A circuit-level redesign of the Game Boy Advance
github.com
github.com
Feel free to ask me any questions about this or the CGZ, I'll answer anything that's not a variation of "will you be releasing/selling it?" :)
I have no plans to sell or open-source these two projects. They were passion projects of mine and while I understand everyone and their mothers who've come across them would like to try building them, I made this for myself. The Reddit posts and Github repos are just for me to share my achievements and enjoy the 15 minutes of fame I get among the retro modding community, and hopefully they inspire someone else to make something of their own.
I've already had a few run-ins recently with people who can't respect these wishes and feel entitled to get a slice of the pie.
Can you post the schematics? I'm really curious on how you changed things (LCD bias, debounce circuit, etc.)
Also, can you post a pic of the back with components populated, outside of the case?
Thanks!!
I won't be sharing the schematics, though if you have any specific questions about something, I can try to answer as best I can.
RE: LCD bias - I mentioned in my AGZ writeup that the stock bias voltages aren't required when using the IPS displays, this also applies to the CGZ. This is because the LCD kits that I use have all the bias voltage circuitry built-in on their flex PCB adaptors, so I only needed to supply 3.3V/5V from my boards.
RE: Debounce circuit - Since the stock power switches carry the full system current, they can cause issues when they bounce due to dirty switch contacts. I redesigned the power switch circuit to instead use a high-side load switch implemented using a PFET with an RC time constant for debouncing.
Impressive project and hacking aside, the the original DS and the DS Lite (which both support GameBoy Advance cartridges) addresses most of these concerns.
Do those two systems address the power delivery and noisy audio?
It's kind of amusing, actually — Nintendo didn't intentionally support GBA in the 3DS. But they supported DS in the 3DS the same way that the DS supported GBA: by embedding the previous generation's CPU, as is, within the die of the new CPU. Which means that inside the 3DS's CPU is a DS CPU; and inside the DS CPU mask they reused for this, there is a GBA CPU. Which is fully functional. You tell the 3DS CPU to reboot into DS mode; then tell the DS CPU you're now talking to to reboot into GBA mode; and there you go, you're now talking to a GBA CPU.
Nintendo eventually did realize what they had done, and released a few special limited-run GBA "Virtual Console" games. (But those games aren't emulated; they run natively!) You can use Nintendo's own GBA firmware to run your own GBA ROM images natively on a 3DS, if you like—though I don't think Nintendo's GBA firmware supports things like a Real-Time Clock, so you're better off using a GBA emulator there.
But the potential is clearly there for someone with skills like the OP here to lift the CPU out of the 3DS onto its own PCB with a GBA card-edge socket, and then write a GBA firmware for said CPU that actually interacts with it.
The n3DS is still a dreamy piece of hardware.
Also remember that the AGB's audio is pretty garbage for what it should theoretically be capable of; it certainly doesn't have an SNES-level (edit: sound capability). Zekfoo has done quite a bit here to maximize its potential, and the results are far better than the piling on of many additional capacitors that other modders have experimented with to mixed results.
Ultimately, nobody's stopping anyone from playing AGB carts in a DS if that's what you want to do. (Don't look up "Game Boy Macro" mods.)
the snes soundchip plays samples.
Oh wow, I'd forgotten until now, but I had a plug-in (USB type B I think) LED light on a stiff but flexible cord for my GB Colour. Funny to think about now, reading and typing this on my backlit phone.
(I still have this GBA and loan it out to my kids on long car drives. It sounds like its tour of duty is coming to an end, however, as my oldest is saving up for a Switch.)
[1] https://www.gameboy-advance.net/accessories/gba_afterburner_...
This sort of colour, and the translucent GBC case that probably helped me on my way to interest in EE too: https://goldenshop.com.hk/AI-trad/IMAGES/m_wormlight.jpg
I know the author says "the CPU is taken from a GBA SP" in the text, but that could also have meant taken from the design as opposed to the specific physical part having been taken.
That said, it's cool that projects like MiSTer exist, and I could imagine that that might be a nice middle-ground for some people— being closer to the real hardware than purely software emulation, but also something that can also be built from scratch with new, off-the-shelf components.
The only downside is that systems, Game Boys especially, have shot up in price from people buying them specifically to gut them and do new builds.
Nintendo has a chance to capitalize hard. They just need to offer a good alternative. They have the benefit of always choosing underpowered hardware because now they should be able to cram all of the native consoles into a single chip for nearly no money. With proper hardware scalers to properly simulate old LCD and CRT displays and they could charge whatever they want and still make a killing. It would just require a bit of engineering effort and, more critically, a willingness to admit the value of old content. Nintendo is a very conservative Japanese company and can not tell them anything.
None of these issues are unique to this scene but it's what we have to deal with. I'm not expressing this so that it can be debated, because I don't represent everyone's thoughts, but there is a fair amount of regular self-critique around these issues and our approaches.
Even with a large enough downstream, Github is understandably throttling connections.
In some ways it's actually somewhat refreshing to be actually served source quality content in such a presentation in the days where aggregated platforms heavily compress things for mass consumption.
I wonder how much of this would have been possible (at a higher price point) when the GBA itself was designed. Probably quite a bit, but I bet the cost would have become prohibitive given the market.
How are the colors on this replacement display? With GBA the colors are kinda complicated topic because AGS-101 colors are very different from the original AGS-001, to the point where games can end up looking over-saturated and cartoonish.
I dug around and found a reference to a problem with the screen's buffer causing visual tearing. That screen is a no-go for me. The Analogue Pocket is still the display king.
When playing a DMG or CGB game, the image is still 2x but otherwise the image and behavior comes from the stock AGB hardware: a default scale places a 160x144 image in the center of the display, and pressing the L and R buttons allow you to toggle between that native mode and a horizontally stretched mode (that basically nobody likes).
The tearing existed in the initial version of the adapter ribbon, as the 9380's display driver refreshes the display in portrait rather than the AGB's landscape. The second revision of the adapter, which started shipping only a couple months after the initial, way back in 2019, adds a 1-frame buffer to output the signal in the way that the display driver expects. The AGB's frame rate is a hair under 60Hz, so this does introduce a 16ms delay, but in the vast majority of AGB games this drawback is outweighed by all of the other benefits.
Some people like this, others don't. I sense you might know this, but for others' reference, some later AGB games have settings to optimize colors for AGB/AGS-001 or AGS-101 displays. That's sort of the best we have unless new adapters are released that allow for additional configuration, like some of the recent Game Boy Color kits utilizing the BlackBerry Q5 displays.
There's another kit released by FunnyPlaying recently that utilizes new old stock of the lower display of the DSi. They perform similarly to the 101 displays, which to your point are still more saturated and RGB-accurate but still not as much as the BlackBerry 9380 displays used in the IPS v2 kit.
> Growing up with a GBA SP, I was spoiled by its clicky buttons, rechargeable battery, and illuminated screen. When I finally got my hands on an original GBA, I couldn’t be more disappointed by the stark difference in feel and function.
I agree the SP is just a miles better form factor in every way. I sunk hours and hours into playing games on mine.