TechExciting Firmware Updates Enhance the Analogue Pocket Retro Handheld

Exciting Firmware Updates Enhance the Analogue Pocket Retro Handheld

super game boy —

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​ ‌ Display filters for FPGA cores,‌ custom⁣ Game Boy color palettes, and more.
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⁤ Andrew Cunningham
– Jan ​5, 2024 7:43 pm UTC

An Analogue Pocket running emSuper ​Mario ​World/em⁣ on an openFPGA core with the⁣ scanline filter ⁢enabled.

Enlarge / ‍An⁢ Analogue Pocket running Super Mario ⁢World ⁣ on an openFPGA core with the scanline filter enabled.

Andrew Cunningham

We ⁤absolutely love the Analogue Pocket, the premium portable game console that blends 2020s technology ⁢with ⁢the classic design of the original Game Boy. Since its release, Analogue has added some exciting new features via firmware ⁤updates, ⁤especially when it included support for emulating more consoles via its OpenFPGA platform in ⁣the summer of 2022. This allows the FPGA chip inside of ⁣the pocket to emulate the ⁢hardware of other⁤ systems, in addition to the ‍portable systems the Pocket supports natively.

But aside from finalizing and releasing that‍ 1.1 firmware, 2023 was​ mostly quiet for ⁤Pocket firmware⁤ updates. That changed in December when the company released not one but two major‌ firmware upgrades for the Pocket that slipped under our radar during ⁣the holidays. These updates delivered ⁣a combination of fixes and long-promised features to the ⁢handheld, ⁤which ⁣Analogue has been re-releasing in different color palettes now ‍that the original versions are more ⁢consistently in stock.

The⁣ most significant​ update for OpenFPGA ‍fans is the ability​ to use display filters with third-party ‍FPGA cores.⁣ Part⁢ of the appeal of the Pocket is its 1,600×1,440 screen, which is​ sharp enough to perfectly ‌re-create the​ huge chunky pixels of the original Game Boy screens. By default, most FPGA cores now get access to a similarly high-quality ⁢CRT ‍screen filter named after the ⁢Sony Trinitron TV,⁤ adding⁢ a touch ‌of retro-blurriness to the sharp edges of 8- and⁤ 16-bit games. I’ve seen⁤ lots of ​bad, unconvincing scanline filters in retro ‍game re-releases, and this isn’t one⁢ of them.

The ‌basic ⁤Trinitron filter is available by default for “suitable” cores, ‍which in our testing⁤ tends to mean “home consoles that were meant to be connected to a CRT TV.” FPGA cores for portable systems like the Game Boy or Game⁤ Boy Advance, which shipped​ with old but scanline-less LCD ⁢screens, ​don’t have the filter available. Third-party⁢ FPGA core developers⁣ will need to add support for additional screen filters themselves, something that‍ most developers still haven’t ​done as ​of​ this ⁤writing.

  • ⁤ ‌ ​ ‌ ⁢ ⁣ A zoomed-in photo⁢ of the screen with ‍no‍ filters enabled. ‍It’s ‍sharp and crisp, and even​ zoomed ‌in with a good mirrorless camera it’s difficult to make out ‍individual pixels on the​ Pocket’s ‌screen. ⁢ ​⁤

    ‌ ‍ ⁤ ⁣‍ ⁤ ⁤ Andrew Cunningham ⁣ ‍ ⁤ ‍ ​ ​ ⁢ ​

  • ‍ ‍ The same scene⁣ with the Trinitron CRT ​filter enabled. Subtle scanlines, visible CRT “pixels,” and ⁤just‍ the right amount of blurring‍ makes​ the picture look ⁢more period-accurate. ‌ ⁤ ​

    ‍ ​ ‌⁤ ⁢ ⁤ ‌ ​ ⁣ Andrew Cunningham ⁢ ‌ ‍⁣ ⁢

  • ⁤ ⁢ ‍ ⁤ Zoomed out, scanlines off. ‌ ⁤ ⁣ ⁢ ​

    ‌ ⁣ ⁤ ‍ ‌ ⁤ ⁤ ⁤ ​ ‍Andrew Cunningham ​ ⁢ ⁤ ⁤ ‌ ‌

  • ⁣ ⁢ ⁣Scanlines on,

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