Nt Mini - Castlevania: The Adventure GB Core |
Pro : Highest Quality Digital and Analog Video & Audio, Cartridges and Expansion Devices Not Required, NES Controller Support
Con : Most Expensive, Nt Minis Not Currently Produced, Occasional Compatibility Issues, No Zero-Delay HDMI Mode, Special Cartridges Not Supported
Supported : Game Boy, Game Boy Color
Required : Nt Mini, SD Card
The Analogue Nt Mini is an FPGA-based console that supports the NES and optionally supports a Game Boy and a Game Boy Color core in its jailbreak firmware. This allows you to load GB and GBC ROMs via SD card and play them via HDMI. The GB and GBC use a 160x144 resolution with a 1:1 pixel aspect ratio. These cores support up to a 7.5x vertical scale and up to 12x horizontal scale, so you can achieve an ideal upscaled image of 1120x1008. The cores will allow you to load any official GB, SGB or GBC bootstrap ROM if you wish for that extra degree of authenticity.
The GBC core, with the GBC bootstrap ROM loaded, will apply the same colorization that an original GBC does. The GB core essentially forces a monochrome palette and fixes a few compatibility issues with GB games run on a GBC. There is no option to change the colors displayed by the GB core. The Nt Mini has only NES and NSF Player cores built-in, and loading the GB/GBC cores takes approximately 30 seconds off an SD card. Switching between the GB and GBC cores happens instantaneously.
Nt Mini - Super Mario Bros. Deluxe GBC Core |
The Nt Mini supports original wired NES controllers, which is ideal for GB and GBC. It also came with an 8bitdo NES30 controller, so you did not need to supply a controller. The engineer behind the Nt Mini did discuss making cartridge adapters for many of the systems the Nt Mini supports, including Game Boy, but those have not come to fruition at the time of this writing.
Nt Mini - Super Mario Land Analog RGB Capture |
In Analog mode, you might think that video should run at the GB and GBC's native refresh rate, 59.7275Hz. Additionally, the Nt Mini supports high quality analog output. RGB, Component Video, S-Video and Composite Video are all possible through its HD-15 port with appropriate cables. However, in Analog mode the Game Boy core is implemented like the Wideboy peripheral that allowed developers to output Game Boy games to the NES. The frame rate is the NES's frame rate, 60.988Hz and the GB's 160x144 active display is centered within the NES's 256x240 display. Unlike the Wideboy, the Nt Mini can run GBC in this manner. Buffering is still required, as it is with the Super Game Boy or the Game Boy Player.
Nt Mini - Donkey Kong GBC Core with GBC Bootrom Coloe Palette |
The biggest issue with the Nt Mini as a current option for 1080p GB/GBC play is that it is not currently available. It was last sold in August-September of 2017 and Analogue has since then been manufacturing the Super Nt and then the Mega Sg. The only likely way to obtain one is through eBay, where you can expect to spend over $1,000 on the console. In the past year, Nt Mini's have gone for over $2,000, although the median price at the time of this writing appears to be about $1,500.
Super Nt - SGB2 Super Mario Land (with Predefined Palette) |
Pro : Least Expensive Solution, Digital Video, Exclusive Functionality, SNES Controller Support
Con : Audio Filtering, Super Game Boy Frame Interpolation and Speed Up (for SGB1), Fewest Games Supported
Supported : Game Boy, Super Game Boy
Required : Super Nt, Super Game Boy or Super Game Boy 2
The Analogue Super Nt is an FPGA-based SNES console, and through its cartridge port it does support the Super Game Boy expansions. The SGB contains a standard Nintendo GB CPU(/APU/PPU) chip and works without an issue in the Super Nt.
The Super Game Boy works with the SNES to deliver Game Boy graphics and audio to the player. Every frame the SGB sends all the data of the active GB screen to the SNES's PPU. The game are displayed as a 160x144 window within a 256x224 resolution screen. The Super Nt can scale 256x224 graphics to a 5x/5x scale in 1080p mode. This will give the active GB display a resolution of 800x720 and the full display a resolution of 1280x1120 (1080 lines visible). Unlike the original SNES, which uses a 1.14 PAR, the Super Nt has no difficulties with displaying a 1:1 PAR using its scalers.
The SGB can apply colorful borders to the non-active display area and can change the palette to any four colors that the SNES can display (15-bit color, 32,768 colors). Many later GB games had support for special features when used by the SGB such as more colorful graphics, sound effects produced by the SNES APU, two player support using the SNES's 2nd controller port. The Super Nt is the only method in this article that supports these features in HDMI.
Super Nt - SGB Konami Classic Collection Vol. 1 (Re-released for SGB) |
The original SGB sped up the internal GB CPU so Nintendo wouldn't have to add another crystal to the SGB's PCB. This results in a slight but audible increase in pitch. Nintendo fixed this issue with the SGB2, but that was only released in Japan. If you don't own an SGB, they can be secured for less than $20, but an SGB2 will likely have to be imported from Japan and costs over $40 + shipping. If you want to modify your SGB for the proper speed, the proper mod is easy to perform and at $15 is a no-brainer. It doesn't add the communication port on the SGB2. If you had two Super Nts, two SGB2s, two cartridges or flash carts, two monitors and a link cable, you could play two player GB games as though you had two handhelds.
Super Nt - SGB Donkey Kong (Fully Enhanced Game) |
There was never and can never be a Super Game Boy Color because the SNES's PPU just does not have the bandwidth to accept much more than 2-bit monochrome 160x144 frames. The GBC outputs 15-bit color 160x144 frames. This is why other system expansions for the SNES, and there have been expansions released that support NES, Genesis and GBA, output their video via analog video connections directly on the expansion device.
Super Nt - GB Space Invaders "Arcade Mode" |
One benefit to the Super Nt and the Super Game Boys is that you can use any Super Game Boy (including 2) from any region in the Super Nt, whereas you cannot in original systems without modifying the cartridge slot and defeating the lockout chip (for PAL SGBs in NTSC systems and vice versa). However, Space Invaders for GB, which has a SNES version of the game which loads into the SNES's RAM, is region locked. You need to set the region of the Super Nt appropriately to play the SNES version depending on which region's cartridge or ROM you are using.
GameCube GBI High Fidelity 360p - GBA - Super Mario Advance 3: Super Mario World |
3. The Game Boy Player with Game Boy Interface
Pros : Most Faithful Overall Solution, Many Configuration Options, Greatest Number of Games Supported
Cons : Complex Setup, Reliance on Analog Video, GameCube Controller not Ideal
Supported : Game Boy, Game Boy Color, Game Boy Advance
Required : GameCube with Digital A/V Port, Game Boy Player, SD Media Launcher (or some other method of booting homebrew software on GameCube), GameCube Component Cable, Open Source Scan Converter or XRGB-mini Framemeister
GameCube GBI High Fidelity 360p - GBA - Metroid Fusion |
GameCube GBI High Fidelity 360p - GBC - Shantae |
GameCube GBI High Fidelity 360p - GBC - Konami Collection Vol. 1 |
While the hardware to this point has been official, the software required to achieve 1080p is decidedly unofficial. You need to use those two pillars of the GameCube homebrew community, swiss and Game Boy Interface. Before you can do that, you need a method to load homebrew software on your GameCube. Most people use SD Media Launcher, which lets you load software via SD card and comes with an Action Replay boot disc and an SD-to-Memory Card adapter.
GameCube GBI High Fidelity 360p - GB - Ninja Gaiden Shadow |
GBI has an excellent feature, support for 360p mode. This is really a 960x360 mode with oversampling. This mode can be line doubled or tripled by the OSSC to give a 1080p image. Its biggest benefit is that it eliminates the excess border, leaving only vertical strips for GBA games and single border for GBC and GB games compared the double border of the 240p mode. The GBHIHF OSSC preset .DOL executable starts out in this mode. For the Datapath, use a capture window of 480x360, a horizontal size of 600 and a phase of 21. The result is a 6x/6x scale for the GBA, GBC or GB.
GameCube GBI High Fidelity 360p - GB - Alleyway |
As the Game Boy Player has a GBA Game Link port, you can play multiplayer games in a similar manner as described above for the Super Nt and Super Game Boy.
Great article! I appreciate you writing this!
ReplyDelete4. Mister FPGA
ReplyDeletePros : Digital Video, USB Controller Support, ROMs Based, Super Game Boy Enhanced Pallete, Can run 2 systems at once with a virtual link cable, and Many Other Systems/Cores Supported
Cons : Little expensive, A Bit Complex Support, Looks Bare an Enclosure
Supported: From Atari to Neo Geo (and PS1 too)
This post is a bit out of date, MiSTer now has a core dedicated to the Super Game Boy, so it can handle all the features from that combination of SNES and Game Boy, not just palettes.
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