That's an excellent idea. Using the new loader's 16:9 mode, ULL and zooming manually with the FM will probably produce the ideal picture. Big as can be and even enough for scanlines.
And it would only get better if you used this circuitSpoiler
to change to the cable type because the FM still kinda sucks at component.
They're officially discontinued but you could probably find them elsewhere like ebay or whatnot. Retrousb does have NES --> GC adapters and they're pretty good for games that only need 2 buttons to play with.
The Hori controller isn't that great imo. The big A button makes it awkward to use for Gameboy games and the dpad is too stiff for my tastes. I hope Extrems manages to add support for original GBA as controllers. If not I might search for a SNES > GCN adapter like opt2not linked.
They're officially discontinued but you could probably find them elsewhere like ebay or whatnot. Retrousb does have NES --> GC adapters and they're pretty good for games that only need 2 buttons to play with.
They're officially discontinued but you could probably find them elsewhere like ebay or whatnot. Retrousb does have NES --> GC adapters and they're pretty good for games that only need 2 buttons to play with.
Rapheal has a lot of different adapters for many systems, and I would recommend his products in a heartbeat. The best thing is he's constantly working on them, and if you ever come across a problem, just contact him and he'll get you a replacement or fix promptly.
So Raphnet or the other one? I've heard raphnet has no input lag on other adapters before.
And how do the buttons get mapped on the one you have? That's a pretty big deal, probably wanna have Y be my "B" and B be my "A" and the Raphnet seems to have that option.
Yeah some of Raphnet's adapters have different configurations you can enable on powering-up. I don't think the SNES-->GC adapter has different settings, but I know his SNES-->PSX adapter has 7 different configs. As for the Retrousb one, there aren't any options for different configurations that I know of. I'll have to check it when I get home from work.
In looking into those adapters I decided that all I'd really need is for the L and R buttons to be enabled (as L and R) instead of an emulator shortcut in the first alternate mode you access with start. That would let you use the y + b route or the a + b route depending on preference, and both would be usable for Gameboy up through GBA if the shoulders are added back in.
12345 wrote:1. The cheapest you can get is by buying a XenoGC and using a WiikeySD (or knockoff). You could also burn an Iso instead of using a key, provided you have got the modchip.
2. The ULL version works perfectly with the framemeister. I have to admit I could use some help on adjusting the sync level more stably though. Any recommendations?
3. I figured you can get up to 6x scale by setting the ZOOM_SIZE to 75. Even scanlines work at this setting (if you adjust V_WIDTH as well) and you only have to live with small boarders.
Hope this helps.
BTW:
@blizzz
If you read this: Thanks for requesting the GBA-controller mode on gc-forever
Are we talking 1080p or 720p output with the framemeister?
Cheers!
Are PAL Cubes as good for running this as NTSC Cubes are ?
Not talking about the output signal, but I'm thinking about clock precision. As in PAL SNES or MD running at 60Hz without a crystal mod and thus not running at the same exact speed as genuine NTSC units.
Fudoh wrote:Are PAL Cubes as good for running this as NTSC Cubes are ?
Not talking about the output signal, but I'm thinking about clock precision. As in PAL SNES or MD running at 60Hz without a crystal mod and thus not running at the same exact speed as genuine NTSC units.
The Gamecube uses the same master clock for both PAL and NTSC units. I don't remember what value the actual crystal on the board has (likely 27.0 or 54.0 MHz), but all timings are based around integer multiples or fractions of 54.0 MHz regardless of the region.
(random trivia: see here for a history of Rec. 601, which standardized a common 13.5MHz sampling frequency for both PAL and NTSC)
If you've done this yourself could you give the exact settings?
ZOOM_SIZE: 75 and V_WIDTH: 31 should do the job. You might already be familiar with other settings like H/V-SCALER (4/7), SHARPNESS 0, PICTURE... Just have a look at other 240p profiles.
Just a brief question to everybody who uses the ULL version:
Do you also realize heavy tearing the longer you play or is it just me? On games like Kirby: Nightmare in Dreamland I get wavy tearing as soon as the character/picture scrolls, especially vertically. When there is no motion, no tearing is present. The effect appears after 5-10 minutes of gaming and is not permanent. Any thoughts?
If you've done this yourself could you give the exact settings?
ZOOM_SIZE: 75 and V_WIDTH: 31 should do the job. You might already be familiar with other settings like H/V-SCALER (4/7), SHARPNESS 0, PICTURE... Just have a look at other 240p profiles.
If its all the same to you I'd really appreciate a profile from you, I'm not the most adept with the settings.
BazookaBen wrote:The tearing only happens once every couple of hours and only lasts for a couple minutes, so it's no big deal for me.
Yes, I can confirm that it stops after a couple of minutes. Nevertheless I had two games (Sonic Advance 2 and Kirby: Nightmare in Dreamland, in case anybody else wants to confirm this) which started tearing within the first 10 minutes of gameplay. I haven't played a lot of other games though to see what's causing this. Gotta do some tests with different sync levels, I guess, and see if it's doing anything with the issue.
I encounter the tearing as well; it seems to be inherent to the ULL-mode's signal as changing the Framemeister's sync options does nothing.
Also, while I'm at it: Does anybody else have the problem that the ULL-mode's signal is very low-contrast? In comparison, the LL-mode's signal looks absolutely perfect...
A new version of the Gameboy Interface has been posted by Extrems, here's the release notes:
Added return to autoexec.dol
Added memory card distribution files.
Added auto-cropping for Game Boy screenshots.
Optimized video rendering.
Compressed with LZMA2.
Reduced coil whine.
Also introducing an exploit for Super Smash Bros. Melee co-developed with Dan Salvato.
This first release may be imperfect. To activate, go to VS. Mode and Name Entry.
Look at the inner ring on the shiny side of the disc for matching version.
This is great news for anyone who was unable to get the SD Media Launcher before it sold out. You should be able to load the Melee save onto a Gamecube memory card with a softmodded Wii, and it looks like you choose whichever save matches your version of Melee. GCMM should work for this, though I'm not brushed up on my Wii homebrew these days.
You can also back out to the SD Media Launcher's menu, and the optimized video rendering may fix some tearing issues for people.
bobrocks95 wrote:A new version of the Gameboy Interface has been posted by Extrems, here's the release notes:
Added return to autoexec.dol
Added memory card distribution files.
Added auto-cropping for Game Boy screenshots.
Optimized video rendering.
Compressed with LZMA2.
Reduced coil whine.
Also introducing an exploit for Super Smash Bros. Melee co-developed with Dan Salvato.
This first release may be imperfect. To activate, go to VS. Mode and Name Entry.
Look at the inner ring on the shiny side of the disc for matching version.