Gameboy Advance RGB NTSC

The place for all discussion on gaming hardware
Post Reply
12345
Posts: 144
Joined: Sat May 31, 2014 11:08 am

Re: Gameboy Advance RGB NTSC

Post by 12345 »

Ok one last thing you could try: Try switching between the DVI and HDMI setting. Also often results in a different color space.
User avatar
Thomago
Posts: 588
Joined: Fri Oct 26, 2012 7:01 pm
Location: Germany

Re: Gameboy Advance RGB NTSC

Post by Thomago »

Nah, that does nothing :(
User avatar
BazookaBen
Posts: 2159
Joined: Thu Apr 17, 2008 8:09 pm
Location: North Carolina

Re: Gameboy Advance RGB NTSC

Post by BazookaBen »

Maybe the weird refresh rate is somehow effecting the color processing on 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 »

That would be my guess too.
Smashbro29
Posts: 532
Joined: Thu Dec 15, 2011 2:46 am

Re: Gameboy Advance RGB NTSC

Post by Smashbro29 »

Is 240p any better than 480p on the mini?
User avatar
Thomago
Posts: 588
Joined: Fri Oct 26, 2012 7:01 pm
Location: Germany

Re: Gameboy Advance RGB NTSC

Post by Thomago »

Yes. The Mini's 240p handling is top-notch; 480p handling however is rather lackluster.
Smashbro29
Posts: 532
Joined: Thu Dec 15, 2011 2:46 am

Re: Gameboy Advance RGB NTSC

Post by Smashbro29 »

Thomago wrote:Yes. The Mini's 240p handling is top-notch; 480p handling however is rather lackluster.
But isn't that really only about which input you use? I know it sucks at using component via D-terminal but I was told a viable solution was to transcode it to RGB.
User avatar
bobrocks95
Posts: 3663
Joined: Mon Apr 30, 2012 2:27 am
Location: Kentucky

Re: Gameboy Advance RGB NTSC

Post by bobrocks95 »

Both are true, the Mini handles 240p better and certain inputs better. Since GBA games are low-resolution anyway, there's nothing to be gained by getting the GBI to run in 480p if you have a Mini.
PS1 Disc-Based Game ID BIOS patch for MemCard Pro and SD2PSX automatic VMC switching.
User avatar
BazookaBen
Posts: 2159
Joined: Thu Apr 17, 2008 8:09 pm
Location: North Carolina

Re: Gameboy Advance RGB NTSC

Post by BazookaBen »

bobrocks95 wrote:Both are true, the Mini handles 240p better and certain inputs better. Since GBA games are low-resolution anyway, there's nothing to be gained by getting the GBI to run in 480p if you have a Mini.
Indeed, for example, 720p is a perfect 3x 240p. Starting from 480p though, get's you a weird 1.5x scale which doesn't work as well.
Smashbro29
Posts: 532
Joined: Thu Dec 15, 2011 2:46 am

Re: Gameboy Advance RGB NTSC

Post by Smashbro29 »

bobrocks95 wrote:Both are true, the Mini handles 240p better and certain inputs better. Since GBA games are low-resolution anyway, there's nothing to be gained by getting the GBI to run in 480p if you have a Mini.
Interesting. I emu_kidid says without an SD card adapter I can't load swiss and then GBI so I'm outta luck unless there's a way to boot Melee in 240p over component.
bobrocks95 wrote:Indeed, for example, 720p is a perfect 3x 240p. Starting from 480p though, get's you a weird 1.5x scale which doesn't work as well.
Speaking of this 3:2 is not 4:3 and the Gameboy/Color also have their own aspect ratio. I'm going to try to make profiles That make it all perfect and as blown up as possible.
Last edited by Smashbro29 on Mon Aug 24, 2015 3:28 am, edited 1 time in total.
BONKERS
Posts: 425
Joined: Thu Dec 11, 2014 10:41 am

Re: Gameboy Advance RGB NTSC

Post by BONKERS »

It's not 4:3, but it's 1:1 scaled within that window.
320x240 x 3 = 960x720
240x160 within that x3 =720x480 with 960x720
Image
An alternative would be if you could scale 240p to 4x in a 720p window 1:1 allowing the 160p GBA signal to scale 4x to 960x640
That'd also work nicely for GB games too, taking 160x144 to 640x576 at 4x Scale. Ideally though on a 1080p set, GB/GBC should be 7x7.
Within the confines of the GBI and the 240p signal, at 1080p you'd need to scale 240p 7x7 as well but only showing it at a 1:1 ratio. (Cropping and not Zoomed)
Smashbro29
Posts: 532
Joined: Thu Dec 15, 2011 2:46 am

Re: Gameboy Advance RGB NTSC

Post by Smashbro29 »

BONKERS wrote:It's not 4:3, but it's 1:1 scaled within that window.
320x240 x 3 = 960x720
240x160 within that x3 =720x480 with 960x720
http://u.cubeupload.com/MrBonk/scaling.png
An alternative would be if you could scale 240p to 4x in a 720p window 1:1 allowing the 160p GBA signal to scale 4x to 960x640
That'd also work nicely for GB games too, taking 160x144 to 640x576 at 4x Scale. Ideally though on a 1080p set, GB/GBC should be 7x7.
Within the confines of the GBI and the 240p signal, at 1080p you'd need to scale 240p 7x7 as well but only showing it at a 1:1 ratio. (Cropping and not Zoomed)
Image

I found this while thinking about how to utilize the space. Feel like it's a helpful visual aid of what we're trying to do here.

Seemingly 3:2 is a bit wider. I'm thinking how do we use the most of the 1080p space as possible.

I'm reading your post more thoroughly and it seems like if crop off the 4:3 space on top and bottom that aren't being used we'll definitely have more room to play with.
User avatar
Einzelherz
Posts: 1279
Joined: Wed Apr 09, 2014 2:09 am

Re: Gameboy Advance RGB NTSC

Post by Einzelherz »

Smashbro29 wrote:
BONKERS wrote:It's not 4:3, but it's 1:1 scaled within that window.
320x240 x 3 = 960x720
240x160 within that x3 =720x480 with 960x720
http://u.cubeupload.com/MrBonk/scaling.png
An alternative would be if you could scale 240p to 4x in a 720p window 1:1 allowing the 160p GBA signal to scale 4x to 960x640
That'd also work nicely for GB games too, taking 160x144 to 640x576 at 4x Scale. Ideally though on a 1080p set, GB/GBC should be 7x7.
Within the confines of the GBI and the 240p signal, at 1080p you'd need to scale 240p 7x7 as well but only showing it at a 1:1 ratio. (Cropping and not Zoomed)
Image

I found this while thinking about how to utilize the space. Feel like it's a helpful visual aid of what we're trying to do here.

Seemingly 3:2 is a bit wider. I'm thinking how do we use the most of the 1080p space as possible.

I'm reading your post more thoroughly and it seems like if crop off the 4:3 space on top and bottom that aren't being used we'll definitely have more room to play with.
There's a difference with searching for pixel perfect/integer scaling and maximum stretch.
Smashbro29
Posts: 532
Joined: Thu Dec 15, 2011 2:46 am

Re: Gameboy Advance RGB NTSC

Post by Smashbro29 »

Einzelherz wrote:
There's a difference with searching for pixel perfect/integer scaling and maximum stretch.
Cool, what? I figured GBA games use the entire space.
User avatar
Einzelherz
Posts: 1279
Joined: Wed Apr 09, 2014 2:09 am

Re: Gameboy Advance RGB NTSC

Post by Einzelherz »

Smashbro29 wrote:
Einzelherz wrote:
There's a difference with searching for pixel perfect/integer scaling and maximum stretch.
Cool, what? I figured GBA games use the entire space.
You're talking about filling up the entire screen, which is fine, but you'll have a scale of 6.75 (on a 1080 high screen) so the pixels will not be multiplied by a full integer. This would also require devices to accept a 160p type signal, which they don't.

OR you could have the 240x160 maxxed in a 240p signal which would be 1.5x scaling. So for every two real pixels three will be displayed, which leads to a lack of sharpness + interpolation issues. Then if you scale that to full screen on a 1080 it'll scale 4.5x more (giving you the 6.75) further blurring the screen. (My mathing here may not be 100%, btw.)

Most of the guys here want perfect integer scaling, myself included, at least on a fixed pixel display.
Smashbro29
Posts: 532
Joined: Thu Dec 15, 2011 2:46 am

Re: Gameboy Advance RGB NTSC

Post by Smashbro29 »

Einzelherz wrote:
Smashbro29 wrote:
Einzelherz wrote:
There's a difference with searching for pixel perfect/integer scaling and maximum stretch.
Cool, what? I figured GBA games use the entire space.
You're talking about filling up the entire screen, which is fine, but you'll have a scale of 6.75 (on a 1080 high screen) so the pixels will not be multiplied by a full integer. This would also require devices to accept a 160p type signal, which they don't.

OR you could have the 240x160 maxxed in a 240p signal which would be 1.5x scaling. So for every two real pixels three will be displayed, which leads to a lack of sharpness + interpolation issues. Then if you scale that to full screen on a 1080 it'll scale 4.5x more (giving you the 6.75) further blurring the screen. (My mathing here may not be 100%, btw.)

Most of the guys here want perfect integer scaling, myself included, at least on a fixed pixel display.
Interesting, its just that after playing with those FBX profiles I'm pretty spoiled. Look great and fills the screen.

So with perfect integer scaling how much black bar space are we talking here?
12345
Posts: 144
Joined: Sat May 31, 2014 11:08 am

Re: Gameboy Advance RGB NTSC

Post by 12345 »

Again, just use ZOOM_SIZE 75 and V_WIDTH 31 and you'll get what you're looking for.
Last edited by 12345 on Tue Aug 25, 2015 5:58 pm, edited 1 time in total.
User avatar
bobrocks95
Posts: 3663
Joined: Mon Apr 30, 2012 2:27 am
Location: Kentucky

Re: Gameboy Advance RGB NTSC

Post by bobrocks95 »

It's what, a 160p image inside a 240p frame? With 6x scaling you'd get to 960p, which is 60 black lines at the top and bottom.
PS1 Disc-Based Game ID BIOS patch for MemCard Pro and SD2PSX automatic VMC switching.
Smashbro29
Posts: 532
Joined: Thu Dec 15, 2011 2:46 am

Re: Gameboy Advance RGB NTSC

Post by Smashbro29 »

12345 wrote:Again, just use ZOOM_SIZE 75 and V_WIDTH 31 and you'll get what you're looking for.
See but now I'm hearing what I wanted isn't gonna look great, so what's the proper scaling settings?

Right now I'm stuck at 480p, I need my SD card adapter to come in so I can try 240p and be on the same page as everyone.

But I'm only thinking of ideas within my limited knowledge, I come to the forums to be told what I'm doing wrong so this is great.
BONKERS
Posts: 425
Joined: Thu Dec 11, 2014 10:41 am

Re: Gameboy Advance RGB NTSC

Post by BONKERS »

Einzelherz wrote:
Smashbro29 wrote:
Einzelherz wrote:
There's a difference with searching for pixel perfect/integer scaling and maximum stretch.
Cool, what? I figured GBA games use the entire space.
You're talking about filling up the entire screen, which is fine, but you'll have a scale of 6.75 (on a 1080 high screen) so the pixels will not be multiplied by a full integer. This would also require devices to accept a 160p type signal, which they don't.

OR you could have the 240x160 maxxed in a 240p signal which would be 1.5x scaling. So for every two real pixels three will be displayed, which leads to a lack of sharpness + interpolation issues. Then if you scale that to full screen on a 1080 it'll scale 4.5x more (giving you the 6.75) further blurring the screen. (My mathing here may not be 100%, btw.)

Most of the guys here want perfect integer scaling, myself included, at least on a fixed pixel display.
1.5x1.5 isn't 3 though. It's 2.25x. Which is good for Anti-Aliasing. But for upscaling pixel perfect.


If you want the biggest integer 240x160 scaled to 1080p. You essentially need the GBA to take up 1440x960 worth of space.

Image
Image
User avatar
Thomago
Posts: 588
Joined: Fri Oct 26, 2012 7:01 pm
Location: Germany

Re: Gameboy Advance RGB NTSC

Post by Thomago »

I actually tried, for several hours, to zoom the GBI's output to a 1280x800 (DVI mode!) res. Unfortunately the Framemeister wouldn't let me, as it alway cropped the picture to a 4:3 frame, despite the 16:10 output resolution :?
User avatar
Einzelherz
Posts: 1279
Joined: Wed Apr 09, 2014 2:09 am

Re: Gameboy Advance RGB NTSC

Post by Einzelherz »

BONKERS wrote: 1.5x1.5 isn't 3 though. It's 2.25x. Which is good for Anti-Aliasing. But for upscaling pixel perfect.


If you want the biggest integer 240x160 scaled to 1080p. You essentially need the GBA to take up 1440x960 worth of space.
What part did I mention 1.5x by 1.5x? Not being snippy, just confused.
12345
Posts: 144
Joined: Sat May 31, 2014 11:08 am

Re: Gameboy Advance RGB NTSC

Post by 12345 »

Smashbro29 wrote:
12345 wrote:Again, just use ZOOM_SIZE 75 and V_WIDTH 31 and you'll get what you're looking for.
See but now I'm hearing what I wanted isn't gonna look great, so what's the proper scaling settings?
THIS is the setting for proper 6X scaling for a 240p input (160p in a 240p frame) at 1080p output. Your results will look like the pictures BONKERS posted. You even get proper scanlines, as described several pages ago.
BONKERS
Posts: 425
Joined: Thu Dec 11, 2014 10:41 am

Re: Gameboy Advance RGB NTSC

Post by BONKERS »

Einzelherz wrote:
BONKERS wrote: 1.5x1.5 isn't 3 though. It's 2.25x. Which is good for Anti-Aliasing. But for upscaling pixel perfect.


If you want the biggest integer 240x160 scaled to 1080p. You essentially need the GBA to take up 1440x960 worth of space.
What part did I mention 1.5x by 1.5x? Not being snippy, just confused.
You mentioned
240x160 maxxed in a 240p signal which would be 1.5x scaling. So for every two real pixels three will be displayed
That to me sounded like you were doing 1.5 + 1.5 = 3
I misunderstood what you meant I think

Now that I am doing the math (320/240) X (240/160) = 1.3333333333333333333333333333333 X 1.5
Smashbro29
Posts: 532
Joined: Thu Dec 15, 2011 2:46 am

Re: Gameboy Advance RGB NTSC

Post by Smashbro29 »

12345 wrote:
Smashbro29 wrote:
12345 wrote:Again, just use ZOOM_SIZE 75 and V_WIDTH 31 and you'll get what you're looking for.
See but now I'm hearing what I wanted isn't gonna look great, so what's the proper scaling settings?
THIS is the setting for proper 6X scaling for a 240p input (160p in a 240p frame) at 1080p output. Your results will look like the pictures BONKERS posted. You even get proper scanlines, as described several pages ago.
I really appreciate your enthusiasm in helping me. When I'm able to load in 240p when I get my SD memory card I'll definitely give it a shot and show you how it looks.
User avatar
Einzelherz
Posts: 1279
Joined: Wed Apr 09, 2014 2:09 am

Re: Gameboy Advance RGB NTSC

Post by Einzelherz »

BONKERS wrote:
Einzelherz wrote:
BONKERS wrote: 1.5x1.5 isn't 3 though. It's 2.25x. Which is good for Anti-Aliasing. But for upscaling pixel perfect.


If you want the biggest integer 240x160 scaled to 1080p. You essentially need the GBA to take up 1440x960 worth of space.
What part did I mention 1.5x by 1.5x? Not being snippy, just confused.
You mentioned
240x160 maxxed in a 240p signal which would be 1.5x scaling. So for every two real pixels three will be displayed
That to me sounded like you were doing 1.5 + 1.5 = 3
I misunderstood what you meant I think

Now that I am doing the math (320/240) X (240/160) = 1.3333333333333333333333333333333 X 1.5
I did make a mistake, actually. I scaled the vertical res but forgot the gba was wider than SDTV so I should have scaled the horizontal. So instead of the 1.5x it should have been 1.33x.
Stainomo
Posts: 63
Joined: Fri Apr 13, 2012 2:01 pm
Location: Belgium

Re: Gameboy Advance RGB NTSC

Post by Stainomo »

This might have been asked here but couldn't immediately find it.

How does this compare to a Super Game Boy 2? Buying a Gameboy player or Super Game Boy 2 is about the same price - I have both an Pal Gamecube and a Super Famicom with an RGB cable so I can choose.
User avatar
Thomago
Posts: 588
Joined: Fri Oct 26, 2012 7:01 pm
Location: Germany

Re: Gameboy Advance RGB NTSC

Post by Thomago »

Just in case... you know that the Game Boy Player play GBA games and the Super Game Boy 2 doesn't? Makes a comparison kind of moot imho.
Stainomo
Posts: 63
Joined: Fri Apr 13, 2012 2:01 pm
Location: Belgium

Re: Gameboy Advance RGB NTSC

Post by Stainomo »

Thomago wrote:Just in case... you know that the Game Boy Player play GBA games and the Super Game Boy 2 doesn't? Makes a comparison kind of moot imho.
I know but right now i'm not too interrested in GBA, i only had original gameboy games when it was current gen :)
BONKERS
Posts: 425
Joined: Thu Dec 11, 2014 10:41 am

Re: Gameboy Advance RGB NTSC

Post by BONKERS »

IIRC The SGB2 still doesn't have quite the correct aspect ratio. And can't play GBC only games (?_
But for GB games you'll be fine
Post Reply