Gameboy Advance RGB NTSC

The place for all discussion on gaming hardware
Post Reply
User avatar
bobrocks95
Posts: 3663
Joined: Mon Apr 30, 2012 2:27 am
Location: Kentucky

Re: Gameboy Advance RGB NTSC

Post by bobrocks95 »

12345 wrote:Perfect! Does any of these changes apply to the ULL version?

Edit: Screen tearing is still present in the ULL version. I think we need to contact Extrems about it. I'm not sure if he's aware of this issue.
I quoted him above and it seems he's aware some people are getting tearing, but you can feel free to mention it to him. Are you using a Framemeister? It's weird that some see no tearing whatsoever and some see it immediately.
PS1 Disc-Based Game ID BIOS patch for MemCard Pro and SD2PSX automatic VMC switching.
User avatar
Thomago
Posts: 588
Joined: Fri Oct 26, 2012 7:01 pm
Location: Germany

Re: Gameboy Advance RGB NTSC

Post by Thomago »

While you're at it I'd like to ask again: Is anyone of you getting a washed-out, low-contrast picture in ULL mode? Cause that's the case here.
User avatar
BazookaBen
Posts: 2159
Joined: Thu Apr 17, 2008 8:09 pm
Location: North Carolina

Re: Gameboy Advance RGB NTSC

Post by BazookaBen »

Tearing wasn't a big deal for me at all on my PVM, because it happened so infrequently. Are the people with lots of tearing using XRGB's?
User avatar
Einzelherz
Posts: 1279
Joined: Wed Apr 09, 2014 2:09 am

Re: Gameboy Advance RGB NTSC

Post by Einzelherz »

Also, I wouldn't mind a list of the games people are seeing tearing in. I keep loading up the fastest moving games I can find and they're all pretty smooth.

I assume the new LL version still has no screen enlargement. I think that's the only thing I miss from the factory version.
User avatar
Fudoh
Posts: 13044
Joined: Mon Mar 06, 2006 3:29 am
Location: Germany
Contact:

Re: Gameboy Advance RGB NTSC

Post by Fudoh »

I assume the new LL version still has no screen enlargement. I think that's the only thing I miss from the factory version.
but that's why the original player is running at 480i or 480p. You can't expect any kind of proper zoom function when going from 192p to 240p.
12345
Posts: 144
Joined: Sat May 31, 2014 11:08 am

Re: Gameboy Advance RGB NTSC

Post by 12345 »

To answer all your questions:

1. Yes, I use the framemeister but tearing seems to come from the source since it is reproducable on every setup. So far I've seen it on 3 different games, after about 10 minutes of gameplay: Kirby: Nightmare in Dreamland, Kirby's dreamland (GB), Sonic Advance 2. Any other games I should test?

2. Contrast is fine on the ULL version apart from some games like Super mario Advance 2, which looks very washed out in comparison to the SNES version. As far as I know this is caused by software optimization, introduced to make games look alright on the original GBA screen.

3. If you use a framemeister every additional zoom function introduced by the gamecube is pointless imo. Just use the framemeister's ZOOM option, keep the aspect ratio and leave the source untouched. By doing this you can keep the performance the ULL version provides.
Smashbro29
Posts: 532
Joined: Thu Dec 15, 2011 2:46 am

Re: Gameboy Advance RGB NTSC

Post by Smashbro29 »

I got this working with Home Bros: http://www.gc-forever.com/forums/viewto ... =38&t=3023

I noticed that when I loaded Melee in 480i and tried to load GBI I just got weird garbage at the very top and sound , the mini reported 480i.

I had to load Melee in 480p and then it worked in 480p, but how do I get it to load in 240p? How do I get it to load in fake widescreen so I can use most of my screen? And how do I switch games?

I'm using ULL.

Another thing I noticed is if I changed the output resolution on the mini while GBI is on it won't work, it needs to be set before booting or while Melee is on.

Looks like this, any advice for settings?:
Spoiler
Image
Last edited by Smashbro29 on Wed Aug 19, 2015 8:34 pm, edited 1 time in total.
12345
Posts: 144
Joined: Sat May 31, 2014 11:08 am

Re: Gameboy Advance RGB NTSC

Post by 12345 »

Smashbro29 wrote: I had to load Melee in 480p and then it worked in 480p, but how do I get it to load in 240p? How do I get it to load in fake widescreen so I can use most of my screen? .
Just use SWISS to load the corresponding settings? I'd just stick with 4:3 since it's closer to the original aspect ratio.
Smashbro29 wrote: Another thing I noticed is if I changed the output resolution on the mini while GBI is on it won't work, it needs to be set before booting or while Melee is on.
Rebooting the mini should also fix that.
Smashbro29
Posts: 532
Joined: Thu Dec 15, 2011 2:46 am

Re: Gameboy Advance RGB NTSC

Post by Smashbro29 »

Just use SWISS to load the corresponding settings? I'd just stick with 4:3 since it's closer to the original aspect ratio.
I don't think you can load Swiss using Home Bros without an sd card adapter. Also why should we get "closer"? We have upscalers, lets get the exact aspect ratio.
12345
Posts: 144
Joined: Sat May 31, 2014 11:08 am

Re: Gameboy Advance RGB NTSC

Post by 12345 »

Smashbro29 wrote:
Just use SWISS to load the corresponding settings? I'd just stick with 4:3 since it's closer to the original aspect ratio.
I don't think you can load Swiss using Home Bros without an sd card adapter.
Use a larger memory card?
Smashbro29 wrote:
Also why should we get "closer"? We have upscalers, lets get the exact aspect ratio.
Why would you want 16:9 if the source is 3:2? 4:3 is perfectly fine if you have an upscaler and closer to the original aspect ratio.
Smashbro29
Posts: 532
Joined: Thu Dec 15, 2011 2:46 am

Re: Gameboy Advance RGB NTSC

Post by Smashbro29 »

Use a larger memory card?
From the Home Bros post:
I have a Memory Card 59 and the SD Card Adapter. Can I load Swiss?
Yes. Put it as "autoexec.dol" on the SD card and quit Game Boy Interface.

I'm not an expert but it seems you need the SD Card Adapter. I hope I'm wrong, could save money.
Why would you want 16:9 if the source is 3:2? 4:3 is perfectly fine if you have an upscaler and closer to the original aspect ratio.
Going off the screenshots on GC-forever 16:9 mode looked pretty good (and isn't actually 16:9) but that's not my point, whatever the aspect ratio is let's just get that pixel for pixel.
MidOrFeed2015
Posts: 168
Joined: Wed Jul 01, 2015 9:11 am

Re: Gameboy Advance RGB NTSC

Post by MidOrFeed2015 »

DasFool wrote:I recently picked up a Sony PVM-20L5 monitor and I'm trying to figure out the least expensive way to get Gameboy advance games in RGB on it. I am familiar with the retrorgb site and they say the component cable looked the best. What I'm wondering is, wouldn't the PAL RGB SCART output be the best for this? Looking on RetroRGB, for some reason, the PAL 480i RGB looks terrible and fuzzy. Can anyone comment on this?
I don't have any pictures, but the best output I've gotten is using component on gamecube with the GBP and homebrew called GBL (the ultra low latency version). This provides accurate fps and it also renders at 240p. To fill up the screen, I reserve underscan in 480p mode just for it, and go into the degauss+enter menu to stretch it. There's no quality loss at all when doing this and it's still pixel perfect. I don't need underscan for any other 480p device, and I just switch it off. That is my saving grace actually. I'm glad I can switch on the fly to fullscreen GBA, otherwise I'd have to modify the width/height all the time since PVM lacks geometry settings that can be saved. If underscan is a bit dim, I guess just up the contrast or brightness a bit.

This method also renders the disc obsolete, which is great. I was alternatively doing Swiss homebrew, then having to swap to GBP disc and setting its resolution to force 240p. It was too much work, and even using a GBP iso wasn't working. YOU CAN EVEN set GBL-Ultra Low Latency to auto-boot on startup, and this way I technically have my Gamecube as a sort of automatic GBA machine. It's great, and I'd suggest doing this method.
12345
Posts: 144
Joined: Sat May 31, 2014 11:08 am

Re: Gameboy Advance RGB NTSC

Post by 12345 »

Smashbro29 wrote:
Use a larger memory card?
From the Home Bros post:
I have a Memory Card 59 and the SD Card Adapter. Can I load Swiss?
Yes. Put it as "autoexec.dol" on the SD card and quit Game Boy Interface.
If you ONLY have a 59 block memory card, it will not fit since SWISS needs more than 100 blocks. Therefore I don't see why it wouldn't work on a larger MC.

@MidOrFeed2015
This is what everyone has been talking about all the time in this thread...
User avatar
Thomago
Posts: 588
Joined: Fri Oct 26, 2012 7:01 pm
Location: Germany

Re: Gameboy Advance RGB NTSC

Post by Thomago »

12345 wrote:Contrast is fine on the ULL version apart from some games like Super mario Advance 2, which looks very washed out in comparison to the SNES version. As far as I know this is caused by software optimization, introduced to make games look alright on the original GBA screen.
What I'm talking about isn't due to software optimization, but a general problem, for every game. What's perfect black in the LL version (e. g. everything ouside the area that GB and GBA games are mapped to) is a dark gray in the ULL version; what's pure white in the LL version (e. g. the backdrops of some Final Fantasy game's title screens) is a light gray in the ULL version. The whole contrast range is compressed.
User avatar
BazookaBen
Posts: 2159
Joined: Thu Apr 17, 2008 8:09 pm
Location: North Carolina

Re: Gameboy Advance RGB NTSC

Post by BazookaBen »

Thomago wrote:What I'm talking about isn't due to software optimization, but a general problem, for every game. What's perfect black in the LL version (e. g. everything ouside the area that GB and GBA games are mapped to) is a dark gray in the ULL version; what's pure white in the LL version (e. g. the backdrops of some Final Fantasy game's title screens) is a light gray in the ULL version. The whole contrast range is compressed.
What set up do you have? A CRT? Framemeister?
User avatar
Thomago
Posts: 588
Joined: Fri Oct 26, 2012 7:01 pm
Location: Germany

Re: Gameboy Advance RGB NTSC

Post by Thomago »

BazookaBen wrote:What set up do you have? A CRT? Framemeister?
Framemeister it is.
User avatar
BazookaBen
Posts: 2159
Joined: Thu Apr 17, 2008 8:09 pm
Location: North Carolina

Re: Gameboy Advance RGB NTSC

Post by BazookaBen »

My guess would be that your Framemeister is doing something weird, because it looks fine on my PVM.
User avatar
bobrocks95
Posts: 3663
Joined: Mon Apr 30, 2012 2:27 am
Location: Kentucky

Re: Gameboy Advance RGB NTSC

Post by bobrocks95 »

Since the component cables are expensive, what type of cables are you using? Over S-Video The ULL version is in black-and-white, so perhaps it's related and has something to do with chroma sampling?
PS1 Disc-Based Game ID BIOS patch for MemCard Pro and SD2PSX automatic VMC switching.
User avatar
Thomago
Posts: 588
Joined: Fri Oct 26, 2012 7:01 pm
Location: Germany

Re: Gameboy Advance RGB NTSC

Post by Thomago »

I use RGB (I have a PAL Gamecube).
I could use Component as well - I have the cable - but for some reason (probably sync-related) it doesn't work in ULL mode; all I get is a black screen. Is that normal? Might all be related...
User avatar
BazookaBen
Posts: 2159
Joined: Thu Apr 17, 2008 8:09 pm
Location: North Carolina

Re: Gameboy Advance RGB NTSC

Post by BazookaBen »

Thomago wrote:I use RGB (I have a PAL Gamecube).
Well I guess we need someone else with a PAL GCN and a CRT to chime in to see if it's an RGB thing.
12345
Posts: 144
Joined: Sat May 31, 2014 11:08 am

Re: Gameboy Advance RGB NTSC

Post by 12345 »

@Thomago

I think I might have found a solution to your issue. In order to be absolutely sure could provide more info?
1. What output range (FULL/LIMITED) and set (AUTO/RGB) do you use on the Framemeister?
2. You mentioned the LL version, what about the regular version?
User avatar
Thomago
Posts: 588
Joined: Fri Oct 26, 2012 7:01 pm
Location: Germany

Re: Gameboy Advance RGB NTSC

Post by Thomago »

1. I'm using FULL/RGB. Changing these options doesn't help.
2. The regular version has a fine picture as well. As do all other sources.
12345
Posts: 144
Joined: Sat May 31, 2014 11:08 am

Re: Gameboy Advance RGB NTSC

Post by 12345 »

Maybe your framemeister is in failsafe mode while/after trying to load GBI-ULL.
Try this: Set the framemeister to AUTO/FULL and switch it off along with your consoles and TV. Next, switch on your TV and set the AV-channel, then turn on the mini and after that your console.
The change can only be seen after a total reboot of all your gear otherwise it won't work correctly. Maybe I'm going to do a small write-up later on in the main thread to explain the details.

In any case, regarding the different versions:
1. The regular GBI.dol (not the LL one) has a gamut correction built in to make the colors look closer to the original GBA screen.
2. Both the full version and the LL one seem to use a different color space than the ULL one. I don't know if this is intended or not but if I launch the ULL version under RGB/LIMITED for example, I get a similar issue like the one Thomago described, mostly affecting the black level. So while I see "black" as black in the regular/LL one, it appears as grey in the ULL one.
User avatar
Thomago
Posts: 588
Joined: Fri Oct 26, 2012 7:01 pm
Location: Germany

Re: Gameboy Advance RGB NTSC

Post by Thomago »

12345 wrote: Maybe your framemeister is in failsafe mode while/after trying to load GBI-ULL.
Try this: Set the framemeister to AUTO/FULL and switch it off along with your consoles and TV. Next, switch on your TV and set the AV-channel, then turn on the mini and after that your console.
The change can only be seen after a total reboot of all your gear otherwise it won't work correctly. Maybe I'm going to do a small write-up later on in the main thread to explain the details.
Didn't help :(
12345
Posts: 144
Joined: Sat May 31, 2014 11:08 am

Re: Gameboy Advance RGB NTSC

Post by 12345 »

Rising/lowering BLACK by +/-7 and BRIGHTNESS by +/-2 should also approximate the color spaces.
User avatar
Thomago
Posts: 588
Joined: Fri Oct 26, 2012 7:01 pm
Location: Germany

Re: Gameboy Advance RGB NTSC

Post by Thomago »

If it was so easy... :?

The contrast range is so very compressed that the Framemeister's brightness/contrast controls find their limit: I can either get a perfect black and a muted white or the other way around; getting both ends of the contrast range perfect just doesn't work.
User avatar
BazookaBen
Posts: 2159
Joined: Thu Apr 17, 2008 8:09 pm
Location: North Carolina

Re: Gameboy Advance RGB NTSC

Post by BazookaBen »

Thomago wrote:If it was so easy... :?

The contrast range is so very compressed that the Framemeister's brightness/contrast controls find their limit: I can either get a perfect black and a muted white or the other way around; getting both ends of the contrast range perfect just doesn't work.
Do you have an RGB capable CRT laying anywhere you can try this with? I really feel like it shouldn't be the ULL's fault.
User avatar
Thomago
Posts: 588
Joined: Fri Oct 26, 2012 7:01 pm
Location: Germany

Re: Gameboy Advance RGB NTSC

Post by Thomago »

BazookaBen wrote:Do you have an RGB capable CRT laying anywhere you can try this with? I really feel like it shouldn't be the ULL's fault.
If you had asked this about a year ago, I would've had an old crappy CRT TV at my disposal... but not anymore.
12345
Posts: 144
Joined: Sat May 31, 2014 11:08 am

Re: Gameboy Advance RGB NTSC

Post by 12345 »

Could you give more details on which color and A/D settings you use? Have you tried resetting the Framemeister?
User avatar
Thomago
Posts: 588
Joined: Fri Oct 26, 2012 7:01 pm
Location: Germany

Re: Gameboy Advance RGB NTSC

Post by Thomago »

Hah, just found another crappy old CRT TV. No (visibly) compressed contrast range there - this seems indeed to be a Framemeister-related problem! The tearing however showed up there as well (as expected).

As for my settings: Apart from a slightly increased AD-LEVEL I use standard settings. Brightness, colors... all at stock settings - a perfect fit for every source but the GBI ULL mode. Resetting the Framemeister does nothing.
Post Reply