>
+
|-
</references>
+
| '''pal:'''
 
+
| [[wikipedia:PAL|PAL-B/G/D/K/I]]
{| class="mw-collapsible wikitable sortable"
+
|-
|+ Measurements in dB
+
| '''pal-m:'''
 +
| [[wikipedia:PAL-M|PAL-M]]
 
|-
 
|-
!
+
| '''ntsc-50:'''
! Source
+
| [[wikipedia:NTSC#NTSC-N/NTSC50|NTSC-50]]
! SSIMULACRA
 
! L*a*b* DSSIM
 
! R’G’B’ [[wikipedia:Structural similarity|SSIM]]
 
! R’G’B’ [[wikipedia:Peak signal-to-noise ratio|PSNR]]
 
 
|-
 
|-
! data-sort-value="0" | CVBS
+
| '''pal-60:'''
| [[:File:GBISR ADV7180 Composite NTSC.png|Nintendo Stereo AV Cable (NTSC-J)]]
+
| [[wikipedia:PAL#Multisystem PAL support and "PAL 60"|PAL-60]]
| -9.443280
+
|}
| -17.890431
+
: Note: GCVideo-DVI is only designed to support NTSC-J, PAL-B/G/D/K/I and PAL-60. <br /> AVE N-DOL can only output [[wikipedia:Composite video|CVBS]] or [[wikipedia:S-Video|Y/C]] as NTSC-J, PAL-M or NTSC-50. <br /> AVE P-DOL can only output [[wikipedia:Composite video|CVBS]] as PAL-B/G/D/K/I or PAL-60.
| 9.109949
+
:; <code>offset=<x:y></code>
| 25.914712
+
:: Set screen position. The default is the Screen Position system setting (-32 to +32).
 +
:: Note: Odd positions will cause C<sub>B</sub> to be shifted right and C<sub>R</sub> to be shifted left with GCVideo-Lite or GCVideo-DVI v2.4c and earlier. <br /> The screen position is shifted left by 4 pixels with GCVideo-DVI v2.4d and earlier.
 +
:; <code>scaled-size=<WxH></code>
 +
:: 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.
 +
:; <code>size=<WxH></code>
 +
:: Set internal resolution (default: 640:480). The maximum is 640:528.
 +
; {{anchor|--scan-mode}}<code>--scan-mode=<[interlace|quasi-interlace|non-interlace|non-progressive|progressive][,clock2x|no-clock2x][,size2x|no-size2x][,strobe|no-strobe]></code>
 +
: Set scan mode. The default is the Progressive Scan Mode system setting (non-interlace or progressive).
 +
: {| class="wikitable"
 +
| '''interlace:'''
 +
| 15kHz interlaced (480i@60Hz; 576i@50Hz)
 
|-
 
|-
! data-sort-value="0" | CVBS
+
| '''quasi-interlace:'''
| [[:File:GBISR ADV7180 Composite PAL-M.png|Nintendo Stereo AV Cable (PAL-M)]]
+
| 15kHz segmented frame (480sf@30Hz; 576sf@25Hz)
| -9.428873
 
| -17.863037
 
| 9.302333
 
| 25.956162
 
 
|-
 
|-
! data-sort-value="1" | Y/C
+
| '''non-interlace:'''
| [[:File:GBISR ADV7180 S-Video NTSC.png|Generic S-Video Cable (NTSC-J)]]
+
| 15kHz progressive (240p@60Hz; 288p@50Hz), line halving
| -10.966444
 
| -21.098313
 
| 9.563780
 
| 27.243526
 
 
|-
 
|-
! data-sort-value="1" | Y/C
+
| '''non-progressive:'''
| [[:File:GBISR ADV7180 S-Video PAL-M.png|Generic S-Video Cable (PAL-M)]]
+
| 31kHz interlaced (960i@60Hz; 1152i@50Hz), line doubling
| -9.879825
 
| -20.381890
 
| 8.832792
 
| 26.735124
 
 
|-
 
|-
! data-sort-value="2" | RGB<sub>CV</sub>S
+
| '''progressive:'''
| [[:File:GBISR ADV7604 HDRV.png|HD Retrovision SNES Component Cable]]
+
| 31kHz progressive (480p@60Hz; 576p@50Hz)
| -12.049184
+
|}
| -25.395061
+
:; <code>clock2x</code>, <code>no-clock2x</code>
| 12.242263
+
:: Enable 27MHz pixel clock (default: auto). Enabling doubles the refresh rate for <code>interlace</code> scan modes. Disabling halves the refresh rate for <code>progressive</code> scan modes.
| 30.766373
+
:: This depend on a compatible [[wikipedia:Video encoder|video encoder]] or transmitter not mangling its input.
|-
+
:; <code>size2x</code>, <code>no-size2x</code>
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
+
:: Enable 2× video oversampling (default: no). Enabling halves the refresh rate.
| [[:File:GBISR ADV7604 Bitfunx Component.png|Bitfunx/Kaico GameCube Component Cable & Retro-Bit Retro Prism Component Cable]]
+
:: This depend on a compatible [[wikipedia:Video encoder|video encoder]] or transmitter not mangling its input.
| -12.979306
+
:; <code>strobe</code>, <code>no-strobe</code>
| -24.443716
+
:: Enable black frame insertion (default: no). Enabling halves the frame rate.
| 11.923594
+
; {{anchor|--osd-input|--no-osd-input}}<code>--osd-input[=<x:y>]</code>, <code>--no-osd-input</code>
| 29.313640
+
: Show input viewer (default: no). Defaults to 0:-64 if not specified.
 +
: The position is relative to the center of the Game Boy screen.
 +
:* <code>--osd-input=-96:-64</code> Show on top left.
 +
:* <code>--osd-input=96:-64</code> Show on top right.
 +
:* <code>--osd-input=96:64</code> Show on bottom right.
 +
:* <code>--osd-input=-96:64</code> Show on bottom left.
 +
; {{anchor|--usb|--no-usb}}<code>--usb</code>, <code>--no-usb</code>
 +
: Enable [[USBGecko|USB Gecko]] features (default: yes).
 +
; {{anchor|--enhance|--no-enhance}}<code>--enhance</code>, <code>--no-enhance</code>
 +
: Enable Game Boy Player enhancements (default: no). Enabling this option is not recommended.
 +
: {| class="wikitable sortable"
 +
! Title
 +
! Feature(s)
 
|-
 
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
+
| ''[[wikipedia:Drill Dozer|Drill Dozer]]''
| [[:File:GBISR ADV7604 GCHD Mk-II YUV.png|EON GCHD Mk-II + Datel Wii HD Component Cable]]
+
| Rumble
| -11.821744
 
| -23.767438
 
| 11.839441
 
| 30.134315
 
 
|-
 
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
+
| ''[[wikipedia:Game Boy Advance Video|Game Boy Advance Video]] Series''
| [[:File:GBISR ADV7604 GCHD Mk-II YUV (2).png|EON GCHD Mk-II + HD Retrovision Wii Component Cable]]
+
| [[#Can I play Game Boy Advance Video?|Not compatible]]
| -11.769820
+
|-
| -24.151848
+
| ''[[wikipedia:Mario & Luigi: Superstar Saga|Mario & Luigi: Superstar Saga]]''
| 11.989788
+
| Rumble, [[#Mario & Luigi: Superstar Saga|reduced contrast]]
| 30.125775
 
 
|-
 
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
+
| ''[[wikipedia:Pokémon Pinball: Ruby & Sapphire|Pokémon Pinball: Ruby & Sapphire]]''
| [[:File:GBISR ADV7604 GCHD Mk-II v2.4c.2 YUV.png|EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable]]
+
| Rumble
| -12.746581
 
| -25.498166
 
| 11.946129
 
| 30.789679
 
 
|-
 
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
+
| ''Shikakui Atama o Maru Kusuru Advance: Kanji Keisanhen''
| [[:File:GBISR ADV7604 GCHD Mk-II v2.4c.2 YUV (2).png|EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable]]
+
| Rumble, restored contrast
| -12.811852
 
| -26.467251
 
| 12.092401
 
| 30.922875
 
 
|-
 
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
+
| ''Shikakui Atama o Maru Kusuru Advance: Kokugo Sansuu Shakai Rikahen''
| [[:File:GBISR ADV7604 CARBY v3.0+ YPbPr.png|GCVideo-DVI v3.0 and later + Portta HDMI to YPbPr Converter]]
+
| Rumble, restored contrast
| -12.670721
 
| -26.209114
 
| 12.226747
 
| 31.142571
 
 
|-
 
|-
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
+
| ''[[wikipedia:Super Mario Advance 4: Super Mario Bros. 3|Super Mario Advance 4: Super Mario Bros. 3]]''
| [[:File:GBISR ADV7604 Carby Component.png|Insurrection Industries Carby Component Cable]]
+
| Rumble, [[#Super Mario Bros. 3: Super Mario Advance 4|restored gamma]]
| -11.705088
+
|}
| -24.023763
+
: Note: Remove any accessory from the External Extension Connector, or the Rumble Feature will not work. <br /> If you're using an EverDrive-GBA, make sure to turn off Quick Boot in the options, or the enhancements may not work.
| 12.298049
+
; <code><path></code>
| 30.133896
+
: 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. <br /> 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.
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
+
 
| [[:File:GBISR ADV7604 Component.png|Nintendo GameCube Component Video Cable]]
+
Any file path can be relative or absolute.
| -12.860946
+
The [[wikipedia:Working directory|working directory]] is the first, non-empty <code>GBI/</code> directory found in Memory Card Slot A, Memory Card Slot B, Serial Port 2, or GC Loader.
| -25.180008
+
The device can be specified with the prefix <code>carda:</code>, <code>cardb:</code>, <code>sd:</code>, or <code>dvd:</code>.
| 12.475396
+
 
| 30.409172
+
== Comparisons ==
|-
+
 
! data-sort-value="4" | TMDS
+
=== Audio quality ===
| [[:File:GBISR ADV7604 GCHD.png|GCVideo-DVI v2.4a and earlier]]
+
 
| -12.332234
+
{{Main|Audio quality tests}}
| -25.881394
+
 
| 13.828852
+
=== Video quality ===
| 31.589915
+
 
|-
+
{{Hatnote|These results will differ from the [[Game Boy Interface/Standard Edition#Video quality (480i/p)|standard edition]] and [[Game Boy Interface/High-Fidelity Edition#Video quality (480i/p)|high-fidelity edition]]. <br /> These results are applicable to Nintendo GameCube software.}}
! data-sort-value="4" | TMDS
+
 
| [[:File:GBISR ADV7604 GCHD Mk-II.png|GCVideo-DVI v2.4b and later]]
+
Using [https://github.com/cloudinary/ssimulacra SSIMULACRA], [https://kornel.ski/dssim DSSIM] 3.1.0, and [https://ffmpeg.org/ FFmpeg] 4.4 for SSIM & PSNR, with this [[:File:160p SMPTE color bars 2x.png|reference image]].
| -13.341432
+
 
| -27.178640
+
The analog-to-digital conversion parameters were calibrated for each source and device pair when possible. <br />
| 14.350780
+
This isn't representative of relative signal strength. Sorting by SSIMULACRA provide a fairly accurate ranking.
| 31.609022
+
 
|-
+
If you'd like to see additional data or more products tested, please support the author on [https://www.patreon.com/Extrems Patreon].
! data-sort-value="4" | TMDS
+
 
| [[:File:GBISR ADV7604 GCHD Mk-II v2.4c.2.png|EON GCHD Mk-II v2.4c.2 + HDMI Cable]]
+
==== Blackmagic Intensity Shuttle ====
| -13.370337
 
| -27.593075
 
| 14.096536
 
| 30.832364
 
|-
 
! data-sort-value="4" | TMDS
 
| [[:File:GBISR ADV7604 CARBY v3.0+.png|GCVideo-DVI v3.0 and later]]
 
| '''-14.232523'''
 
| '''-28.390246'''
 
| '''15.201701'''
 
| '''32.208178'''
 
|}
 
  
==== "Can't Link" ====
+
Using [http://www.analog.com/media/en/technical-documentation/data-sheets/ADV7180.pdf ADV7180] and [http://www.analog.com/media/en/technical-documentation/data-sheets/ADV7604.pdf ADV7604].
  
Using [http://en.macrosilicon.com/info.asp?base_id=2&third_id=50 MS2109].
+
This 10-bit YC<sub>B</sub>C<sub>R</sub> 4:2:2 capture device is most representative of what you might see on a digital television. <br /> As chroma is shifted right on YP<sub>B</sub>P<sub>R</sub> in/out, this was corrected in post-processing. Video and S-Video in/out suffer from internal interference.
  
 
<gallery widths="240px" heights="160px">
 
<gallery widths="240px" heights="160px">
File:GBISR MS2109 CARBY v3.0+ MJPEG.png|GCVideo-DVI v3.0 and later (MJPG)
+
File:GBISR ADV7180 Composite NTSC.png|Nintendo Stereo AV Cable (NTSC-J)
File:GBISR MS2109 CARBY v3.0+.png|GCVideo-DVI v3.0 and later (YUY2)
+
File:GBISR ADV7180 Composite PAL-M.png|Nintendo Stereo AV Cable (PAL-M)
</gallery>
+
File:GBISR ADV7180 S-Video NTSC.png|Generic S-Video Cable (NTSC-J) <ref name="subcarrier" />
 
+
File:GBISR ADV7180 S-Video PAL-M.png|Generic S-Video Cable (PAL-M) <ref name="subcarrier" />
 +
File:GBISR ADV7604 HDRV.png|HD Retrovision SNES Component Cable
 +
File:GBISR ADV7604 Bitfunx Component.png|{{nowrap|Bitfunx/Kaico GameCube Component Cable}} & {{nowrap|Retro-Bit Retro Prism Component Cable}} <ref name="upsampling" /><ref name="gcvideo-lite" />
 +
File:GBISR ADV7604 GCHD Mk-II YUV.png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|Datel Wii HD Component Cable}} <ref name="upsampling" />
 +
File:GBISR ADV7604 GCHD Mk-II YUV (2).png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|HD Retrovision Wii Component Cable}} <ref name="upsampling" />
 +
File:GBISR ADV7604 GCHD Mk-II v2.4c.2 YUV.png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|Datel Wii HD Component Cable}}
 +
File:GBISR ADV7604 GCHD Mk-II v2.4c.2 YUV (2).png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|HD Retrovision Wii Component Cable}}
 +
File:GBISR ADV7604 CARBY v3.0+ YPbPr.png|{{nowrap|GCVideo-DVI v3.0 and later}} + {{nowrap|Portta HDMI to YPbPr Converter}}
 +
File:GBISR ADV7604 Carby Component.png|{{nowrap|Insurrection Industries Carby Component Cable}} <ref name="upsampling" />
 +
File:GBISR ADV7604 Component.png|Nintendo GameCube Component Video Cable
 +
File:GBISR ADV7604 GCHD.png|GCVideo-DVI v2.4a and earlier <ref name="gcvideo-2.4a" />
 +
File:GBISR ADV7604 GCHD Mk-II.png|GCVideo-DVI v2.4b and later
 +
File:GBISR ADV7604 GCHD Mk-II v2.4c.2.png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|HDMI Cable}}
 +
File:GBISR ADV7604 CARBY v3.0+.png|GCVideo-DVI v3.0 and later
 +
</gallery>
 +
 
 +
<references>
 +
<ref name="subcarrier">Generic S-Video Cable exhibits a checkerboard pattern when audio isn't connected.</ref>
 +
<ref name="upsampling">Undesirable first-order hold on chroma samples.</ref>
 +
<ref name="gcvideo-lite">GCVideo-Lite has chroma shifted right.</ref>
 +
<ref name="gcvideo-2.4a">GCVideo-DVI v2.4a and earlier has C<sub>B</sub> shifted left in the Green channel of RGB outputs.</ref>
 +
</references>
 +
 
 
{| class="mw-collapsible wikitable sortable"
 
{| class="mw-collapsible wikitable sortable"
 
|+ Measurements in dB
 
|+ Measurements in dB
Line 1,094: Line 1,033:
 
! R’G’B’ [[wikipedia:Peak signal-to-noise ratio|PSNR]]
 
! R’G’B’ [[wikipedia:Peak signal-to-noise ratio|PSNR]]
 
|-
 
|-
! data-sort-value="0" | TMDS
+
! data-sort-value="0" | CVBS
| [[:File:GBISR MS2109 CARBY v3.0+ MJPEG.png|GCVideo-DVI v3.0 and later (MJPG)]]
+
| [[:File:GBISR ADV7180 Composite NTSC.png|Nintendo Stereo AV Cable (NTSC-J)]]
| -11.553397
+
| -9.443280
| -22.054644
+
| -17.890431
| 10.982759
+
| 9.109949
| '''28.875378'''
+
| 25.914712
 +
|-
 +
! data-sort-value="0" | CVBS
 +
| [[:File:GBISR ADV7180 Composite PAL-M.png|Nintendo Stereo AV Cable (PAL-M)]]
 +
| -9.428873
 +
| -17.863037
 +
| 9.302333
 +
| 25.956162
 
|-
 
|-
! data-sort-value="0" | TMDS
+
! data-sort-value="1" | Y/C
| [[:File:GBISR MS2109 CARBY v3.0+.png|GCVideo-DVI v3.0 and later (YUY2)]]
+
| [[:File:GBISR ADV7180 S-Video NTSC.png|Generic S-Video Cable (NTSC-J)]]
| '''-12.175160'''
+
| -10.966444
| '''-22.137603'''
+
| -21.098313
| '''11.301652'''
+
| 9.563780
| 28.853936
+
| 27.243526
|}
 
 
 
==== Datapath VisionRGB ====
 
 
 
Using [http://www.analog.com/media/en/technical-documentation/data-sheets/AD9887A.pdf AD9887A].
 
 
 
This range of 8-bit RGB 4:4:4 capture cards serve as our reference.
 
 
 
<gallery widths="240px" heights="160px">
 
File:GBISR AD9887A HDRV.png|{{nowrap|HD Retrovision SNES Component Cable}} <sup>{{nowrap|''4× Oversampling ADC''}}</sup>
 
File:GBISR AD9887A GCHD Mk-II YUV.png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|Datel Wii HD Component Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A GCHD Mk-II YUV LPF.png|RetroRGB Comp2DVI v2.1]]]}} <sup>{{nowrap|[''[[:File:GBISR AD9887A GCHD Mk-II YUV 4x.png|4× Oversampling ADC]]'']}}</sup> <ref name="noise-54mhz+" />
 
File:GBISR AD9887A GCHD Mk-II YUV (2).png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|HD Retrovision Wii Component Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A GCHD Mk-II YUV LPF (2).png|RetroRGB Comp2DVI v2.1]]]}} <sup>{{nowrap|[''[[:File:GBISR AD9887A GCHD Mk-II YUV 4x (2).png|4× Oversampling ADC]]'']}}</sup> <ref name="noise-54mhz+" />
 
 
 
File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV.png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|Datel Wii HD Component Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV LPF.png|RetroRGB Comp2DVI v2.1]]]}} <sup>{{nowrap|[''[[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV 4x.png|4× Oversampling ADC]]'']}}</sup> <ref name="noise-54mhz+" />
 
File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV (2).png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|HD Retrovision Wii Component Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV LPF (2).png|RetroRGB Comp2DVI v2.1]]]}} <sup>{{nowrap|[''[[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV 4x (2).png|4× Oversampling ADC]]'']}}</sup> <ref name="noise-54mhz+" />
 
File:GBISR AD9887A Component.png|{{nowrap|Nintendo GameCube Component Video Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A Component LPF.png|RetroRGB Comp2DVI v2.1]]]}}
 
File:GBISR AD9887A GCHD.png|GCVideo-DVI v2.4a and earlier <ref name="gcvideo-2.4a" />
 
File:GBISR AD9887A GCHD Mk-II.png|GCVideo-DVI v2.4b and later
 
File:GBISR AD9887A GCHD Mk-II v2.4c.2.png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|HDMI Cable}}
 
File:GBISR AD9887A CARBY v3.0+.png|GCVideo-DVI v3.0 and later
 
</gallery>
 
 
 
<references>
 
<ref name="noise-54mhz+">EON GCHD Mk-II's analog output suffers from 54MHz and harmonic interference.</ref>
 
<ref name="gcvideo-2.4a">GCVideo-DVI v2.4a and earlier has C<sub>B</sub> shifted left in the Green channel of RGB outputs.</ref>
 
</references>
 
 
 
{| class="mw-collapsible wikitable sortable"
 
|+ Measurements in dB
 
 
|-
 
|-
!  
+
! data-sort-value="1" | Y/C
! Source
+
| [[:File:GBISR ADV7180 S-Video PAL-M.png|Generic S-Video Cable (PAL-M)]]
! SSIMULACRA
+
| -9.879825
! L*a*b* DSSIM
+
| -20.381890
! R’G’B’ [[wikipedia:Structural similarity|SSIM]]
+
| 8.832792
! R’G’B’ [[wikipedia:Peak signal-to-noise ratio|PSNR]]
+
| 26.735124
 
|-
 
|-
! data-sort-value="0" | RGB<sub>CV</sub>S
+
! data-sort-value="2" | RGB<sub>CV</sub>S
| [[:File:GBISR AD9887A HDRV.png|HD Retrovision SNES Component Cable]] <sup>''4× Oversampling ADC''</sup>
+
| [[:File:GBISR ADV7604 HDRV.png|HD Retrovision SNES Component Cable]]
| -13.877310
+
| -12.049184
| -24.976688
+
| -25.395061
| 14.675611
+
| 12.242263
| 31.840076
+
| 30.766373
 
|-
 
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II YUV.png|EON GCHD Mk-II + Datel Wii HD Component Cable]]
+
| [[:File:GBISR ADV7604 Bitfunx Component.png|Bitfunx/Kaico GameCube Component Cable & Retro-Bit Retro Prism Component Cable]]
| -13.886768
+
| -12.979306
| -28.202696
+
| -24.443716
| 11.996525
+
| 11.923594
| 31.871659
+
| 29.313640
 
|-
 
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II YUV (2).png|EON GCHD Mk-II + HD Retrovision Wii Component Cable]]
+
| [[:File:GBISR ADV7604 GCHD Mk-II YUV.png|EON GCHD Mk-II + Datel Wii HD Component Cable]]
| -13.115460
+
| -11.821744
| -28.421006
+
| -23.767438
| 9.733507
+
| 11.839441
| 31.571932
+
| 30.134315
 
|-
 
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II YUV 4x.png|EON GCHD Mk-II + Datel Wii HD Component Cable]] <sup>''4× Oversampling ADC''</sup>
+
| [[:File:GBISR ADV7604 GCHD Mk-II YUV (2).png|EON GCHD Mk-II + HD Retrovision Wii Component Cable]]
| -12.785571
+
| -11.769820
| -25.908537
+
| -24.151848
| 14.310351
+
| 11.989788
| 31.523034
+
| 30.125775
 
|-
 
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II YUV 4x (2).png|EON GCHD Mk-II + HD Retrovision Wii Component Cable]] <sup>''4× Oversampling ADC''</sup>
+
| [[:File:GBISR ADV7604 GCHD Mk-II v2.4c.2 YUV.png|EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable]]
| -14.006967
+
| -12.746581
| -28.410933
+
| -25.498166
| 13.844768
+
| 11.946129
| 32.270490
+
| 30.789679
 
|-
 
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II YUV LPF.png|EON GCHD Mk-II + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1]]
+
| [[:File:GBISR ADV7604 GCHD Mk-II v2.4c.2 YUV (2).png|EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable]]
| -14.121242
+
| -12.811852
| -28.337257
+
| -26.467251
| 13.938489
+
| 12.092401
| 32.246032
+
| 30.922875
 
|-
 
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II YUV LPF (2).png|EON GCHD Mk-II + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1]]
+
| [[:File:GBISR ADV7604 CARBY v3.0+ YPbPr.png|GCVideo-DVI v3.0 and later + Portta HDMI to YPbPr Converter]]
| -13.886076
+
| -12.670721
| -28.358456
+
| -26.209114
| 13.931382
+
| 12.226747
| 32.180113
+
| 31.142571
 
|-
 
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV.png|EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable]]
+
| [[:File:GBISR ADV7604 Carby Component.png|Insurrection Industries Carby Component Cable]]
| -14.916203
+
| -11.705088
| -28.607593
+
| -24.023763
| 13.522171
+
| 12.298049
| 33.765758
+
| 30.133896
 
|-
 
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
! data-sort-value="3" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV (2).png|EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable]]
+
| [[:File:GBISR ADV7604 Component.png|Nintendo GameCube Component Video Cable]]
| -14.559903
+
| -12.860946
| -29.274162
+
| -25.180008
| 10.415137
+
| 12.475396
| 33.530528
+
| 30.409172
 
|-
 
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
! data-sort-value="4" | TMDS
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV 4x.png|EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable]] <sup>''4× Oversampling ADC''</sup>
+
| [[:File:GBISR ADV7604 GCHD.png|GCVideo-DVI v2.4a and earlier]]
| -14.347394
+
| -12.332234
| -27.277672
+
| -25.881394
| 14.834726
+
| 13.828852
| 33.419798
+
| 31.589915
 
|-
 
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
! data-sort-value="4" | TMDS
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV 4x (2).png|EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable]] <sup>''4× Oversampling ADC''</sup>
+
| [[:File:GBISR ADV7604 GCHD Mk-II.png|GCVideo-DVI v2.4b and later]]
| -16.113684
+
| -13.341432
| -29.259351
+
| -27.178640
| 15.800996
+
| 14.350780
| 34.359395
+
| 31.609022
 
|-
 
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
! data-sort-value="4" | TMDS
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV LPF.png|EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1]]
+
| [[:File:GBISR ADV7604 GCHD Mk-II v2.4c.2.png|EON GCHD Mk-II v2.4c.2 + HDMI Cable]]
| -16.064595
+
| -13.370337
| -29.281634
+
| -27.593075
| 15.561498
+
| 14.096536
| 34.606121
+
| 30.832364
 
|-
 
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
! data-sort-value="4" | TMDS
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV LPF (2).png|EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1]]
+
| [[:File:GBISR ADV7604 CARBY v3.0+.png|GCVideo-DVI v3.0 and later]]
| -15.969469
+
| '''-14.232523'''
| '''-29.337858'''
+
| '''-28.390246'''
| 15.472910
+
| '''15.201701'''
| 34.553406
+
| '''32.208178'''
|-
+
|}
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
 
| [[:File:GBISR AD9887A Component.png|Nintendo GameCube Component Video Cable]]
+
==== "Can't Link" ====
| -14.820156
+
 
| -28.353505
+
Using [http://en.macrosilicon.com/info.asp?base_id=2&third_id=50 MS2109].
| 15.292768
+
 
| 33.665196
+
<gallery widths="240px" heights="160px">
 +
File:GBISR MS2109 CARBY v3.0+ MJPEG.png|GCVideo-DVI v3.0 and later (MJPG)
 +
File:GBISR MS2109 CARBY v3.0+.png|GCVideo-DVI v3.0 and later (YUY2)
 +
</gallery>
 +
 
 +
{| class="mw-collapsible wikitable sortable"
 +
|+ Measurements in dB
 
|-
 
|-
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
+
!  
| [[:File:GBISR AD9887A Component LPF.png|Nintendo GameCube Component Video Cable + RetroRGB Comp2DVI v2.1]]
+
! Source
| -15.687688
+
! SSIMULACRA
| -28.821513
+
! L*a*b* DSSIM
| 15.181974
+
! R’G’B’ [[wikipedia:Structural similarity|SSIM]]
| 34.169963
+
! R’G’B’ [[wikipedia:Peak signal-to-noise ratio|PSNR]]
 
|-
 
|-
! data-sort-value="2" | TMDS
+
! data-sort-value="0" | TMDS
| [[:File:GBISR AD9887A GCHD.png|GCVideo-DVI v2.4a and earlier]]
+
| [[:File:GBISR MS2109 CARBY v3.0+ MJPEG.png|GCVideo-DVI v3.0 and later (MJPG)]]
| -12.918718
+
| -11.553397
| -26.441514
+
| -22.054644
| 14.897373
+
| 10.982759
| 32.201534
+
| '''28.875378'''
 
|-
 
|-
! data-sort-value="2" | TMDS
+
! data-sort-value="0" | TMDS
| [[:File:GBISR AD9887A GCHD Mk-II.png|GCVideo-DVI v2.4b and later]]
+
| [[:File:GBISR MS2109 CARBY v3.0+.png|GCVideo-DVI v3.0 and later (YUY2)]]
| -14.183042
+
| '''-12.175160'''
| -28.337421
+
| '''-22.137603'''
| 15.674017
+
| '''11.301652'''
| 32.422744
+
| 28.853936
|-
+
|}
! data-sort-value="2" | TMDS
+
 
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2.png|EON GCHD Mk-II v2.4c.2 + HDMI Cable]]
+
==== Datapath VisionRGB ====
| '''-16.595645'''
+
 
| -29.309443
+
Using [http://www.analog.com/media/en/technical-documentation/data-sheets/AD9887A.pdf AD9887A].
| '''18.384285'''
+
 
| '''34.898211'''
+
This range of 8-bit RGB 4:4:4 capture cards serve as our reference.
|-
 
! data-sort-value="2" | TMDS
 
| [[:File:GBISR AD9887A CARBY v3.0+.png|GCVideo-DVI v3.0 and later]]
 
| -14.217659
 
| -28.314211
 
| 15.630625
 
| 32.150042
 
|}
 
  
==== Hauppauge WinTV-HVR-1850 ====
+
<gallery widths="240px" heights="160px">
 +
File:GBISR AD9887A HDRV.png|{{nowrap|HD Retrovision SNES Component Cable}} <sup>{{nowrap|''4× Oversampling ADC''}}</sup>
 +
File:GBISR AD9887A GCHD Mk-II YUV.png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|Datel Wii HD Component Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A GCHD Mk-II YUV LPF.png|RetroRGB Comp2DVI v2.1]]]}} <sup>{{nowrap|[''[[:File:GBISR AD9887A GCHD Mk-II YUV 4x.png|4× Oversampling ADC]]'']}}</sup> <ref name="noise-54mhz+" />
 +
File:GBISR AD9887A GCHD Mk-II YUV (2).png|{{nowrap|EON GCHD Mk-II}} + {{nowrap|HD Retrovision Wii Component Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A GCHD Mk-II YUV LPF (2).png|RetroRGB Comp2DVI v2.1]]]}} <sup>{{nowrap|[''[[:File:GBISR AD9887A GCHD Mk-II YUV 4x (2).png|4× Oversampling ADC]]'']}}</sup> <ref name="noise-54mhz+" />
  
Using [https://web.archive.org/web/20120509222042/http://conexant.com/servlets/DownloadServlet/PBR-200974-004.pdf?docid=975&revid=4 CX23888].
+
File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV.png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|Datel Wii HD Component Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV LPF.png|RetroRGB Comp2DVI v2.1]]]}} <sup>{{nowrap|[''[[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV 4x.png|4× Oversampling ADC]]'']}}</sup> <ref name="noise-54mhz+" />
 +
File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV (2).png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|HD Retrovision Wii Component Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV LPF (2).png|RetroRGB Comp2DVI v2.1]]]}} <sup>{{nowrap|[''[[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV 4x (2).png|4× Oversampling ADC]]'']}}</sup> <ref name="noise-54mhz+" />
 +
File:GBISR AD9887A Component.png|{{nowrap|Nintendo GameCube Component Video Cable}} + {{nowrap|[<nowiki />[[:File:GBISR AD9887A Component LPF.png|RetroRGB Comp2DVI v2.1]]]}}
 +
File:GBISR AD9887A GCHD.png|GCVideo-DVI v2.4a and earlier <ref name="gcvideo-2.4a" />
 +
File:GBISR AD9887A GCHD Mk-II.png|GCVideo-DVI v2.4b and later
 +
File:GBISR AD9887A GCHD Mk-II v2.4c.2.png|{{nowrap|EON GCHD Mk-II v2.4c.2}} + {{nowrap|HDMI Cable}}
 +
File:GBISR AD9887A CARBY v3.0+.png|GCVideo-DVI v3.0 and later
 +
</gallery>
  
This 8-bit YC<sub>B</sub>C<sub>R</sub> 4:2:2 capture card show the advantages of 3D comb filtering.
+
<references>
 
+
<ref name="noise-54mhz+">EON GCHD Mk-II's analog output suffers from 54MHz and harmonic interference.</ref>
<gallery widths="240px" heights="160px">
+
<ref name="gcvideo-2.4a">GCVideo-DVI v2.4a and earlier has C<sub>B</sub> shifted left in the Green channel of RGB outputs.</ref>
File:GBISR CX23888 NTSC.png|Nintendo RF Modulator (NTSC-J)
+
</references>
File:GBISR CX23888 PAL-M.png|Nintendo RF Modulator (PAL-M)
 
File:GBISR CX23888 Composite NTSC.png|Nintendo Stereo AV Cable (NTSC-J)
 
File:GBISR CX23888 Composite PAL-M.png|Nintendo Stereo AV Cable (PAL-M)
 
File:GBISR CX23888 S-Video NTSC.png|Generic S-Video Cable (NTSC-J)
 
File:GBISR CX23888 S-Video PAL-M.png|Generic S-Video Cable (PAL-M)
 
</gallery>
 
 
 
==== Hyperkin 3-in-1 HDTV Cable ====
 
 
 
<gallery widths="240px" heights="160px">
 
File:GBISR Hyperkin 3-in-1 NTSC.png|Nintendo GameCube (NTSC-J)
 
File:GBISR Hyperkin 3-in-1 PAL-M.png|Nintendo GameCube (PAL-M)
 
</gallery>
 
  
 
{| class="mw-collapsible wikitable sortable"
 
{| class="mw-collapsible wikitable sortable"
Line 1,310: Line 1,222:
 
! R’G’B’ [[wikipedia:Peak signal-to-noise ratio|PSNR]]
 
! R’G’B’ [[wikipedia:Peak signal-to-noise ratio|PSNR]]
 
|-
 
|-
! data-sort-value="0" | Y/C
+
! data-sort-value="0" | RGB<sub>CV</sub>S
| [[:File:GBISR Hyperkin 3-in-1 NTSC.png|Nintendo GameCube (NTSC-J)]]
+
| [[:File:GBISR AD9887A HDRV.png|HD Retrovision SNES Component Cable]] <sup>''4× Oversampling ADC''</sup>
| data-sort-value="0" | Not a Number
+
| -13.877310
| data-sort-value="0" | Not a Number
+
| -24.976688
| data-sort-value="0" | Not a Number
+
| 14.675611
| data-sort-value="0" | Not a Number
+
| 31.840076
 
|-
 
|-
! data-sort-value="0" | Y/C
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
| [[:File:GBISR Hyperkin 3-in-1 PAL-M.png|Nintendo GameCube (PAL-M)]]
+
| [[:File:GBISR AD9887A GCHD Mk-II YUV.png|EON GCHD Mk-II + Datel Wii HD Component Cable]]
| data-sort-value="0" | Not a Number
+
| -13.886768
| data-sort-value="0" | Not a Number
+
| -28.202696
| data-sort-value="0" | Not a Number
+
| 11.996525
| data-sort-value="0" | Not a Number
+
| 31.871659
|}
+
|-
 
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
=== Sound emulation ===
+
| [[:File:GBISR AD9887A GCHD Mk-II YUV (2).png|EON GCHD Mk-II + HD Retrovision Wii Component Cable]]
 
+
| -13.115460
==== ''Mega Man Zero 2'' ====
+
| -28.421006
 
+
| 9.733507
* [https://files.extremscorner.org/gamecube/audio/gbi-a62e-none.flac Digital]
+
| 31.571932
* [https://files.extremscorner.org/gamecube/audio/gbi-a62e-gba.flac Game Boy Advance]
+
|-
* [https://files.extremscorner.org/gamecube/audio/gbi-a62e-gbp.flac Game Boy Player Start-up Disc]
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
 
+
| [[:File:GBISR AD9887A GCHD Mk-II YUV 4x.png|EON GCHD Mk-II + Datel Wii HD Component Cable]] <sup>''4× Oversampling ADC''</sup>
==== ''Pokémon Sapphire'' ====
+
| -12.785571
 
+
| -25.908537
* [https://files.extremscorner.org/gamecube/audio/gbi-axpe-none.flac Digital]
+
| 14.310351
* [https://files.extremscorner.org/gamecube/audio/gbi-axpe-gba.flac Game Boy Advance]
+
| 31.523034
* [https://files.extremscorner.org/gamecube/audio/gbi-axpe-gbp.flac Game Boy Player Start-up Disc]
+
|-
 
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
=== 3D lookup table ===
+
| [[:File:GBISR AD9887A GCHD Mk-II YUV 4x (2).png|EON GCHD Mk-II + HD Retrovision Wii Component Cable]] <sup>''4× Oversampling ADC''</sup>
 
+
| -14.006967
==== ''Pokémon Sapphire'' ====
+
| -28.410933
 
+
| 13.844768
<gallery widths="240px" heights="160px">
+
| 32.270490
File:GBI AXPE Identity LUT.png|Identity LUT <br /> <code>lutrgb.png</code>
+
|-
File:GBI AXPE GBA LUT.png|Game Boy Advance <br /> <code>lutrgb-gba.png</code>
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
File:GBI AXPE GBC LUT.png|Game Boy Color <br /> <code>lutrgb-gbc.png</code>
+
| [[:File:GBISR AD9887A GCHD Mk-II YUV LPF.png|EON GCHD Mk-II + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1]]
File:GBI AXPE GBC-dev LUT.png|Gameboy Hi-Colour Convertor <br /> <code>lutrgb-gbc-dev.png</code>
+
| -14.121242
File:GBI AXPE GBI LUT.png|Game Boy Interface (2015–2017) <br /> <code>lutrgb-gbi.png</code>
+
| -28.337257
File:GBI AXPE GBP LUT.png|Game Boy Player Start-up Disc <br /> <code>lutrgb-gbp.png</code>
+
| 13.938489
File:GBI AXPE NDS LUT.png|Nintendo DS <br /> <code>lutrgb-nds.png</code>
+
| 32.246032
File:GBI AXPE PSP LUT.png|PlayStation Portable <br /> <code>lutrgb-psp.png</code>
+
|-
File:GBI AXPE VBA LUT.png|VisualBoyAdvance-M <br /> <code>lutrgb-vba.png</code>
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
File:GBI AXPE WiiU LUT.png|Wii U Virtual Console <br /> <code>lutrgb-wiiu.png</code>
+
| [[:File:GBISR AD9887A GCHD Mk-II YUV LPF (2).png|EON GCHD Mk-II + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1]]
</gallery>
+
| -13.886076
 
+
| -28.358456
=== Color blindness ===
+
| 13.931382
 
+
| 32.180113
==== ''Pokémon Puzzle Challenge'' ====
+
|-
 
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
<gallery widths="320px" heights="288px">
+
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV.png|EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable]]
File:GBI BPNE Protanopia.png|Protanopia
+
| -14.916203
File:GBI BPNE Deuteranopia.png|Deuteranopia
+
| -28.607593
File:GBI BPNE Tritanopia.png|Tritanopia
+
| 13.522171
</gallery>
+
| 33.765758
 
+
|-
=== Color matrix ===
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
 
+
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV (2).png|EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable]]
==== ''Golden Sun'' ====
+
| -14.559903
 
+
| -29.274162
<gallery widths="240px" heights="160px">
+
| 10.415137
File:GBI AGSE Identity.png|Identity matrix
+
| 33.530528
File:GBI AGSE GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
+
|-
File:GBI AGSE GBI.png|Game Boy Interface
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
File:GBI AGSE NDS.png|Nintendo DS
+
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV 4x.png|EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable]] <sup>''4× Oversampling ADC''</sup>
File:GBI AGSE Palm.png|Palm Treo 700p
+
| -14.347394
File:GBI AGSE PSP.png|PlayStation Portable
+
| -27.277672
File:GBI AGSE VBA.png|VisualBoyAdvance-M
+
| 14.834726
</gallery>
+
| 33.419798
 
+
|-
==== ''Mario Kart: Super Circuit'' ====
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
 
+
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV 4x (2).png|EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable]] <sup>''4× Oversampling ADC''</sup>
<gallery widths="240px" heights="160px">
+
| -16.113684
File:GBI AMKE Identity.png|Identity matrix
+
| -29.259351
File:GBI AMKE GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
+
| 15.800996
File:GBI AMKE GBI.png|Game Boy Interface
+
| 34.359395
File:GBI AMKE NDS.png|Nintendo DS
+
|-
File:GBI AMKE Palm.png|Palm Treo 700p
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
File:GBI AMKE PSP.png|PlayStation Portable
+
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV LPF.png|EON GCHD Mk-II v2.4c.2 + Datel Wii HD Component Cable + RetroRGB Comp2DVI v2.1]]
File:GBI AMKE VBA.png|VisualBoyAdvance-M
+
| -16.064595
</gallery>
+
| -29.281634
 
+
| 15.561498
==== ''Pokémon Sapphire'' ====
+
| 34.606121
 
+
|-
<gallery widths="240px" heights="160px">
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
File:GBI AXPE Identity.png|Identity matrix
+
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2 YUV LPF (2).png|EON GCHD Mk-II v2.4c.2 + HD Retrovision Wii Component Cable + RetroRGB Comp2DVI v2.1]]
File:GBI AXPE GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
+
| -15.969469
File:GBI AXPE GBI.png|Game Boy Interface
+
| '''-29.337858'''
File:GBI AXPE NDS.png|Nintendo DS
+
| 15.472910
File:GBI AXPE Palm.png|Palm Treo 700p
+
| 34.553406
File:GBI AXPE PSP.png|PlayStation Portable
+
|-
File:GBI AXPE VBA.png|VisualBoyAdvance-M
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
</gallery>
+
| [[:File:GBISR AD9887A Component.png|Nintendo GameCube Component Video Cable]]
 
+
| -14.820156
==== ''The Legend of Zelda: The Minish Cap'' ====
+
| -28.353505
 
+
| 15.292768
<gallery widths="240px" heights="160px">
+
| 33.665196
File:GBI BZME Identity.png|Identity matrix
+
|-
File:GBI BZME GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
+
! data-sort-value="1" | YP<sub>B</sub>P<sub>R</sub>
File:GBI BZME GBI.png|Game Boy Interface
+
| [[:File:GBISR AD9887A Component LPF.png|Nintendo GameCube Component Video Cable + RetroRGB Comp2DVI v2.1]]
File:GBI BZME NDS.png|Nintendo DS
+
| -15.687688
File:GBI BZME Palm.png|Palm Treo 700p
+
| -28.821513
File:GBI BZME PSP.png|PlayStation Portable
+
| 15.181974
File:GBI BZME VBA.png|VisualBoyAdvance-M
+
| 34.169963
</gallery>
+
|-
 
+
! data-sort-value="2" | TMDS
==== ''Wario Land 4'' ====
+
| [[:File:GBISR AD9887A GCHD.png|GCVideo-DVI v2.4a and earlier]]
 
+
| -12.918718
<gallery widths="240px" heights="160px">
+
| -26.441514
File:GBI AWAE Identity.png|Identity matrix
+
| 14.897373
File:GBI AWAE GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
+
| 32.201534
File:GBI AWAE GBI.png|Game Boy Interface
+
|-
File:GBI AWAE NDS.png|Nintendo DS
+
! data-sort-value="2" | TMDS
File:GBI AWAE Palm.png|Palm Treo 700p
+
| [[:File:GBISR AD9887A GCHD Mk-II.png|GCVideo-DVI v2.4b and later]]
File:GBI AWAE PSP.png|PlayStation Portable
+
| -14.183042
File:GBI AWAE VBA.png|VisualBoyAdvance-M
+
| -28.337421
</gallery>
+
| 15.674017
 +
| 32.422744
 +
|-
 +
! data-sort-value="2" | TMDS
 +
| [[:File:GBISR AD9887A GCHD Mk-II v2.4c.2.png|EON GCHD Mk-II v2.4c.2 + HDMI Cable]]
 +
| '''-16.595645'''
 +
| -29.309443
 +
| '''18.384285'''
 +
| '''34.898211'''
 +
|-
 +
! data-sort-value="2" | TMDS
 +
| [[:File:GBISR AD9887A CARBY v3.0+.png|GCVideo-DVI v3.0 and later]]
 +
| -14.217659
 +
| -28.314211
 +
| 15.630625
 +
| 32.150042
 +
|}
  
== Examples ==
+
==== Hauppauge WinTV-HVR-1850 ====
  
=== Color emulation ===
+
Using [https://web.archive.org/web/20120509222042/http://conexant.com/servlets/DownloadServlet/PBR-200974-004.pdf?docid=975&revid=4 CX23888].
  
==== Game Boy Advance ====
+
This 8-bit YC<sub>B</sub>C<sub>R</sub> 4:2:2 capture card show the advantages of 3D comb filtering.
  
[[File:GBI_Game_Boy_Advance.png|border|right]]
+
<gallery widths="240px" heights="160px">
Using a contrast ratio of 250:1.
+
File:GBISR CX23888 NTSC.png|Nintendo RF Modulator (NTSC-J)
 +
File:GBISR CX23888 PAL-M.png|Nintendo RF Modulator (PAL-M)
 +
File:GBISR CX23888 Composite NTSC.png|Nintendo Stereo AV Cable (NTSC-J)
 +
File:GBISR CX23888 Composite PAL-M.png|Nintendo Stereo AV Cable (PAL-M)
 +
File:GBISR CX23888 S-Video NTSC.png|Generic S-Video Cable (NTSC-J)
 +
File:GBISR CX23888 S-Video PAL-M.png|Generic S-Video Cable (PAL-M)
 +
</gallery>
  
<pre>
+
==== Hyperkin 3-in-1 HDTV Cable ====
--matrix=gba
 
--input-gamma=4.
 
--brightness=.25148668593658708166355310093177
 
--contrast=.74851331406341291833644689906823
 
</pre>
 
  
==== Nintendo DS ====
+
<gallery widths="240px" heights="160px">
 +
File:GBISR Hyperkin 3-in-1 NTSC.png|Nintendo GameCube (NTSC-J)
 +
File:GBISR Hyperkin 3-in-1 PAL-M.png|Nintendo GameCube (PAL-M)
 +
</gallery>
  
[[File:GBI_Nintendo_DS.png|border|right]]
+
{| class="mw-collapsible wikitable sortable"
Using a contrast ratio of 600:1.
+
|+ Measurements in dB
 
+
|-
<pre>
+
!
--matrix=nds
+
! Source
--input-gamma=2.2
+
! SSIMULACRA
--brightness=.05460142499154923424989090729934
+
! L*a*b* DSSIM
--contrast=.94539857500845076575010909270066
+
! R’G’B’ [[wikipedia:Structural similarity|SSIM]]
</pre>
+
! R’G’B’ [[wikipedia:Peak signal-to-noise ratio|PSNR]]
 +
|-
 +
! data-sort-value="0" | Y/C
 +
| [[:File:GBISR Hyperkin 3-in-1 NTSC.png|Nintendo GameCube (NTSC-J)]]
 +
| data-sort-value="0" | Not a Number
 +
| data-sort-value="0" | Not a Number
 +
| data-sort-value="0" | Not a Number
 +
| data-sort-value="0" | Not a Number
 +
|-
 +
! data-sort-value="0" | Y/C
 +
| [[:File:GBISR Hyperkin 3-in-1 PAL-M.png|Nintendo GameCube (PAL-M)]]
 +
| data-sort-value="0" | Not a Number
 +
| data-sort-value="0" | Not a Number
 +
| data-sort-value="0" | Not a Number
 +
| data-sort-value="0" | Not a Number
 +
|}
  
==== Palm Treo 700p ====
+
=== Sound emulation ===
  
[[File:GBI_Palm_Treo_700p.png|border|right]]
+
==== ''Mega Man Zero 2'' ====
Using a contrast ratio of 75:1.
 
  
<pre>
+
* [https://files.extremscorner.org/gamecube/audio/gbi-a62e-none.flac Digital]
--matrix=palm
+
* [https://files.extremscorner.org/gamecube/audio/gbi-a62e-gba.flac Game Boy Advance]
--input-gamma=2.2
+
* [https://files.extremscorner.org/gamecube/audio/gbi-a62e-gbp.flac Game Boy Player Start-up Disc]
--brightness=.14050747383584267109301027880364
 
--contrast=.85949252616415732890698972119636
 
</pre>
 
  
==== PlayStation Portable ====
+
==== ''Pokémon Sapphire'' ====
  
[[File:GBI_PlayStation_Portable.png|border|right]]
+
* [https://files.extremscorner.org/gamecube/audio/gbi-axpe-none.flac Digital]
Using a contrast ratio of 750:1.
+
* [https://files.extremscorner.org/gamecube/audio/gbi-axpe-gba.flac Game Boy Advance]
 +
* [https://files.extremscorner.org/gamecube/audio/gbi-axpe-gbp.flac Game Boy Player Start-up Disc]
  
<pre>
+
=== 3D lookup table ===
--matrix=psp
 
--input-gamma=2.2
 
--brightness=.04933486807278596181719235613556
 
--contrast=.95066513192721403818280764386444
 
</pre>
 
  
=== Color restoration ===
+
==== ''Metroid: Zero Mission'' ====
  
==== ''Mario & Luigi: Superstar Saga'' ====
+
<gallery widths="240px" heights="160px">
 +
File:GBI BMXE Identity LUT.png|Identity LUT <br /> <code>lutrgb.png</code>
 +
File:GBI BMXE Gambatte LUT.png|Gambatte / higan / ares <br /> <code>lutrgb-gambatte.png</code>
 +
File:GBI BMXE GBA LUT.png|Game Boy Advance <br /> <code>lutrgb-gba.png</code>
 +
File:GBI BMXE GBAHD LUT.png|gbaHD consolizer <br /> <code>lutrgb-gbahd.png</code>
 +
File:GBI BMXE GBASP LUT.png|Game Boy Advance SP (AGS-101) <br /> <code>lutrgb-gbasp.png</code>
 +
File:GBI BMXE GBC LUT.png|Game Boy Color <br /> <code>lutrgb-gbc.png</code>
 +
File:GBI BMXE GBI LUT.png|Game Boy Interface (2015–2017) <br /> <code>lutrgb-gbi.png</code>
 +
File:GBI BMXE GBP LUT.png|Game Boy Player Start-up Disc <br /> <code>lutrgb-gbp.png</code>
 +
File:GBI BMXE HiColour LUT.png|Gameboy Hi-Colour Convertor <br /> <code>lutrgb-hicolour.png</code>
 +
File:GBI BMXE Higan LUT.png|higan / ares <br /> <code>lutrgb-higan.png</code>
 +
File:GBI BMXE Hiyoko LUT.png|Game Boy Color - Nintendo Switch Online <br /> <code>lutrgb-hiyoko.png</code>
 +
File:GBI BMXE NDS LUT.png|Nintendo DS <br /> <code>lutrgb-nds.png</code>
 +
File:GBI BMXE PSP LUT.png|PlayStation Portable <br /> <code>lutrgb-psp.png</code>
 +
File:GBI BMXE Sloop LUT.png|Game Boy Advance - Nintendo Switch Online <br /> <code>lutrgb-sloop.png</code>
 +
File:GBI BMXE Switch LUT.png|Nintendo Switch - OLED Model <br /> <code>lutrgb-switch.png</code>
 +
File:GBI BMXE VBA LUT.png|VisualBoyAdvance-M <br /> <code>lutrgb-vba.png</code>
 +
File:GBI BMXE VBC LUT.png|VisualBoy <br /> <code>lutrgb-vbc.png</code>
 +
File:GBI BMXE WiiU LUT.png|Wii U Virtual Console <br /> <code>lutrgb-wiiu.png</code>
 +
</gallery>
  
This game reduces contrast when played ''with'' Game Boy Player enhancements.
+
==== ''Pokémon Sapphire'' ====
  
<pre>
+
<gallery widths="240px" heights="160px">
--contrast=1.1
+
File:GBI AXPE Identity LUT.png|Identity LUT <br /> <code>lutrgb.png</code>
</pre>
+
File:GBI AXPE Gambatte LUT.png|Gambatte / higan / ares <br /> <code>lutrgb-gambatte.png</code>
 +
File:GBI AXPE GBA LUT.png|Game Boy Advance <br /> <code>lutrgb-gba.png</code>
 +
File:GBI AXPE GBAHD LUT.png|gbaHD consolizer <br /> <code>lutrgb-gbahd.png</code>
 +
File:GBI AXPE GBASP LUT.png|Game Boy Advance SP (AGS-101) <br /> <code>lutrgb-gbasp.png</code>
 +
File:GBI AXPE GBC LUT.png|Game Boy Color <br /> <code>lutrgb-gbc.png</code>
 +
File:GBI AXPE GBI LUT.png|Game Boy Interface (2015–2017) <br /> <code>lutrgb-gbi.png</code>
 +
File:GBI AXPE GBP LUT.png|Game Boy Player Start-up Disc <br /> <code>lutrgb-gbp.png</code>
 +
File:GBI AXPE HiColour LUT.png|Gameboy Hi-Colour Convertor <br /> <code>lutrgb-hicolour.png</code>
 +
File:GBI AXPE Higan LUT.png|higan / ares <br /> <code>lutrgb-higan.png</code>
 +
File:GBI AXPE Hiyoko LUT.png|Game Boy Color - Nintendo Switch Online <br /> <code>lutrgb-hiyoko.png</code>
 +
File:GBI AXPE NDS LUT.png|Nintendo DS <br /> <code>lutrgb-nds.png</code>
 +
File:GBI AXPE PSP LUT.png|PlayStation Portable <br /> <code>lutrgb-psp.png</code>
 +
File:GBI AXPE Sloop LUT.png|Game Boy Advance - Nintendo Switch Online <br /> <code>lutrgb-sloop.png</code>
 +
File:GBI AXPE Switch LUT.png|Nintendo Switch - OLED Model <br /> <code>lutrgb-switch.png</code>
 +
File:GBI AXPE VBA LUT.png|VisualBoyAdvance-M <br /> <code>lutrgb-vba.png</code>
 +
File:GBI AXPE VBC LUT.png|VisualBoy <br /> <code>lutrgb-vbc.png</code>
 +
File:GBI AXPE WiiU LUT.png|Wii U Virtual Console <br /> <code>lutrgb-wiiu.png</code>
 +
</gallery>
  
==== ''Super Mario Bros. 3: Super Mario Advance 4'' ====
+
=== Color blindness ===
  
This game reduces gamma when played ''without'' Game Boy Player enhancements.
+
==== ''Pokémon Puzzle Challenge'' ====
  
<pre>
+
<gallery widths="320px" heights="288px">
--input-gamma=2.8
+
File:GBI BPNE Protanopia.png|Protanopia
</pre>
+
File:GBI BPNE Deuteranopia.png|Deuteranopia
 +
File:GBI BPNE Tritanopia.png|Tritanopia
 +
</gallery>
  
==== ''The Legend of Zelda: Oracle of Ages/Seasons'' ====
+
=== Color matrix ===
  
This game reduces gamma when played on a Game Boy Advance.
+
==== ''Golden Sun'' ====
Due to Game Boy Color limitations, only shadows can be restored perfectly.  
+
 
 +
<gallery widths="240px" heights="160px">
 +
File:GBI AGSE Identity.png|Identity matrix
 +
File:GBI AGSE Gambatte.png|Gambatte / higan / ares
 +
File:GBI AGSE GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
 +
File:GBI AGSE GBASP.png|Game Boy Advance SP (AGS-101)
 +
File:GBI AGSE GBI.png|Game Boy Interface
 +
File:GBI AGSE Higan.png|higan / ares
 +
File:GBI AGSE NDS.png|Nintendo DS
 +
File:GBI AGSE Palm.png|Palm Treo 700p
 +
File:GBI AGSE PSP.png|PlayStation Portable
 +
File:GBI AGSE Switch.png|Nintendo Switch - OLED Model
 +
File:GBI AGSE VBA.png|{{nowrap|Gameboy Hi-Colour Convertor}} / {{nowrap|VisualBoyAdvance-M}}
 +
</gallery>
  
<pre>
+
==== ''Mario Kart: Super Circuit'' ====
--input-gamma=4.
 
</pre>
 
  
=== Mimicking ===
+
<gallery widths="240px" heights="160px">
 +
File:GBI AMKE Identity.png|Identity matrix
 +
File:GBI AMKE Gambatte.png|Gambatte / higan / ares
 +
File:GBI AMKE GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
 +
File:GBI AMKE GBASP.png|Game Boy Advance SP (AGS-101)
 +
File:GBI AMKE GBI.png|Game Boy Interface
 +
File:GBI AMKE Higan.png|higan / ares
 +
File:GBI AMKE NDS.png|Nintendo DS
 +
File:GBI AMKE Palm.png|Palm Treo 700p
 +
File:GBI AMKE PSP.png|PlayStation Portable
 +
File:GBI AMKE Switch.png|Nintendo Switch - OLED Model
 +
File:GBI AMKE VBA.png|{{nowrap|Gameboy Hi-Colour Convertor}} / {{nowrap|VisualBoyAdvance-M}}
 +
</gallery>
  
==== Game Boy Interface (ultra-low latency) ====
+
==== ''Pokémon Sapphire'' ====
  
<pre>
+
<gallery widths="240px" heights="160px">
--delay-reset=0
+
File:GBI AXPE Identity.png|Identity matrix
--delay-video=0
+
File:GBI AXPE Gambatte.png|Gambatte / higan / ares
--no-overlay
+
File:GBI AXPE GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
--scaler=nearest
+
File:GBI AXPE GBASP.png|Game Boy Advance SP (AGS-101)
--matrix=identity
+
File:GBI AXPE GBI.png|Game Boy Interface
--sound=digital
+
File:GBI AXPE Higan.png|higan / ares
--format=custom,scaled-size=528:320,size=480:320
+
File:GBI AXPE NDS.png|Nintendo DS
</pre>
+
File:GBI AXPE Palm.png|Palm Treo 700p
 +
File:GBI AXPE PSP.png|PlayStation Portable
 +
File:GBI AXPE Switch.png|Nintendo Switch - OLED Model
 +
File:GBI AXPE VBA.png|{{nowrap|Gameboy Hi-Colour Convertor}} / {{nowrap|VisualBoyAdvance-M}}
 +
</gallery>
  
==== Game Boy Player Start-up Disc (60Hz) ====
+
==== ''The Legend of Zelda: The Minish Cap'' ====
  
Included as <code>gbisr.cli.example</code>.
+
<gallery widths="240px" heights="160px">
Transcribed below for reference.
+
File:GBI BZME Identity.png|Identity matrix
 +
File:GBI BZME Gambatte.png|Gambatte / higan / ares
 +
File:GBI BZME GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
 +
File:GBI BZME GBASP.png|Game Boy Advance SP (AGS-101)
 +
File:GBI BZME GBI.png|Game Boy Interface
 +
File:GBI BZME Higan.png|higan / ares
 +
File:GBI BZME NDS.png|Nintendo DS
 +
File:GBI BZME Palm.png|Palm Treo 700p
 +
File:GBI BZME PSP.png|PlayStation Portable
 +
File:GBI BZME Switch.png|Nintendo Switch - OLED Model
 +
File:GBI BZME VBA.png|{{nowrap|Gameboy Hi-Colour Convertor}} / {{nowrap|VisualBoyAdvance-M}}
 +
</gallery>
  
[[File:GBISR Example Configuration.png|thumb]]
+
==== ''Wario Land 4'' ====
  
<pre>
+
<gallery widths="240px" heights="160px">
--delay-video=2
+
File:GBI AWAE Identity.png|Identity matrix
--matrix=identity
+
File:GBI AWAE Gambatte.png|Gambatte / higan / ares
--contrast=.78125
+
File:GBI AWAE GBA.png|{{nowrap|Game Boy Advance}} / {{nowrap|Game Boy Color}}
--vfilter=.5:.25:.25
+
File:GBI AWAE GBASP.png|Game Boy Advance SP (AGS-101)
--sound=original
+
File:GBI AWAE GBI.png|Game Boy Interface
--format=ntsc,scaled-size=666:448,size=608:448
+
File:GBI AWAE Higan.png|higan / ares
--scan-mode=interlace
+
File:GBI AWAE NDS.png|Nintendo DS
--enhance
+
File:GBI AWAE Palm.png|Palm Treo 700p
</pre>
+
File:GBI AWAE PSP.png|PlayStation Portable
 +
File:GBI AWAE Switch.png|Nintendo Switch - OLED Model
 +
File:GBI AWAE VBA.png|{{nowrap|Gameboy Hi-Colour Convertor}} / {{nowrap|VisualBoyAdvance-M}}
 +
</gallery>
  
==== Game Boy Player Start-up Disc (50Hz) ====
+
== Examples ==
  
<pre>
+
=== Color emulation ===
--delay-reset=63
 
--delay-video=2
 
--matrix=identity
 
--contrast=.78125
 
--vfilter=.5:.25:.25
 
--sound=original
 
--format=pal,scaled-size=670:530,size=608:448
 
--scan-mode=interlace
 
--enhance
 
</pre>
 
  
==== Nintendo 3DS Ambassador Program ====
+
==== Game Boy Advance ====
  
===== ''F-Zero Maximum Velocity'', ''Fire Emblem: The Sacred Stones'', ''Mario vs. Donkey Kong'' and ''The Legend of Zelda: The Minish Cap'' =====
+
[[File:GBI Game Boy Advance.png|border|right]]
 +
Using a contrast ratio of 250:1.
  
 
<pre>
 
<pre>
--matrix=identity
+
--matrix=gba
--contrast=.7
+
--input-gamma=4.
--blend=.75
+
--brightness=.25148668593658708166355310093177
 +
--contrast=.74851331406341291833644689906823
 
</pre>
 
</pre>
  
===== ''Kirby & The Amazing Mirror'' =====
+
==== Game Boy Advance SP (AGS-101) ====
 +
 
 +
[[File:GBI Game Boy Advance SP.png|border|right]]
 +
Using a contrast ratio of 600:1.
  
 
<pre>
 
<pre>
--matrix=identity
+
--matrix=gbasp
--contrast=.6
+
--input-gamma=2.2
--blend=.5625
+
--brightness=.05460142499154923424989090729934
 +
--contrast=.94539857500845076575010909270066
 
</pre>
 
</pre>
  
===== ''Mario Kart: Super Circuit'' =====
+
==== Game Boy Color ====
 +
 
 +
[[File:GBI Game Boy Color.png|border|right]]
 +
Using a contrast ratio of 75:1.
  
 
<pre>
 
<pre>
--matrix=identity
+
--matrix=gbc
--contrast=.65
+
--input-gamma=2.2
--blend=.75
+
--brightness=.14050747383584267109301027880364
 +
--contrast=.85949252616415732890698972119636
 
</pre>
 
</pre>
  
===== ''Metroid Fusion'' =====
+
==== Nintendo DS ====
 +
 
 +
[[File:GBI Nintendo DS.png|border|right]]
 +
Using a contrast ratio of 600:1.
  
 
<pre>
 
<pre>
--matrix=identity
+
--matrix=nds
--contrast=.7
+
--input-gamma=2.2
--blend=.5625
+
--brightness=.05460142499154923424989090729934
 +
--contrast=.94539857500845076575010909270066
 
</pre>
 
</pre>
  
===== ''Wario Land 4'' and ''WarioWare, Inc.: Mega Microgame$'' =====
+
==== Palm Treo 700p ====
 +
 
 +
[[File:GBI Palm Treo 700p.png|border|right]]
 +
Using a contrast ratio of 75:1.
  
 
<pre>
 
<pre>
--matrix=identity
+
--matrix=palm
--contrast=.65
+
--input-gamma=2.2
--blend=.5625
+
--brightness=.14050747383584267109301027880364
 +
--contrast=.85949252616415732890698972119636
 
</pre>
 
</pre>
  
===== ''Yoshi's Island: Super Mario Advance 3'' =====
+
==== PlayStation Portable ====
 +
 
 +
[[File:GBI PlayStation Portable.png|border|right]]
 +
Using a contrast ratio of 750:1.
  
 
<pre>
 
<pre>
--matrix=identity
+
--matrix=psp
--contrast=.6
+
--input-gamma=2.2
--blend=.5
+
--brightness=.04933486807278596181719235613556
 +
--contrast=.95066513192721403818280764386444
 
</pre>
 
</pre>
  
=== Video optimization ===
+
=== Color restoration ===
  
==== Datapath VisionAV & VisionRGB ====
+
==== ''Mario & Luigi: Superstar Saga'' ====
  
===== GCVideo-DVI v3.0 and later =====
+
This game reduces contrast when played ''with'' Game Boy Player enhancements.
 +
 
 +
<pre>
 +
--contrast=1.1
 +
</pre>
  
These settings provide a 1× scaled image in a 4:3 640×240p119.455 video output.
+
==== ''Super Mario Bros. 3: Super Mario Advance 4'' ====
  
In the GCVideo menu under "Other settings", set "Enhanced DVI mode" to On. <br />
+
This game reduces gamma when played ''without'' Game Boy Player enhancements.
In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" to On, "Fix resolution" to Off, and "Digital color format" to YC444.
 
  
 
<pre>
 
<pre>
--vfilter=.5:.5:.0:.5:.0:.5
+
--input-gamma=2.8
--format=custom,offset=0,scaled-size=0:0
 
--scan-mode=non-interlace,clock2x
 
 
</pre>
 
</pre>
  
* Color Adjustments
+
==== ''The Legend of Zelda: Oracle of Ages/Seasons'' ====
** Brightness: 32
 
** Contrast: 128
 
** Colour Domain: YUV (601) Limited
 
  
==== Datapath VisionRGB ====
+
This game reduces gamma when played on a Game Boy Advance.
 
+
Due to Game Boy Color limitations, only shadows can be restored perfectly.  
===== Nintendo GameCube Component Video Cable =====
 
 
 
These settings provide a 1× scaled image in a 3:2 240p119.455 (27MHz÷866÷261) video output.
 
  
 
<pre>
 
<pre>
--vfilter=.5:.5:.0:.5:.0:.5
+
--input-gamma=4.
--format=custom,offset=0,scaled-size=0:0
 
--scan-mode=non-interlace,clock2x
 
 
</pre>
 
</pre>
  
* Resolution and Refresh
+
=== Mimicking ===
** Width: 320
+
 
** Height: 240
+
==== Game Boy Interface (ultra-low latency) ====
** 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
 
  
==== Open Source Scan Converter ====
+
<pre>
 +
--control-spare=5
 +
--delay-reset=0
 +
--delay-video=0
 +
--no-overlay
 +
--scaler=nearest
 +
--profile=srgb
 +
--sound=digital
 +
--format=custom,scaled-size=528x320,size=480x320
 +
</pre>
  
These settings provide a 1× scaled image in a 3:2 240p59.7276 (13.5MHz÷866÷261) video output.
+
==== Game Boy Player Start-up Disc (60Hz) ====
Refer to [http://www.firebrandx.com/gbiosscoptimal.html FirebrandX] for Open Source Scan Converter configuration.
 
  
Included as <code>gbisr-ossc.cli</code>, <code>gbisr-ossc.dol+cli</code> and <code>gbisr-ossc.gci</code>.
+
Included as <code>gbisr.cli.example</code>.
 
Transcribed below for reference.
 
Transcribed below for reference.
  
[[File:GBISR-OSSC.png|thumb]]
+
[[File:GBISR Example Configuration.png|thumb]]
  
 
<pre>
 
<pre>
--vfilter=.5:.5:.0:.5:.0:.5
+
--control-spare=5
--format=custom,offset=0,scaled-size=0:0
+
--delay-video=2
--scan-mode=non-interlace
+
--profile=srgb
 +
--contrast=.78125
 +
--vfilter=.5:.25:.25
 +
--sound=original
 +
--format=ntsc,scaled-size=666x448,size=608x448
 +
--scan-mode=interlace
 +
--enhance
 
</pre>
 
</pre>
  
Important: Misuse will result in the wrong aspect ratio.
+
==== Game Boy Player Start-up Disc (50Hz) ====
These settings are mutually exclusive with a secondary display.
 
  
==== RetroTINK-5X Pro ====
+
<pre>
 
+
--control-spare=5
These settings provide a 1× scaled image in a 3:2 240p59.7387 (13.5MHz÷856÷264) video output.
+
--delay-reset=63
 +
--delay-video=2
 +
--profile=srgb
 +
--contrast=.78125
 +
--vfilter=.5:.25:.25
 +
--sound=original
 +
--format=pal,scaled-size=670x530,size=608x448
 +
--scan-mode=interlace
 +
--enhance
 +
</pre>
  
Included as <code>gbisr-xrgb.cli</code>, <code>gbisr-xrgb.dol+cli</code> and <code>gbisr-xrgb.gci</code>.
+
==== Nintendo 3DS Ambassador Program ====
Transcribed below for reference.
 
  
[[File:GBISR-RT5X.png|thumb|Insurrection Industries Carby Component Cable]]
+
===== ''F-Zero Maximum Velocity'', ''Fire Emblem: The Sacred Stones'', ''Mario vs. Donkey Kong'' and ''The Legend of Zelda: The Minish Cap'' =====
  
 
<pre>
 
<pre>
--vfilter=.5:.5:.0:.5:.0:.5
+
--profile=srgb
--format=custom-m,offset=0,scaled-size=0:0
+
--contrast=.7
--scan-mode=non-interlace
+
--blend=.75
 
</pre>
 
</pre>
  
Important: Misuse will result in the wrong aspect ratio.
+
===== ''Kirby & The Amazing Mirror'' =====
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, and "Video LPF" to Light.
+
<pre>
 +
--profile=srgb
 +
--contrast=.6
 +
--blend=.5625
 +
</pre>
  
==== XRGB-mini Framemeister ====
+
===== ''Mario Kart: Super Circuit'' =====
  
These settings provide a 1× scaled image in a 3:2 240p59.7387 (13.5MHz÷856÷264) video output.
+
<pre>
Refer to [http://www.firebrandx.com/framemeisterprofiles.html FirebrandX] for XRGB-mini Framemeister configuration.
+
--profile=srgb
 +
--contrast=.65
 +
--blend=.75
 +
</pre>
  
Included as <code>gbisr-xrgb.cli</code>, <code>gbisr-xrgb.dol+cli</code> and <code>gbisr-xrgb.gci</code>.
+
===== ''Metroid Fusion'' =====
Transcribed below for reference.
 
  
 
<pre>
 
<pre>
--vfilter=.5:.5:.0:.5:.0:.5
+
--profile=srgb
--format=custom-m,offset=0,scaled-size=0:0
+
--contrast=.7
--scan-mode=non-interlace
+
--blend=.5625
 
</pre>
 
</pre>
  
Important: Misuse will result in the wrong aspect ratio.
+
===== ''Wario Land 4'' and ''WarioWare, Inc.: Mega Microgame$'' =====
These settings are mutually exclusive with a secondary display.
 
  
==== Computer monitors (Liquid-crystal display) ====
+
<pre>
 +
--profile=srgb
 +
--contrast=.65
 +
--blend=.5625
 +
</pre>
  
These settings provide a 2× scaled image in a 4:3 640×480p59.7276 video output.
+
===== ''Yoshi's Island: Super Mario Advance 3'' =====
 
 
In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" to On, "Fix resolution" to Off, and "Digital color format" to RGB-F.
 
  
 
<pre>
 
<pre>
--format=custom,offset=0,scaled-size=0:0
+
--profile=srgb
--scan-mode=progressive
+
--contrast=.6
 +
--blend=.5
 
</pre>
 
</pre>
  
==== High-definition televisions ====
+
=== Video optimization ===
  
===== GCVideo-DVI =====
+
==== Datapath VisionAV & VisionRGB ====
  
These settings provide a scaled image, line doubled in a 16:9 720×960i59.7188 video output.  
+
===== GCVideo-DVI v3.0 and later =====
 +
 
 +
These settings provide a 90° 4× scaled image in a 2:3 640×240p119.455 video output.
 +
 
 +
In the GCVideo menu under "Other settings", set "Enhanced DVI mode" to On. <br />
 +
In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" to On, "Fix resolution" to Off, and "Digital color format" to YC444.
  
Included as <code>gbisr-gcdv.cli</code>, <code>gbisr-gcdv.dol+cli</code> and <code>gbisr-gcdv.gci</code>.
+
Included as <code>gbisr-vision.cli</code>, <code>gbisr-vision.dol+cli</code> and <code>gbisr-vision.gci</code>.
 
Transcribed below for reference.
 
Transcribed below for reference.
 
[[File:GBISR-GCDV.png|thumb]]
 
  
 
<pre>
 
<pre>
--zoom=2.53125:3
+
--zoom=4:2
--format=custom,offset=+2:-2,scaled-size=0:0
+
--rotate=90
--scan-mode=non-progressive
+
--poll=2
 +
--no-overlay
 +
--scaler=nearest
 +
--profile=srgb
 +
--format=custom,offset=0,scaled-size=0x0
 +
--scan-mode=non-interlace,clock2x
 
</pre>
 
</pre>
  
Change the Aspect Ratio on the television to 16:9.
+
* Rotation: 270°
 +
* Color Adjustments
 +
** Brightness: 32
 +
** Contrast: 128
 +
** Colour Domain: YUV (601) Limited
  
To improve the picture further, in the GCVideo menu under "Other settings", try setting "Enhanced DVI mode" to Off.
+
==== Datapath VisionRGB ====
You will lose embedded digital audio.
 
  
Labeling the input on the television as a PC may also work.
+
===== Nintendo GameCube Component Video Cable =====
  
----
+
These settings provide a 90° 4× scaled image in a 3:4 240p119.455 (27MHz÷866÷261) video output.
  
These settings provide a 3× scaled image in a 16:9 720×480p59.7276 video output.  
+
Included as <code>gbisr-vision.cli</code>, <code>gbisr-vision.dol+cli</code> and <code>gbisr-vision.gci</code>.
 +
Transcribed below for reference.
  
 
<pre>
 
<pre>
--zoom=2.53125:3
+
--zoom=4:2
--format=custom,offset=0,scaled-size=0:0
+
--rotate=90
--scan-mode=progressive
+
--poll=2
</pre>
+
--no-overlay
 
+
--scaler=nearest
Change the Aspect Ratio on the television to 16:9.
+
--profile=srgb
 
+
--format=custom,offset=0,scaled-size=0x0
=== Video output ===
 
 
 
==== 120Hz black frame insertion ====
 
 
 
<pre>
 
--vfilter=.5:.5:.0:.0
 
 
--scan-mode=non-interlace,clock2x
 
--scan-mode=non-interlace,clock2x
 
</pre>
 
</pre>
  
==== 480p hybrid scanlines ====
+
* Resolution and Refresh
 
+
** Width: 320
<pre>
+
** Height: 240
--overlay=frame.tpl.gz
+
** Vertical Refresh: 119.45
--gamma=2.2:1.
+
* Video Adjustments
--scan-mode=progressive
+
** Horizontal Position: 85
</pre>
+
** Horizontal Size: 433
 
+
** Phase: 27
==== 480p simple scanlines ====
+
** Vertical Position: 18
 +
** Black Level: 8
 +
* Cropping
 +
** Top: 0
 +
** Left: 0
 +
** Width: 320
 +
** Height: 240
 +
* 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
 +
* Rotation: 270°
  
<pre>
+
==== Open Source Scan Converter ====
--vfilter=.5:.5:.0:.0
 
--scan-mode=progressive
 
</pre>
 
  
=== Video scaling ===
+
These settings provide a 1× scaled image in a 3:2 240p59.7276 (13.5MHz÷866÷261) video output.
 +
Refer to [http://www.firebrandx.com/gbiosscoptimal.html FirebrandX] for Open Source Scan Converter configuration.
  
==== 4:3 fullscreen (Game Boy Advance) ====
+
Included as <code>gbisr-ossc.cli</code>, <code>gbisr-ossc.dol+cli</code> and <code>gbisr-ossc.gci</code>.
 +
Transcribed below for reference.
 +
 
 +
[[File:GBISR-OSSC.png|thumb]]
  
 
<pre>
 
<pre>
--zoom=2.375
+
--vfilter=.5:.5:.0:.5:.0:.5
--vfilter=.625:.1875:.1875
+
--format=custom,offset=0,scaled-size=0x0
--scan-mode=interlace
+
--scan-mode=non-interlace
 
</pre>
 
</pre>
  
<pre>
+
Important: Misuse will result in the wrong aspect ratio.
--zoom=2.375
+
These settings are mutually exclusive with a secondary display.
--scan-mode=progressive
+
 
</pre>
+
==== RetroTINK-4K ====
 +
 
 +
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.
  
==== 4:3 fullscreen (Game Boy Color) ====
+
If you're using GCVideo-DVI, under "Advanced settings", set "Fix resolution" to Off and "Digital color format" to YC422.
  
<pre>
+
Included as <code>gbisr-vision.cli</code>, <code>gbisr-vision.dol+cli</code> and <code>gbisr-vision.gci</code>.
--zoom=3
+
Transcribed below for reference.
--vfilter=.5:.25:.25
 
--scan-mode=interlace
 
</pre>
 
  
<pre>
+
[[File:GBISR-RT4K.png|thumb]]
--zoom=3
 
--vfilter=.5:.5:.0:.5:.0:.5
 
--scan-mode=non-interlace
 
</pre>
 
  
 
<pre>
 
<pre>
--zoom=3
+
--zoom=4:2
--scan-mode=progressive
+
--rotate=90
 +
--poll=2
 +
--no-overlay
 +
--scaler=nearest
 +
--profile=srgb
 +
--format=custom,offset=0,scaled-size=0x0
 +
--scan-mode=non-interlace,clock2x
 
</pre>
 
</pre>
  
==== 16:9 fullscreen ====
+
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", "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", "Color Correction Setup" and "Gamma/PQ", set "Input Factor" and "Output Factor" to 2.40. <br />
 +
In the RT4K menu under "Advanced Settings", "Color Correction Setup" and "Color Space Convertion", select "Apply Preset", "Game Boy Interface" and "Game Boy Interface". <br />
 +
In the RT4K menu under "Advanced Settings", "Color Correction Setup" and "Advanced Controls", set "Bit Crush" to 3 bits Removed.
 +
 
 +
==== RetroTINK-5X Pro ====
 +
 
 +
These settings provide a 1× scaled image in a 3:2 240p59.7387 (13.5MHz÷856÷264) video output.
 +
 
 +
Included as <code>gbisr-xrgb.cli</code>, <code>gbisr-xrgb.dol+cli</code> and <code>gbisr-xrgb.gci</code>.
 +
Transcribed below for reference.
 +
 
 +
[[File:GBISR-RT5X.png|thumb|Insurrection Industries Carby Component Cable]]
  
 
<pre>
 
<pre>
--zoom=2.25:3
+
--vfilter=.5:.5:.0:.5:.0:.5
--scan-mode=progressive
+
--format=custom-m,offset=0,scaled-size=0x0
 +
--scan-mode=non-interlace
 
</pre>
 
</pre>
  
== FAQs ==
+
Important: Misuse will result in the wrong aspect ratio.
 +
These settings are mutually exclusive with a secondary display.
  
[[File:GCVideo Progressive Scan.png|thumb|Progressive scan (720x480p)]]
+
In the RT5X menu, set "Output Res." to 1080p (UNDER), "H. Sampling" to Generic 4:3, "Interpolation" to Sharp, and "Video LPF" to Light.
  
=== How do I change Game Paks? ===
+
==== XRGB-mini Framemeister ====
  
# Hold the Reset Button.
+
These settings provide a 1× scaled image in a 3:2 240p59.7387 (13.5MHz÷856÷264) video output.
# Slide the Game Pak Ejector.
+
Refer to [http://www.firebrandx.com/framemeisterprofiles.html FirebrandX] for XRGB-mini Framemeister configuration.
# Insert a Game Pak into the Game Pak Slot.
+
 
# Release the Reset Button.
+
Included as <code>gbisr-xrgb.cli</code>, <code>gbisr-xrgb.dol+cli</code> and <code>gbisr-xrgb.gci</code>.
 +
Transcribed below for reference.
 +
 
 +
<pre>
 +
--vfilter=.5:.5:.0:.5:.0:.5
 +
--format=custom-m,offset=0,scaled-size=0x0
 +
--scan-mode=non-interlace
 +
</pre>
 +
 
 +
Important: Misuse will result in the wrong aspect ratio.
 +
These settings are mutually exclusive with a secondary display.
 +
 
 +
==== Computer monitors (Liquid-crystal display) ====
 +
 
 +
These settings provide a 2× scaled image in a 4:3 640×480p59.7276 video output.
 +
 
 +
In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" to On, "Fix resolution" to Off, and "Digital color format" to RGB-F.
 +
 
 +
<pre>
 +
--format=custom,offset=0,scaled-size=0x0
 +
--scan-mode=progressive
 +
</pre>
 +
 
 +
==== High-definition televisions ====
 +
 
 +
===== GCVideo-DVI =====
 +
 
 +
These settings provide a 3× scaled image, line doubled in a 16:9 720×960i59.7188 video output.  
  
=== Can I play [[wikipedia:Game Boy Advance Video|Game Boy Advance Video]]? ===
+
[[File:GBISR-GCDV.png|thumb]]
 
+
 
Yes. You can do so by disabling [[#--no-enhance|Game Boy Player enhancements]] (<code>--no-enhance</code>, or "Rumble: No" in Swiss), or holding a direction while the Game Boy Player logo is visible.
+
<pre>
 
+
--zoom=2.53125:3
=== What is the default video output? ===
+
--format=custom,offset=+2:-2,scaled-size=0x0
 
+
--scan-mode=non-progressive
* Interlaced Scan Mode: 1× in 4:3 720×240p59.8261 (reported by GCVideo-DVI as 704x240p60)
+
</pre>
* Progressive Scan Mode: 2× in 4:3 720×480p59.7276 (reported by GCVideo-DVI as 704x480p60)
+
 
 +
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 3× scaled image in a 16:9 720×480p59.7276 video output.
 +
 
 +
Included as <code>gbisr-direct-hdmi.cli</code>, <code>gbisr-direct-hdmi.dol+cli</code> and <code>gbisr-direct-hdmi.gci</code>.
 +
Transcribed below for reference.
 +
 
 +
<pre>
 +
--zoom=2.53125:3
 +
--format=custom,offset=0,scaled-size=0x0
 +
--scan-mode=progressive
 +
</pre>
 +
 
 +
Change the Aspect Ratio on the television to 16:9.
 +
 
 +
=== Video output ===
 +
 
 +
==== 120Hz black frame insertion (legacy) ====
 +
 
 +
<pre>
 +
--poll=2
 +
--vfilter=.5:.5:.0:.0
 +
--scan-mode=non-interlace,clock2x
 +
</pre>
 +
 
 +
==== 480p hybrid scanlines ====
 +
 
 +
<pre>
 +
--overlay=frame.tpl.gz
 +
--gamma=2.2:1.
 +
--scan-mode=progressive
 +
</pre>
 +
 
 +
==== 480p simple scanlines ====
 +
 
 +
<pre>
 +
--vfilter=.5:.5:.0:.0
 +
--scan-mode=progressive
 +
</pre>
 +
 
 +
=== Video scaling ===
 +
 
 +
==== 4:3 fullscreen (Game Boy Advance) ====
 +
 
 +
<pre>
 +
--zoom=2.375
 +
--vfilter=.625:.1875:.1875
 +
--scan-mode=interlace
 +
</pre>
 +
 
 +
<pre>
 +
--zoom=2.375
 +
--scan-mode=progressive
 +
</pre>
 +
 
 +
==== 4:3 fullscreen (Game Boy Color) ====
 +
 
 +
<pre>
 +
--zoom=3
 +
--vfilter=.5:.25:.25
 +
--scan-mode=interlace
 +
</pre>
 +
 
 +
<pre>
 +
--zoom=3
 +
--vfilter=.5:.5:.0:.5:.0:.5
 +
--scan-mode=non-interlace
 +
</pre>
 +
 
 +
<pre>
 +
--zoom=3
 +
--scan-mode=progressive
 +
</pre>
 +
 
 +
==== 16:9 fullscreen ====
 +
 
 +
<pre>
 +
--zoom=2.25:3
 +
--scan-mode=progressive
 +
</pre>
 +
 
 +
== FAQs ==
 +
 
 +
[[File:GCVideo Progressive Scan.png|thumb|Progressive scan (720x480p)]]
 +
 
 +
=== How do I change Game Paks? ===
 +
 
 +
# Hold the Reset Button.
 +
# Slide the Game Pak Ejector.
 +
# Insert a Game Pak into the Game Pak Slot.
 +
# Release the Reset Button.
 +
 
 +
=== Can I play [[wikipedia:Game Boy Advance Video|Game Boy Advance Video]]? ===
 +
 
 +
Yes. You can do so by disabling [[#--no-enhance|Game Boy Player enhancements]] (<code>--no-enhance</code>, or "Rumble: No" in Swiss), or holding a direction while the Game Boy Player logo is visible.
 +
 
 +
=== What is the default video output? ===
 +
 
 +
* Interlaced Scan Mode: 1× in 4:3 720×240p59.8261 (reported by GCVideo-DVI as 704x240p60)
 +
* Progressive Scan Mode: 2× in 4:3 720×480p59.7276 (reported by GCVideo-DVI as 704x480p60)
 +
 
 +
=== 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 AV to HDMI converter cycling through video standards? ===
 +
 
 +
It's confused by the [[wikipedia:PAL#Multisystem PAL support and "PAL 60"|PAL-60]] composite video signal being output by your PAL console.
 +
 
 +
As a workaround, you can set 50Hz Mode (<code>--format=pal</code>, or "Video Format: PAL" in Swiss). This has no effect on the game speed, but will appear stuttery.
 +
 
 +
=== Why is the picture blown out on my PAL console? ===
 +
 
 +
This is the result of using a cable intended for a NTSC console, typically aftermarket, on a PAL console.
 +
 
 +
Back when the AV Multi Out was first introduced, the PAL region had some passive components moved out of the system and into the cable.
 +
 
 +
As a workaround, you can halve [[#--vfilter|vertical filter coefficients]] (<code>--vfilter=.5</code>). Using this workaround is not recommended on the long term.
 +
 
 +
=== 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 ====
 +
 
 +
# Remove any accessory from the External Extension Connector.
 +
# Hold Start + Select while the Game Boy logo is visible.
 +
# Wait until the checksum is computed.
 +
# Compare with No-Intro's [https://datomatic.no-intro.org/ DAT-o-MATIC].
 +
# Press any button to continue.
 +
 
 +
==== EverDrive-GBA ====
 +
 
 +
# Turn off Quick Boot.
 +
# Select the ROM file.
 +
# Remove any accessory from the External Extension Connector.
 +
# Hold Start + Select while the Game Boy logo is visible.
 +
# Wait until the checksum is computed.
 +
# Compare with No-Intro's [https://datomatic.no-intro.org/ DAT-o-MATIC].
 +
# Press any button to continue.
 +
 
 +
==== EZ-Flash Omega ====
 +
 
 +
# Select the ROM file.
 +
# Press L + A on Clean Boot.
 +
# Remove any accessory from the External Extension Connector.
 +
# Hold Start + Select while the Game Boy logo is visible.
 +
# Wait until the checksum is computed.
 +
# Compare with No-Intro's [https://datomatic.no-intro.org/ DAT-o-MATIC].
 +
# Press any button to continue.
 +
 
 +
=== How do I re-enable the dumping utility? ===
 +
 
 +
Pass <code>default.mb.gz</code> as command-line argument.
 +
 
 +
== Changelog ==
  
=== Why am I seeing a double split image? ===
+
=== November, 2023 ===
 
 
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 AV to HDMI converter cycling through video standards? ===
 
 
 
It's confused by the [[wikipedia:PAL#Multisystem PAL support and "PAL 60"|PAL-60]] composite video signal being output by your PAL console.
 
 
 
As a workaround, you can set 50Hz Mode (<code>--format=pal</code>, or "Video Format: PAL" in Swiss). This has no effect on the game speed, but will appear stuttery.
 
 
 
=== Why is the picture blown out on my PAL console? ===
 
 
 
This is the result of using a cable intended for a NTSC console, typically aftermarket, on a PAL console.
 
 
 
Back when the AV Multi Out was first introduced, the PAL region had some passive components moved out of the system and into the cable.
 
 
 
As a workaround, you can halve [[#--vfilter|vertical filter coefficients]] (<code>--vfilter=.5</code>). Using this workaround is not recommended on the long term.
 
 
 
=== 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.
+
* Added color profiles for RetroTINK-4K.
 +
* Fixed detecting USB Gecko in Slot A.
  
If you're using analog video, set the video standard as "NTSC_M_J" rather than "NTSC_M" in the filter properties.
+
=== October, 2023 ===
  
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.
+
* Added +Control Pad rotation.
 +
* Added color rendering intent.
 +
* Updated color matrices by Pokefan531.
 +
* Updated 3D LUTs by Pokefan531.
  
=== How do I verify my Game Boy Advance ROM? ===
+
=== July–September, 2023 ===
  
==== Original, counterfeit or reproduction cartridge ====
+
* Added Memory Expansion Pak support.
 +
* Updated GBA ROM checksummer.
 +
* Improved GC Loader write support.
  
# Remove any accessory from the External Extension Connector.
+
=== February, 2023 ===
# Hold Start + Select while the Game Boy logo is visible.
 
# Wait until the checksum is computed.
 
# Compare with No-Intro's [https://datomatic.no-intro.org/ DAT-o-MATIC].
 
# Press any button to continue.
 
  
==== EverDrive-GBA ====
+
* Added Sloop color profile.
 +
* Added piecewise parametric curve.
 +
* Added turbo A/B Buttons.
 +
* Changed saturation to use luma coefficients from video color space.
 +
* Changed L/R Buttons filtering to remapping.
 +
* Fixed polling rate in various video modes.
  
# Turn off Quick Boot.
+
=== October–November, 2022 ===
# Select the ROM file.
 
# Remove any accessory from the External Extension Connector.
 
# Hold Start + Select while the Game Boy logo is visible.
 
# Wait until the checksum is computed.
 
# Compare with No-Intro's [https://datomatic.no-intro.org/ DAT-o-MATIC].
 
# Press any button to continue.
 
  
==== EZ-Flash Omega ====
+
* Added black frame insertion.
 +
* Updated GBA ROM checksummer.
  
# Select the ROM file.
+
=== July, 2022 ===
# Press L + A on Clean Boot.
 
# Remove any accessory from the External Extension Connector.
 
# Hold Start + Select while the Game Boy logo is visible.
 
# Wait until the checksum is computed.
 
# Compare with No-Intro's [https://datomatic.no-intro.org/ DAT-o-MATIC].
 
# Press any button to continue.
 
  
=== How do I re-enable the dumping utility? ===
+
* Added Gambatte and higan color profiles.
 +
* Updated GBA ROM checksummer.
 +
* Fixed issue with GC Loader and IPL replacements.
  
Pass <code>default.mb.gz</code> as command-line argument.
+
=== May–June, 2022 ===
  
== Changelog ==
+
* Added direct color palette setting.
 +
* Added turbo button.
 +
* Updated GBA ROM checksummer.
 +
* Improved SD card compatibility.
 +
* Changed reset combo to exit on hold.
 +
* Relaxed U+D/L+R cancelling.
 +
* Fixed minor issues.
  
 
=== January, 2022 ===
 
=== January, 2022 ===
  
 
* Added color blindness filters.
 
* Added color blindness filters.
 +
* Added L/R Buttons filtering control.
  
 
=== December, 2021 ===
 
=== December, 2021 ===

Latest revision as of 22:55, 26 November 2023

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
GBISR.png

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
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=<#rgbx,#rgbx,#rgbx,#rgbx>, --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

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

Game Boy Advance SP (AGS-101)

GBI Game Boy Advance SP.png

Using a contrast ratio of 600:1.

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

Game Boy Color

GBI Game Boy Color.png

Using a contrast ratio of 75:1.

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

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 Interface (ultra-low latency)

--control-spare=5
--delay-reset=0
--delay-video=0
--no-overlay
--scaler=nearest
--profile=srgb
--sound=digital
--format=custom,scaled-size=528x320,size=480x320

Game Boy Player Start-up Disc (60Hz)

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

GBISR Example Configuration.png
--control-spare=5
--delay-video=2
--profile=srgb
--contrast=.78125
--vfilter=.5:.25:.25
--sound=original
--format=ntsc,scaled-size=666x448,size=608x448
--scan-mode=interlace
--enhance

Game Boy Player Start-up Disc (50Hz)

--control-spare=5
--delay-reset=63
--delay-video=2
--profile=srgb
--contrast=.78125
--vfilter=.5:.25:.25
--sound=original
--format=pal,scaled-size=670x530,size=608x448
--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
--profile=srgb
--contrast=.7
--blend=.75
Kirby & The Amazing Mirror
--profile=srgb
--contrast=.6
--blend=.5625
Mario Kart: Super Circuit
--profile=srgb
--contrast=.65
--blend=.75
Metroid Fusion
--profile=srgb
--contrast=.7
--blend=.5625
Wario Land 4 and WarioWare, Inc.: Mega Microgame$
--profile=srgb
--contrast=.65
--blend=.5625
Yoshi's Island: Super Mario Advance 3
--profile=srgb
--contrast=.6
--blend=.5

Video optimization

Datapath VisionAV & VisionRGB

GCVideo-DVI v3.0 and later

These settings provide a 90° 4× scaled image in a 2:3 640×240p119.455 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.

Included as gbisr-vision.cli, gbisr-vision.dol+cli and gbisr-vision.gci. Transcribed below for reference.

--zoom=4:2
--rotate=90
--poll=2
--no-overlay
--scaler=nearest
--profile=srgb
--format=custom,offset=0,scaled-size=0x0
--scan-mode=non-interlace,clock2x
  • Rotation: 270°
  • Color Adjustments
    • Brightness: 32
    • Contrast: 128
    • Colour Domain: YUV (601) Limited

Datapath VisionRGB

Nintendo GameCube Component Video Cable

These settings provide a 90° 4× scaled image in a 3:4 240p119.455 (27MHz÷866÷261) video output.

Included as gbisr-vision.cli, gbisr-vision.dol+cli and gbisr-vision.gci. Transcribed below for reference.

--zoom=4:2
--rotate=90
--poll=2
--no-overlay
--scaler=nearest
--profile=srgb
--format=custom,offset=0,scaled-size=0x0
--scan-mode=non-interlace,clock2x
  • Resolution and Refresh
    • Width: 320
    • Height: 240
    • Vertical Refresh: 119.45
  • Video Adjustments
    • Horizontal Position: 85
    • Horizontal Size: 433
    • Phase: 27
    • Vertical Position: 18
    • Black Level: 8
  • Cropping
    • Top: 0
    • Left: 0
    • Width: 320
    • Height: 240
  • 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
  • Rotation: 270°

Open Source Scan Converter

These settings provide a 1× scaled image in a 3:2 240p59.7276 (13.5MHz÷866÷261) video output. Refer to FirebrandX for Open Source Scan Converter configuration.

Included as gbisr-ossc.cli, gbisr-ossc.dol+cli and gbisr-ossc.gci. Transcribed below for reference.

GBISR-OSSC.png
--vfilter=.5:.5:.0:.5:.0:.5
--format=custom,offset=0,scaled-size=0x0
--scan-mode=non-interlace

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

RetroTINK-4K

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.

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

Included as gbisr-vision.cli, gbisr-vision.dol+cli and gbisr-vision.gci. Transcribed below for reference.

GBISR-RT4K.png
--zoom=4:2
--rotate=90
--poll=2
--no-overlay
--scaler=nearest
--profile=srgb
--format=custom,offset=0,scaled-size=0x0
--scan-mode=non-interlace,clock2x

In the RT4K menu under "Profiles" and "Load Profile", select "Load Default".
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.
In the RT4K menu under "Advanced Settings", "Scaling/Crop Setup" and "Input Crop", set "RoTATE (Beta)" to 90 Deg Left.
In the RT4K menu under "Advanced Settings", "Scaling/Crop Setup" and "Scaler", set "Aspect Correction" to 1:1 (Sq. Pixel).
In the RT4K menu under "Advanced Settings", "Color Correction Setup" and "Gamma/PQ", set "Input Factor" and "Output Factor" to 2.40.
In the RT4K menu under "Advanced Settings", "Color Correction Setup" and "Color Space Convertion", select "Apply Preset", "Game Boy Interface" and "Game Boy Interface".
In the RT4K menu under "Advanced Settings", "Color Correction Setup" and "Advanced Controls", set "Bit Crush" to 3 bits Removed.

RetroTINK-5X Pro

These settings provide a 1× scaled image in a 3:2 240p59.7387 (13.5MHz÷856÷264) video output.

Included as gbisr-xrgb.cli, gbisr-xrgb.dol+cli and gbisr-xrgb.gci. Transcribed below for reference.

Insurrection Industries Carby Component Cable
--vfilter=.5:.5:.0:.5:.0:.5
--format=custom-m,offset=0,scaled-size=0x0
--scan-mode=non-interlace

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, and "Video LPF" to Light.

XRGB-mini Framemeister

These settings provide a 1× scaled image in a 3:2 240p59.7387 (13.5MHz÷856÷264) video output. Refer to FirebrandX for XRGB-mini Framemeister configuration.

Included as gbisr-xrgb.cli, gbisr-xrgb.dol+cli and gbisr-xrgb.gci. Transcribed below for reference.

--vfilter=.5:.5:.0:.5:.0:.5
--format=custom-m,offset=0,scaled-size=0x0
--scan-mode=non-interlace

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

Computer monitors (Liquid-crystal display)

These settings provide a 2× scaled image in a 4:3 640×480p59.7276 video output.

In the GCVideo menu under "Advanced settings", set "Chroma Interpolation" to On, "Fix resolution" to Off, and "Digital color format" to RGB-F.

--format=custom,offset=0,scaled-size=0x0
--scan-mode=progressive

High-definition televisions

GCVideo-DVI

These settings provide a 3× scaled image, line doubled in a 16:9 720×960i59.7188 video output.

GBISR-GCDV.png
--zoom=2.53125:3
--format=custom,offset=+2:-2,scaled-size=0x0
--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 3× scaled image in a 16:9 720×480p59.7276 video output.

Included as gbisr-direct-hdmi.cli, gbisr-direct-hdmi.dol+cli and gbisr-direct-hdmi.gci. Transcribed below for reference.

--zoom=2.53125:3
--format=custom,offset=0,scaled-size=0x0
--scan-mode=progressive

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

Video output

120Hz black frame insertion (legacy)

--poll=2
--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 "Rumble: No" in Swiss), or holding a direction while the Game Boy Player logo is visible.

What is the default video output?

  • Interlaced Scan Mode: 1× in 4:3 720×240p59.8261 (reported by GCVideo-DVI as 704x240p60)
  • Progressive Scan Mode: 2× in 4:3 720×480p59.7276 (reported by GCVideo-DVI as 704x480p60)

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 AV to HDMI converter cycling through video standards?

It's confused by the PAL-60 composite video signal being output by your PAL console.

As a workaround, you can set 50Hz Mode (--format=pal, or "Video Format: PAL" in Swiss). This has no effect on the game speed, but will appear stuttery.

Why is the picture blown out on my PAL console?

This is the result of using a cable intended for a NTSC console, typically aftermarket, on a PAL console.

Back when the AV Multi Out was first introduced, the PAL region had some passive components moved out of the system and into the cable.

As a workaround, you can halve vertical filter coefficients (--vfilter=.5). Using this workaround is not recommended on the long term.

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

November, 2023

  • Added color profiles for RetroTINK-4K.
  • Fixed detecting USB Gecko in Slot A.

October, 2023

  • Added +Control Pad rotation.
  • Added color rendering intent.
  • Updated color matrices by Pokefan531.
  • Updated 3D LUTs by Pokefan531.

July–September, 2023

  • Added Memory Expansion Pak support.
  • Updated GBA ROM checksummer.
  • Improved GC Loader write support.

February, 2023

  • Added Sloop color profile.
  • Added piecewise parametric curve.
  • Added turbo A/B Buttons.
  • Changed saturation to use luma coefficients from video color space.
  • Changed L/R Buttons filtering to remapping.
  • Fixed polling rate in various video modes.

October–November, 2022

  • Added black frame insertion.
  • Updated GBA ROM checksummer.

July, 2022

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

May–June, 2022

  • Added direct color palette setting.
  • Added turbo button.
  • Updated GBA ROM checksummer.
  • Improved SD card compatibility.
  • Changed reset combo to exit on hold.
  • Relaxed U+D/L+R cancelling.
  • Fixed minor issues.

January, 2022

  • Added color blindness filters.
  • Added L/R Buttons filtering control.

December, 2021

  • Added hue/saturation controls.
  • Updated GBA-as-GC controller.
  • Enabled input viewer to be out of bounds.

November, 2021

  • Added quick color profiles.
  • Updated color matrices by Pokefan531.
  • Updated 3D LUTs by Pokefan531.
  • Updated GBA ROM checksummer.
  • Fixed issues with GC Loader.

August, 2021

  • Disabled GBC widescreen mode.

June, 2021

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

February–April, 2021

  • Added control type E² and E³.
  • Updated GBA-as-GC controller.

January, 2021

  • 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.
  • Updated 3D LUTs by Pokefan531.
  • Improved system stability.
  • Improved SD card compatibility.
  • Changed default video format to avoid PAL-M with digital AV.
  • Changed default 3D LUT order to GBR.

May–June, 2020

  • Added control type E¹.
  • Added disc spin-down.
  • Added GC Loader read-only support.

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.