![]() In that case, if you derive the HDMI pixel clock for a 640x480 output signal from the GBA pixel clock, you need to multiply the GBA pixel clock by (800x525)/(240x160)=420000/38400=175/16. How many pixels per line does the GBA have and how many lines? Last edited by Woozle on Fri 4:24 am, edited 1 time in total. the GBA is 15-bit RGB video and all the pixel data, pixel clock, and timing signals are clearly marked on the PCB silkscreen PS if anyone else would like to give it a try. Any suggestions or things to watch out for are welcome. This project was just made to practice the image scaling for a another project I'm working on with a group, a SCART, Component, S-video line doubler (hopefully other scaling filters too) that I plan on sharing here as well when we get a prototype going.Īll of this is for fun and I plan on sharing as much as I can when the code gets better (it's a little sloppy currently). ![]() I plan to eventually have the FPGA read a SNES pad and give the button inputs to the GBA, then I can make a PCB for the FPGA and put everything into a neat enclosure. Right now the implementation is not the best (line tripling into a buffer), there are odd artifacts during vertical scrolling (I think due to vsyncs), and a image column is misplaced (seems to be extra clock edge coming from GBA that I need to ignore somehow) but the controls are responsive and it's fun to mess around with. ![]() It's a GBA to HDMI project using a Nexys Video FPGA board. ![]() I thought I would share a side project I've been working on. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |