Gameboy Advance RGB NTSC
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Fudoh
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Re: Gameboy Advance RGB NTSC
I really can't imagine that there are technically differences between the players.
Orginal GBA systems can be linked to the GBA players, so their internal clocks have to be identical through all revisions, versions and regions. At the same time, the video output through the Cube will always be straight NTSC, so there will always be the same clock difference.
Orginal GBA systems can be linked to the GBA players, so their internal clocks have to be identical through all revisions, versions and regions. At the same time, the video output through the Cube will always be straight NTSC, so there will always be the same clock difference.
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lettuce
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Re: Gameboy Advance RGB NTSC
Be interesting to see how the Retron5 will display GBA games when its released in a few months time
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pcb_revival
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Re: Gameboy Advance RGB NTSC
There is another device on the market.
GameBoy Player for SNES from Tototek.
http://www.tototek.com/store/index.php? ... cts_id=168
GameBoy Player for SNES from Tototek.
http://www.tototek.com/store/index.php? ... cts_id=168
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Fudoh
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Re: Gameboy Advance RGB NTSC
yeah, great, with composite output - thanks, but no thanks 
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ApolloBoy
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Re: Gameboy Advance RGB NTSC
And no way to mod it for anything better either.Fudoh wrote:yeah, great, with composite output - thanks, but no thanks
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Drakon
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Re: Gameboy Advance RGB NTSC
Jesus just look at that pcb:ApolloBoy wrote:And no way to mod it for anything better either.Fudoh wrote:yeah, great, with composite output - thanks, but no thanks


No video encoder to be found..
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trap15
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Re: Gameboy Advance RGB NTSC
Glorious gloptops! 
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Tranquilite
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Re: Gameboy Advance RGB NTSC
One fun idea:
Pick up a capture modded DS, view GBA games on PC, find a way to output said video on your fancy monitor. Pure digital signal path until you display it. Of course getting a modern computer to output 15khz rgb can be a little tricky, and I'm not entirely sure if/how much lag there would be or if the frame-rate mismatch would still exist.
Pick up a capture modded DS, view GBA games on PC, find a way to output said video on your fancy monitor. Pure digital signal path until you display it. Of course getting a modern computer to output 15khz rgb can be a little tricky, and I'm not entirely sure if/how much lag there would be or if the frame-rate mismatch would still exist.
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Fudoh
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Re: Gameboy Advance RGB NTSC
The preview window of those modded DS/3DS units is not framelocked, so you get a certain amount of tearing through your PC monitor.
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Smashbro29
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Re: Gameboy Advance RGB NTSC
So I'm reading through this, is there anyway to get the right clockspeed via hardware to an upscaler or TV?
Any new developments?
Any new developments?
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bobrocks95
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Re: Gameboy Advance RGB NTSC
Since you've already bumped this, I will say that I've always wondered why a crystal mod couldn't be done on the GBP just like on the Super Gameboy to bring it to a proper speed. I know clock rates are gotten off other chips, then multiplied and divided to different values. Are the speeds too close to each other to fix with a crystal? Or perhaps my poor understanding of the subject is showing.
Also related to the GBP, myself and a couple other people on the GC-Forever forums bugged the author of video patches in Swiss enough that he implemented 240p forcing. Works great on a lot of games, but it's not currently working on the GBP. It's speculated that when Swiss adds in multi-DOL patching, the GBP will work, but nobody's sure.
Also related to the GBP, myself and a couple other people on the GC-Forever forums bugged the author of video patches in Swiss enough that he implemented 240p forcing. Works great on a lot of games, but it's not currently working on the GBP. It's speculated that when Swiss adds in multi-DOL patching, the GBP will work, but nobody's sure.
Last edited by bobrocks95 on Thu Jul 17, 2014 10:41 pm, edited 2 times in total.
PS1 Disc-Based Game ID BIOS patch for MemCard Pro and SD2PSX automatic VMC switching.
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Smashbro29
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Re: Gameboy Advance RGB NTSC
I couldn't help it, I'm so curious if this has been cracked. If there is any way to get the correct resolution and frame rate to a TV or upscaler.
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bobrocks95
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Re: Gameboy Advance RGB NTSC
Thinking a bit more on it, I think a crystal mod if possible could maybe make the game run slightly slower than it would on actual hardware. The option of that over the stuttering would be preferred for some people though I imagine.
PS1 Disc-Based Game ID BIOS patch for MemCard Pro and SD2PSX automatic VMC switching.
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Smashbro29
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Re: Gameboy Advance RGB NTSC
Just a thought, but if we were working with an upscaler like the XRGB mini couldn't it iron out the discrepancies in framerate without really slowing down or speeding up anything?bobrocks95 wrote:Thinking a bit more on it, I think a crystal mod if possible could maybe make the game run slightly slower than it would on actual hardware. The option of that over the stuttering would be preferred for some people though I imagine.
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Fudoh
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Re: Gameboy Advance RGB NTSC
no. To deliver smooth results any upscaler has to framelock the output to the input, meaning that the output has to be 100% the same as the input.
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Smashbro29
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Re: Gameboy Advance RGB NTSC
So GBA on TV is kind of a lost cause?
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bobrocks95
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Re: Gameboy Advance RGB NTSC
This thread on Assembler games shows promise, but the guy had no luck when switching out oscillators: http://www.assemblergames.com/forums/sh ... Player-PCBSmashbro29 wrote:So GBA on TV is kind of a lost cause?
PS1 Disc-Based Game ID BIOS patch for MemCard Pro and SD2PSX automatic VMC switching.
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Smashbro29
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Re: Gameboy Advance RGB NTSC
I had also read there's some input lag added by the player due to upscaling, how true is that?
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bobrocks95
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Re: Gameboy Advance RGB NTSC
Quite the topic shift, but yes, I've heard that the Player has some input lag. I don't know if it's due to any upscaling or not, but I've never noticed it on a CRT. Then again I wasn't ever looking for it.
PS1 Disc-Based Game ID BIOS patch for MemCard Pro and SD2PSX automatic VMC switching.
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Smashbro29
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Re: Gameboy Advance RGB NTSC
I'm trying to cover any angle I can, getting the perfect GBA on TV solution is something I've become very interested in, especially as there's no Gameboy Color Player.
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bobrocks95
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Re: Gameboy Advance RGB NTSC
There's always the Wide-Boy 64 if you're willing to drop a few hundred to get a Gameboy Color Player.
PS1 Disc-Based Game ID BIOS patch for MemCard Pro and SD2PSX automatic VMC switching.
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Smashbro29
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Re: Gameboy Advance RGB NTSC
Well I figure at this point why not just find the GBA solution?
I've heard of the Wideboy, that is absurdly priced.
I've heard of the Wideboy, that is absurdly priced.
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tcancian
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Re: Gameboy Advance RGB NTSC
I don't have much knowledge on this subject but has anyone ever checked what those pads might be?

They remind me a lot of this:

They might be nothing at all or maybe pads for the EXT port but since there's no separate video encoder IC to be found we might as well take it that it's built in the glob thing, and the traces from the solder pads are leading there... I think this is well worth investigating since the performance of this cartridge is actually pretty good. I don't have one (yet) so I can't experiment on it.

They remind me a lot of this:

They might be nothing at all or maybe pads for the EXT port but since there's no separate video encoder IC to be found we might as well take it that it's built in the glob thing, and the traces from the solder pads are leading there... I think this is well worth investigating since the performance of this cartridge is actually pretty good. I don't have one (yet) so I can't experiment on it.
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BuckoA51
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Re: Gameboy Advance RGB NTSC
I took an in-depth look at GBA emulation in Retroarch recently and I have to say I was pretty impressed, here's my write-up - http://www.videogameperfection.com/2014 ... ig-screen/
OSSC Forums - http://www.videogameperfection.com/forums
Please check the Wiki before posting about Morph, OSSC, XRGB Mini or XRGB3 - http://junkerhq.net/xrgb/index.php/Main_Page
Please check the Wiki before posting about Morph, OSSC, XRGB Mini or XRGB3 - http://junkerhq.net/xrgb/index.php/Main_Page
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Smashbro29
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Re: Gameboy Advance RGB NTSC
How is this better than Higan? Higan is actually as accurate as it gets.BuckoA51 wrote:I took an in-depth look at GBA emulation in Retroarch recently and I have to say I was pretty impressed, here's my write-up - http://www.videogameperfection.com/2014 ... ig-screen/
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Ed Oscuro
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Re: Gameboy Advance RGB NTSC
What's cycle-accuracy if it's not fully developed yet? Reportedly the GBA core in Higan still has a ways to go (I haven't seen anything up-to-the-minute on this).
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ChuChu Flamingo
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Re: Gameboy Advance RGB NTSC
So you compared two different game versions? I don't think that is a fair test.ZellSF wrote:It's not a lot of input lag, but it's most definitely there, I just tested it to make sure my memory wasn't messing with me.Ghegs wrote:I've never felt this input lag either, and I've played quite a few games on my Game Boy Player, ZAS and Batman: ROTJ not too long ago.
Euro GameCube, euro GBP, euro disc, outputting RGB through the official SCART cable to a CRT.
Then I booted my SNES (to verify that the CRT wasn't the issue) and Super Mario World again (good thing the game is on both platforms) and when testing that... I found myself overcompensating for input lag that wasn't there.
Yeah there was enough input lag in the Gameboy Player to make me noticeably overcompensate when immediately playing another version of the game.
It's lag free on a real GBA, before you ask.
It would be interesting (and I'm hopeful someone can test) if that is different between versions (again, I'm doubtful).
With that said, why hasn't anyone created a perfect gba out with proper frequency. A CRT should be able to sync to it.
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Ed Oscuro
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Re: Gameboy Advance RGB NTSC
He said he compared on three platforms - GBA, GBA player (same game), and the SNES version. That's about as good a test as can be arranged really. The SNES version might not act like a control in this case but it should give an expectation as to what lag should be like - IF the GBA game can actually achieve this.
Agreed with the proper RGB out comments being made; that'd be spiff. However, it's obvious that the market for such a thing wouldn't be as large as the RGBNES, because you'd still get a humbar. RGBNES doesn't get this because its RGB output is at a NTSC framerate, and thus plays nice with upscalers. An RGBA (ehh texture formats) would seem to require a variable refresh display. So...wait until there's a Micomsoft scaler with adaptive refresh (and displays to match) and try again.
Agreed with the proper RGB out comments being made; that'd be spiff. However, it's obvious that the market for such a thing wouldn't be as large as the RGBNES, because you'd still get a humbar. RGBNES doesn't get this because its RGB output is at a NTSC framerate, and thus plays nice with upscalers. An RGBA (ehh texture formats) would seem to require a variable refresh display. So...wait until there's a Micomsoft scaler with adaptive refresh (and displays to match) and try again.
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BuckoA51
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Re: Gameboy Advance RGB NTSC
Exactly this.What's cycle-accuracy if it's not fully developed yet? Reportedly the GBA core in Higan still has a ways to go (I haven't seen anything up-to-the-minute on this).
I'd imagine there has to be some in this configuration since the GBA content was never interlaced in the first place.It's not a lot of input lag, but it's most definitely there, I just tested it to make sure my memory wasn't messing with me.
OSSC Forums - http://www.videogameperfection.com/forums
Please check the Wiki before posting about Morph, OSSC, XRGB Mini or XRGB3 - http://junkerhq.net/xrgb/index.php/Main_Page
Please check the Wiki before posting about Morph, OSSC, XRGB Mini or XRGB3 - http://junkerhq.net/xrgb/index.php/Main_Page
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ZellSF
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Re: Gameboy Advance RGB NTSC
I compared Super Mario World on the GBA and the GBA player. How else are you going to test the GBA player?ChuChu Flamingo wrote:So you compared two different game versions? I don't think that is a fair test.ZellSF wrote:It's not a lot of input lag, but it's most definitely there, I just tested it to make sure my memory wasn't messing with me.Ghegs wrote:I've never felt this input lag either, and I've played quite a few games on my Game Boy Player, ZAS and Batman: ROTJ not too long ago.
Euro GameCube, euro GBP, euro disc, outputting RGB through the official SCART cable to a CRT.
Then I booted my SNES (to verify that the CRT wasn't the issue) and Super Mario World again (good thing the game is on both platforms) and when testing that... I found myself overcompensating for input lag that wasn't there.
Yeah there was enough input lag in the Gameboy Player to make me noticeably overcompensate when immediately playing another version of the game.
It's lag free on a real GBA, before you ask.
It would be interesting (and I'm hopeful someone can test) if that is different between versions (again, I'm doubtful).
I only booted up the SNES version to verify the display itself wasn't lagging (it's a CRT, so very unlikely, but still has to be ruled out).
That's one thing I'm very curious about. Does the Gameboy Player lag more or less in 480p? Obviously, the CRT doesn't lag displaying 480i, but does the Gamecube create lag when creating a 480i image?I'd imagine there has to be some in this configuration since the GBA content was never interlaced in the first place.
Not investing in Gamecube component cables to figure out though, as the refresh rate would still be wrong and emulation would still be the preferable option imo.
BTW: please don't say "I play in 480p and it doesn't lag at all" in response to this unless you've also verified it does lag in 480i on a SD CRT (I know this goes without saying for most people here).