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How did the Game Boy Advance stretch Game Boy games to widescreen?


How can I rejuvenate Game Boy contacts?GameBoy Color games do not save any moreGame Boy Sound System Unused Memory LocationsWhat is this unused memory range in the Game Boy's memory map?Game Boy DMG to VGAWhy did Pokémon Red have so many overflow bugs?How do you remove an LCD bubble on an unmodified Game Boy?Game Boy save problemRole of the Z80 co-processor in GBA gamesDid GBA “load” from the cartridge, or was it read in real-time?






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5















The original gameboy, GBP and GBC all had screen resolutions of 160x144[1] while the Game Boy Advanced had a resolution of 240x160[2]



So how does the actual stretching occur? It seems pretty uniform, but I can't wrap my head around how it's technically achievable without a second screen.










share|improve this question







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Check out our Code of Conduct.

























    5















    The original gameboy, GBP and GBC all had screen resolutions of 160x144[1] while the Game Boy Advanced had a resolution of 240x160[2]



    So how does the actual stretching occur? It seems pretty uniform, but I can't wrap my head around how it's technically achievable without a second screen.










    share|improve this question







    New contributor



    Christopher Wirt is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.





















      5












      5








      5








      The original gameboy, GBP and GBC all had screen resolutions of 160x144[1] while the Game Boy Advanced had a resolution of 240x160[2]



      So how does the actual stretching occur? It seems pretty uniform, but I can't wrap my head around how it's technically achievable without a second screen.










      share|improve this question







      New contributor



      Christopher Wirt is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.











      The original gameboy, GBP and GBC all had screen resolutions of 160x144[1] while the Game Boy Advanced had a resolution of 240x160[2]



      So how does the actual stretching occur? It seems pretty uniform, but I can't wrap my head around how it's technically achievable without a second screen.







      game-boy game-boy-advance






      share|improve this question







      New contributor



      Christopher Wirt is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.










      share|improve this question







      New contributor



      Christopher Wirt is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.








      share|improve this question




      share|improve this question






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      Christopher Wirt is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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      Christopher WirtChristopher Wirt

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          Firstly, the stretching isn't done in the vertical direction: Game Boy (and Color) games only used 144 rows of the 160 available on Advance screen, so there'd be black "letterbox" bars at the top and bottom, whether you stretched the image widescreen (with the shoulder buttons) or not.



          Horizontally, the image is definitely stretched. If the Advance had twice the horizontal resolution of the Game Boy, it would be easy to stretch: each column of pixels could be repeated twice. It would effectively mean that each of the Game Boy's pixels were twice as wide as before. It's not always feasible to double the resolution of your screen; it's likely that such a resolution wasn't available (or affordable) in a handheld size at the time of the Advance.



          Instead, Nintendo selected a screen for the Advance that had a resolution that is one and a half times that of the original Game Boy (160 x 1.5 = 240). The two resolutions have a lowest common factor of 3, which means that a "new" column of pixels can be inserted in every third column to scale the game to widescreen. In other words, every two columns of original screen needs to be "stretched" over three columns.



          But what values should be assigned to the pixels in these extra third columns? You could double up some of the original columns' pixels, doubling the "width" of all the odd columns, or perhaps the even ones. It's a simple method, but doesn't look that good, because some columns won't be doubled at all, but others will.



          An alternative approach is to use a technique called interpolation.[*1] In this instance, rather than choosing to duplicate one column to fill the empty pixels, you take an average of the values in the columns to the left and the right of each empty pixel, and use this calculated value instead.



          If you look closely at the Advance's display with an un-stretched Game Boy game, then a stretched one, it's possible to identify which columns have had their values calculated by this "averaging" interpolation.



          If Nintendo hadn't chosen a resolution for the Advance that had such a low common factor with the Game Boy, the interpolated columns would be at less regular intervals. Some of the Game Boy's original columns would be next to the new interpolated columns, but others wouldn't. This would have the effect that sprites (e.g. Mario) and details on them would become slightly narrower and wider as the traveled across the screen. This would be distracting, and look unattractive.




          1. This technique is used when you resize a picture in image manipulation software such as Photoshop or GIMP. It's also used on computer LCD displays, if you select a resolution (e.g. 640x480) that doesn't match the display's native resolution (e.g 1024x768).





          share|improve this answer

























          • I'll add some images of the stretched and unstretched pixels on an actual Advance when I get a chance.

            – Kaz
            9 hours ago











          • That would definitively prove my memory as faulty, as if more proof were needed. I actually have a Gameboy Advance right now, but can't for the life of me find an original Gameboy title so that's no help. If I succeed at that, I'll grab some screenshots for you.

            – Tommy
            9 hours ago











          • @Tommy A Gameboy Color game would work just as well if you have one.

            – snips-n-snails
            9 hours ago






          • 1





            @Tommy You're both right. Stretching isn't done in the vertical direction, so Kaz is correct on that. In the horizontal direction, stretching is nearest neighbor as you said, not interpolated (bilinear filtered) as Kaz said.

            – snips-n-snails
            3 hours ago













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          Firstly, the stretching isn't done in the vertical direction: Game Boy (and Color) games only used 144 rows of the 160 available on Advance screen, so there'd be black "letterbox" bars at the top and bottom, whether you stretched the image widescreen (with the shoulder buttons) or not.



          Horizontally, the image is definitely stretched. If the Advance had twice the horizontal resolution of the Game Boy, it would be easy to stretch: each column of pixels could be repeated twice. It would effectively mean that each of the Game Boy's pixels were twice as wide as before. It's not always feasible to double the resolution of your screen; it's likely that such a resolution wasn't available (or affordable) in a handheld size at the time of the Advance.



          Instead, Nintendo selected a screen for the Advance that had a resolution that is one and a half times that of the original Game Boy (160 x 1.5 = 240). The two resolutions have a lowest common factor of 3, which means that a "new" column of pixels can be inserted in every third column to scale the game to widescreen. In other words, every two columns of original screen needs to be "stretched" over three columns.



          But what values should be assigned to the pixels in these extra third columns? You could double up some of the original columns' pixels, doubling the "width" of all the odd columns, or perhaps the even ones. It's a simple method, but doesn't look that good, because some columns won't be doubled at all, but others will.



          An alternative approach is to use a technique called interpolation.[*1] In this instance, rather than choosing to duplicate one column to fill the empty pixels, you take an average of the values in the columns to the left and the right of each empty pixel, and use this calculated value instead.



          If you look closely at the Advance's display with an un-stretched Game Boy game, then a stretched one, it's possible to identify which columns have had their values calculated by this "averaging" interpolation.



          If Nintendo hadn't chosen a resolution for the Advance that had such a low common factor with the Game Boy, the interpolated columns would be at less regular intervals. Some of the Game Boy's original columns would be next to the new interpolated columns, but others wouldn't. This would have the effect that sprites (e.g. Mario) and details on them would become slightly narrower and wider as the traveled across the screen. This would be distracting, and look unattractive.




          1. This technique is used when you resize a picture in image manipulation software such as Photoshop or GIMP. It's also used on computer LCD displays, if you select a resolution (e.g. 640x480) that doesn't match the display's native resolution (e.g 1024x768).





          share|improve this answer

























          • I'll add some images of the stretched and unstretched pixels on an actual Advance when I get a chance.

            – Kaz
            9 hours ago











          • That would definitively prove my memory as faulty, as if more proof were needed. I actually have a Gameboy Advance right now, but can't for the life of me find an original Gameboy title so that's no help. If I succeed at that, I'll grab some screenshots for you.

            – Tommy
            9 hours ago











          • @Tommy A Gameboy Color game would work just as well if you have one.

            – snips-n-snails
            9 hours ago






          • 1





            @Tommy You're both right. Stretching isn't done in the vertical direction, so Kaz is correct on that. In the horizontal direction, stretching is nearest neighbor as you said, not interpolated (bilinear filtered) as Kaz said.

            – snips-n-snails
            3 hours ago















          5














          Firstly, the stretching isn't done in the vertical direction: Game Boy (and Color) games only used 144 rows of the 160 available on Advance screen, so there'd be black "letterbox" bars at the top and bottom, whether you stretched the image widescreen (with the shoulder buttons) or not.



          Horizontally, the image is definitely stretched. If the Advance had twice the horizontal resolution of the Game Boy, it would be easy to stretch: each column of pixels could be repeated twice. It would effectively mean that each of the Game Boy's pixels were twice as wide as before. It's not always feasible to double the resolution of your screen; it's likely that such a resolution wasn't available (or affordable) in a handheld size at the time of the Advance.



          Instead, Nintendo selected a screen for the Advance that had a resolution that is one and a half times that of the original Game Boy (160 x 1.5 = 240). The two resolutions have a lowest common factor of 3, which means that a "new" column of pixels can be inserted in every third column to scale the game to widescreen. In other words, every two columns of original screen needs to be "stretched" over three columns.



          But what values should be assigned to the pixels in these extra third columns? You could double up some of the original columns' pixels, doubling the "width" of all the odd columns, or perhaps the even ones. It's a simple method, but doesn't look that good, because some columns won't be doubled at all, but others will.



          An alternative approach is to use a technique called interpolation.[*1] In this instance, rather than choosing to duplicate one column to fill the empty pixels, you take an average of the values in the columns to the left and the right of each empty pixel, and use this calculated value instead.



          If you look closely at the Advance's display with an un-stretched Game Boy game, then a stretched one, it's possible to identify which columns have had their values calculated by this "averaging" interpolation.



          If Nintendo hadn't chosen a resolution for the Advance that had such a low common factor with the Game Boy, the interpolated columns would be at less regular intervals. Some of the Game Boy's original columns would be next to the new interpolated columns, but others wouldn't. This would have the effect that sprites (e.g. Mario) and details on them would become slightly narrower and wider as the traveled across the screen. This would be distracting, and look unattractive.




          1. This technique is used when you resize a picture in image manipulation software such as Photoshop or GIMP. It's also used on computer LCD displays, if you select a resolution (e.g. 640x480) that doesn't match the display's native resolution (e.g 1024x768).





          share|improve this answer

























          • I'll add some images of the stretched and unstretched pixels on an actual Advance when I get a chance.

            – Kaz
            9 hours ago











          • That would definitively prove my memory as faulty, as if more proof were needed. I actually have a Gameboy Advance right now, but can't for the life of me find an original Gameboy title so that's no help. If I succeed at that, I'll grab some screenshots for you.

            – Tommy
            9 hours ago











          • @Tommy A Gameboy Color game would work just as well if you have one.

            – snips-n-snails
            9 hours ago






          • 1





            @Tommy You're both right. Stretching isn't done in the vertical direction, so Kaz is correct on that. In the horizontal direction, stretching is nearest neighbor as you said, not interpolated (bilinear filtered) as Kaz said.

            – snips-n-snails
            3 hours ago













          5












          5








          5







          Firstly, the stretching isn't done in the vertical direction: Game Boy (and Color) games only used 144 rows of the 160 available on Advance screen, so there'd be black "letterbox" bars at the top and bottom, whether you stretched the image widescreen (with the shoulder buttons) or not.



          Horizontally, the image is definitely stretched. If the Advance had twice the horizontal resolution of the Game Boy, it would be easy to stretch: each column of pixels could be repeated twice. It would effectively mean that each of the Game Boy's pixels were twice as wide as before. It's not always feasible to double the resolution of your screen; it's likely that such a resolution wasn't available (or affordable) in a handheld size at the time of the Advance.



          Instead, Nintendo selected a screen for the Advance that had a resolution that is one and a half times that of the original Game Boy (160 x 1.5 = 240). The two resolutions have a lowest common factor of 3, which means that a "new" column of pixels can be inserted in every third column to scale the game to widescreen. In other words, every two columns of original screen needs to be "stretched" over three columns.



          But what values should be assigned to the pixels in these extra third columns? You could double up some of the original columns' pixels, doubling the "width" of all the odd columns, or perhaps the even ones. It's a simple method, but doesn't look that good, because some columns won't be doubled at all, but others will.



          An alternative approach is to use a technique called interpolation.[*1] In this instance, rather than choosing to duplicate one column to fill the empty pixels, you take an average of the values in the columns to the left and the right of each empty pixel, and use this calculated value instead.



          If you look closely at the Advance's display with an un-stretched Game Boy game, then a stretched one, it's possible to identify which columns have had their values calculated by this "averaging" interpolation.



          If Nintendo hadn't chosen a resolution for the Advance that had such a low common factor with the Game Boy, the interpolated columns would be at less regular intervals. Some of the Game Boy's original columns would be next to the new interpolated columns, but others wouldn't. This would have the effect that sprites (e.g. Mario) and details on them would become slightly narrower and wider as the traveled across the screen. This would be distracting, and look unattractive.




          1. This technique is used when you resize a picture in image manipulation software such as Photoshop or GIMP. It's also used on computer LCD displays, if you select a resolution (e.g. 640x480) that doesn't match the display's native resolution (e.g 1024x768).





          share|improve this answer















          Firstly, the stretching isn't done in the vertical direction: Game Boy (and Color) games only used 144 rows of the 160 available on Advance screen, so there'd be black "letterbox" bars at the top and bottom, whether you stretched the image widescreen (with the shoulder buttons) or not.



          Horizontally, the image is definitely stretched. If the Advance had twice the horizontal resolution of the Game Boy, it would be easy to stretch: each column of pixels could be repeated twice. It would effectively mean that each of the Game Boy's pixels were twice as wide as before. It's not always feasible to double the resolution of your screen; it's likely that such a resolution wasn't available (or affordable) in a handheld size at the time of the Advance.



          Instead, Nintendo selected a screen for the Advance that had a resolution that is one and a half times that of the original Game Boy (160 x 1.5 = 240). The two resolutions have a lowest common factor of 3, which means that a "new" column of pixels can be inserted in every third column to scale the game to widescreen. In other words, every two columns of original screen needs to be "stretched" over three columns.



          But what values should be assigned to the pixels in these extra third columns? You could double up some of the original columns' pixels, doubling the "width" of all the odd columns, or perhaps the even ones. It's a simple method, but doesn't look that good, because some columns won't be doubled at all, but others will.



          An alternative approach is to use a technique called interpolation.[*1] In this instance, rather than choosing to duplicate one column to fill the empty pixels, you take an average of the values in the columns to the left and the right of each empty pixel, and use this calculated value instead.



          If you look closely at the Advance's display with an un-stretched Game Boy game, then a stretched one, it's possible to identify which columns have had their values calculated by this "averaging" interpolation.



          If Nintendo hadn't chosen a resolution for the Advance that had such a low common factor with the Game Boy, the interpolated columns would be at less regular intervals. Some of the Game Boy's original columns would be next to the new interpolated columns, but others wouldn't. This would have the effect that sprites (e.g. Mario) and details on them would become slightly narrower and wider as the traveled across the screen. This would be distracting, and look unattractive.




          1. This technique is used when you resize a picture in image manipulation software such as Photoshop or GIMP. It's also used on computer LCD displays, if you select a resolution (e.g. 640x480) that doesn't match the display's native resolution (e.g 1024x768).






          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 8 hours ago

























          answered 9 hours ago









          KazKaz

          3,25210 silver badges49 bronze badges




          3,25210 silver badges49 bronze badges












          • I'll add some images of the stretched and unstretched pixels on an actual Advance when I get a chance.

            – Kaz
            9 hours ago











          • That would definitively prove my memory as faulty, as if more proof were needed. I actually have a Gameboy Advance right now, but can't for the life of me find an original Gameboy title so that's no help. If I succeed at that, I'll grab some screenshots for you.

            – Tommy
            9 hours ago











          • @Tommy A Gameboy Color game would work just as well if you have one.

            – snips-n-snails
            9 hours ago






          • 1





            @Tommy You're both right. Stretching isn't done in the vertical direction, so Kaz is correct on that. In the horizontal direction, stretching is nearest neighbor as you said, not interpolated (bilinear filtered) as Kaz said.

            – snips-n-snails
            3 hours ago

















          • I'll add some images of the stretched and unstretched pixels on an actual Advance when I get a chance.

            – Kaz
            9 hours ago











          • That would definitively prove my memory as faulty, as if more proof were needed. I actually have a Gameboy Advance right now, but can't for the life of me find an original Gameboy title so that's no help. If I succeed at that, I'll grab some screenshots for you.

            – Tommy
            9 hours ago











          • @Tommy A Gameboy Color game would work just as well if you have one.

            – snips-n-snails
            9 hours ago






          • 1





            @Tommy You're both right. Stretching isn't done in the vertical direction, so Kaz is correct on that. In the horizontal direction, stretching is nearest neighbor as you said, not interpolated (bilinear filtered) as Kaz said.

            – snips-n-snails
            3 hours ago
















          I'll add some images of the stretched and unstretched pixels on an actual Advance when I get a chance.

          – Kaz
          9 hours ago





          I'll add some images of the stretched and unstretched pixels on an actual Advance when I get a chance.

          – Kaz
          9 hours ago













          That would definitively prove my memory as faulty, as if more proof were needed. I actually have a Gameboy Advance right now, but can't for the life of me find an original Gameboy title so that's no help. If I succeed at that, I'll grab some screenshots for you.

          – Tommy
          9 hours ago





          That would definitively prove my memory as faulty, as if more proof were needed. I actually have a Gameboy Advance right now, but can't for the life of me find an original Gameboy title so that's no help. If I succeed at that, I'll grab some screenshots for you.

          – Tommy
          9 hours ago













          @Tommy A Gameboy Color game would work just as well if you have one.

          – snips-n-snails
          9 hours ago





          @Tommy A Gameboy Color game would work just as well if you have one.

          – snips-n-snails
          9 hours ago




          1




          1





          @Tommy You're both right. Stretching isn't done in the vertical direction, so Kaz is correct on that. In the horizontal direction, stretching is nearest neighbor as you said, not interpolated (bilinear filtered) as Kaz said.

          – snips-n-snails
          3 hours ago





          @Tommy You're both right. Stretching isn't done in the vertical direction, so Kaz is correct on that. In the horizontal direction, stretching is nearest neighbor as you said, not interpolated (bilinear filtered) as Kaz said.

          – snips-n-snails
          3 hours ago










          Christopher Wirt is a new contributor. Be nice, and check out our Code of Conduct.









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          Tom Holland Mục lục Đầu đời và giáo dục | Sự nghiệp | Cuộc sống cá nhân | Phim tham gia | Giải thưởng và đề cử | Chú thích | Liên kết ngoài | Trình đơn chuyển hướngProfile“Person Details for Thomas Stanley Holland, "England and Wales Birth Registration Index, 1837-2008" — FamilySearch.org”"Meet Tom Holland... the 16-year-old star of The Impossible""Schoolboy actor Tom Holland finds himself in Oscar contention for role in tsunami drama"“Naomi Watts on the Prince William and Harry's reaction to her film about the late Princess Diana”lưu trữ"Holland and Pflueger Are West End's Two New 'Billy Elliots'""I'm so envious of my son, the movie star! British writer Dominic Holland's spent 20 years trying to crack Hollywood - but he's been beaten to it by a very unlikely rival"“Richard and Margaret Povey of Jersey, Channel Islands, UK: Information about Thomas Stanley Holland”"Tom Holland to play Billy Elliot""New Billy Elliot leaving the garage"Billy Elliot the Musical - Tom Holland - Billy"A Tale of four Billys: Tom Holland""The Feel Good Factor""Thames Christian College schoolboys join Myleene Klass for The Feelgood Factor""Government launches £600,000 arts bursaries pilot""BILLY's Chapman, Holland, Gardner & Jackson-Keen Visit Prime Minister""Elton John 'blown away' by Billy Elliot fifth birthday" (video with John's interview and fragments of Holland's performance)"First News interviews Arrietty's Tom Holland"“33rd Critics' Circle Film Awards winners”“National Board of Review Current Awards”Bản gốc"Ron Howard Whaling Tale 'In The Heart Of The Sea' Casts Tom Holland"“'Spider-Man' Finds Tom Holland to Star as New Web-Slinger”lưu trữ“Captain America: Civil War (2016)”“Film Review: ‘Captain America: Civil War’”lưu trữ“‘Captain America: Civil War’ review: Choose your own avenger”lưu trữ“The Lost City of Z reviews”“Sony Pictures and Marvel Studios Find Their 'Spider-Man' Star and Director”“‘Mary Magdalene’, ‘Current War’ & ‘Wind River’ Get 2017 Release Dates From Weinstein”“Lionsgate Unleashing Daisy Ridley & Tom Holland Starrer ‘Chaos Walking’ In Cannes”“PTA's 'Master' Leads Chicago Film Critics Nominations, UPDATED: Houston and Indiana Critics Nominations”“Nominaciones Goya 2013 Telecinco Cinema – ENG”“Jameson Empire Film Awards: Martin Freeman wins best actor for performance in The Hobbit”“34th Annual Young Artist Awards”Bản gốc“Teen Choice Awards 2016—Captain America: Civil War Leads Second Wave of Nominations”“BAFTA Film Award Nominations: ‘La La Land’ Leads Race”“Saturn Awards Nominations 2017: 'Rogue One,' 'Walking Dead' Lead”Tom HollandTom HollandTom HollandTom Hollandmedia.gettyimages.comWorldCat Identities300279794no20130442900000 0004 0355 42791085670554170004732cb16706349t(data)XX5557367