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GCVideo DVI interfaces from the signals on the Digital Video Port of the Gamecube to a DVI video signal. It currently targets the Pluto IIx HDMI FPGA board from KNJN as the board is easily available and small enough to integrate it in the existing Gamecube casing.

For those who don't mind extremely fine pitch soldering, a Wii version is also available.


  • direct digital video output with no analog intermediate for best quality
  • optional linedoubler to convert 240p/288p/480i/576i modes to 480p/576i
  • optional scanline overlay with selectable strength
  • SPDIF digital audio output
  • user-friendly on-screen configuration
  • on-screen menus controlled with a Gamecube controller or an IR remote


  • Linedoubling of 480i/576i modes looks very ugly, if your display accepts these modes directly, it is recommended to not use linedoubling for them.
  • Only works on DOL-001 Gamecubes, which are the ones that still have the digital video port. It may or may not be possible to adapt the project to DOL-101 systems with some changes in the source code, but as I do not have access to such a Gamecube I cannot provide help with that at this time.


  • Pluto IIx HDMI FPGA board
  • programmer suitable for this board, e.g. KNJN TXDI interface or a JTAG programmer with software that can handle a Spartan 3A
  • 100 ohm resistor, watt rating does not matter

Directory structure

There are four subdirectories:

  • src contains the VHDL sources and Xilinx ISE project files
  • bin contains the synthesized bit stream in various formats
  • doc contains a few images showing the necessary connections
  • codegens contains two code generators that generate VHDL source for two ROMs in the enhanced DVI encoder

Programming the board

The board can be programmed either before or after installation. Programming it before installation requires an external power supply, programming it after installation may make it harder to access the required pins.

The recommended way to program the board is to use one of the TXDI interfaces available from KNJN and their FPGAconf program. This also requires an RS232 port ("COM port"), although there is at least one TXDI interface that integrates an RS232-to-USB converter. In FPGAconf, you need to use the "Program boot-PROM" button and select the gcvideo-dvi-p2xh-gc-2.3.bit file from the bin subdirectory.

Another option to program the board is over the JTAG pins. This is only recommended for advanced users and requires a JTAG interface with software that is either able to use indirect programming of an SPI flash chip connected to a Spartan 3A (e.g. Xilinx's own Impact) or that can play an SVF file. Please not that I did not have much success with the SVF file route yet. This way of programming the SPI flash on the board requires the gcvideo-dvi-p2xh-gc-2.3-spiprom.mcs or gcvideo-dvi-p2xh-gc-2.3-m25p40.svf files in the bin subdirectory, depending on the software you use. The SVF file has been created assuming that there is a M25P40 chip on the board. KNJN does not specify which chip they ship, only that it will be at least 4 MBit in size - if your board has a different flash chip (located on the bottom side), contact me and I'll try to generate an SVF for it if it's supported by Xilinx' tools.

KNJN now also sells a version of the board preprogrammed with GCVideo-DVI, but unfortunately they do not specify which version they provide.

Connecting the board to a Wii

Use of GCVideo-DVI on a Wii is not recommended since the installation requires very fine-pitch soldering. The connection information is available in a separate file.

Connecting the board to a Gamecube

Multiple connections need to be made from the Gamecube to the Pluto IIx HDMI board to connect all the signals and power lines necessary to convert the video signal. The image below shows roughly where each of the connections need to be made on the Pluto board (click for a larger version):

Preview of Pluto IIx HDMI connection diagram


The Pluto IIx HDMI board must be connected as described below to the digital video connector of the Gamecube. In addition to the signals available on that connector, it also needs to be powered from the 5V power rail of the Gamecube, which is not available on the digital video port. Instead, 5V can be sourced from the internal power connector as shown in the image below:

5V points on the GC power connector

Either of the marked pins (they are already connected together on the Gamecube's board) must be connected to the VUNREG solder pad on the Pluto board. If the image is unclear, the two 5V pins of the power connector are the two pins closest to the heat sink.

DDC resistor

The Pluto IIx HDMI board also has a design flaw that reduces its compatibility with various displays significantly. To rectify this problem, you need to connect a 100 ohm resistor from the solder pad behind the HDMI connector (labelled DDC +5V on the bottom) to the VUNREG pin at the side of the board. Please make absolutely sure that you do not create a short between VUNREG and VCC when you do this as this will likely destroy both the FPGA board and the Gamecube it is attached to.

Without this resistor, most of my monitors and other devices with an HDMI input claimed that they were receiving no signal from the Pluto board, even though it was actually generating a valid video signal.

Some people have reported that most of their TVs did not recognize the signal from the Pluto board with the 100 ohm resistor installed. If you also suffer from this problem, first check that the resistor you installed is really a 100 ohm resistor and not a 100 kiloohm resistor. You can also try to use a direct wire connection from VUNREG to DDC +5V instead of a resistor, but this is not recommended.

Gamecube digital port

Most of the connections from the Gamecube's digital video port are made to the contact row opposite of the HDMI connector. Since connectors for the digital video port are unfortunately not available, the connections need to be made by soldering to the Gamecube's main board. The image below shows the pin numbering of the digital video connector as viewed from the bottom(!) of the board. If you have decided to desolder that connector and connect the signals from the top instead, you should find the numbers "1", "2", "21" and "22" in the silkscreen near the connector which can be used as a guide instead.

Pin numbering on the bottom side of the digital video connector

13 signals need to be connected from the digital video port to the Pluto board. Please make sure that the wires are kept short as you are dealing with high-speed digital signals here. The pins on the Pluto board are labelled on both the top and bottom sides.

Gamecube DV Pluto Signal
1 20 Cable detect
3 19 Color select
4 GND Ground (recommended point: next to VUNREG/VCC)
7 16 VData 0
9 15 VData 1
10 13 VData 2
12 12 VData 3
13 10 VData 4
15 9 VData 5
16 6 VData 6
18 5 VData 7
19 98 LRCK
20 GND Ground (recommended point: next to 89)
21 3 AData
22 4 BCLK
2 89 54 MHz

Please note that the last signal in that table is not on the same edge of the Pluto board as the others. It is a rather fast clock signal and it is strongly recommended to route it separately from the other wires as bundling them up can lead to flickering pixels.


To read the controller buttons, another wire must be connected from the FPGA board to the Gamecube. The recommended connection point for this is on the bottom of the Cube's PCB, it must be connected to pin 94 on the Pluto FPGA board.

Preview of Controller point

If you do not want to wire up the controller, e.g. if you want to use an IR remote for navigating the OSD, please connect pin 94 of the Pluto board to a GND pad.

SPDIF output

The SPDIF output is on pin 78. It is not suitable for direct connection to a coaxial SPDIF input.

To connect the SPDIF pin to your audio device without killing the FPGA, please use either one of the buffer circuits shown here or use a 3.3V-compatible optical Toslink transmitter, for example a Lite-On LTDL-TX12P03, Everlight PLT133 or something from the Toshiba TOTX series.

Please note that due to hardware constraints the SPDIF signal has a small amount of jitter. In my tests this has not resulted in any compatibility or audio-quality problems, but if you happen to encounter a device that has issues with the SPDIF signal generated by GCVideo, there is probably not much that can be done about it.

IR receiver and IR button

The OSD of GCVideo can be controlled either with a Gamecube controller or with an infrared remote that uses the NEC protocol (same one as supported by OSSC). The buttons used by GCVideo can be freely chosen, as long as the remote supports this protocol.

To use this functionality, two pieces of additional hardware are needed: A button (momentary contact, normally open) and an IR receiver module that can operate at 3.3V. It has been successfully tested with an OS-Opto OS-838G as well as a Vishay TSOP4838 IR receiver module, but it should also work with similar 3-pin IR receivers that are meant for receiving consumer IR signals with a modulation frequency between 36 and 40 kHz.

Such a receiver module needs power for its internal circuits. A convenient place to power it from are the pads labelled "GND" and "VCC" near the short edge of the Pluto board. Please make sure to read the data sheet of your IR receiver module to figure out which of its pin are used to power it. The third pin is the data output, which needs to be connected to pin 85 on the Pluto board.

In addition to the IR receiver module, a simple button is required which connects between GND and pin 83 on the Pluto board, which will be called "IR button" in this manual. This button allows you to choose which buttons of your IR remote you want to use to control GCVideo without getting in a chicken-and-egg situation.


It is possible to navigate in the OSD with both a Gamecube controller and an IR remote, even at the same time.

Using with a controller

The on-screen display uses the controller in port 1. It has only been tested with a genuine Nintendo controller and a Hama clone pad. As I do not have any other Gamecube controllers, I have no idea what will happen if you for example connect a Bongo controller instead.

To activate the OSD, hold the L, R, X and Y buttons down until the menu appears - this should take about one second. If you also hold down the start button together with these four, all setting will be returned to their default values.

The OSD is controlled using the D-pad and the X and Y buttons. The X button activates a menu item, the Y button jumps back to the previous menu if you are in a submenu or closes the OSD completely if you use it on the main menu. Please be aware that the Gamecube will still receive all inputs even when the OSD is active! This can be problematic for example on the boot screen of the Gamecube because the cube will rotate doe to the D-pad inputs. If you want to use the OSD on the Gamecube's main menu, you can do so without causing interference by going into the cube's option menu first.

Using with an IR remote

To keep the code simple, GCVideo only needs six buttons on an IR remote. The first four of them have been named "Up", "Down", "Left" and "Right" which allow navigation in the menus just like the D-Pad on a Gamecube controller. The other two are "Enter" and "Back", which are used to enter or leave submenus, similar to the X and Y buttons when a Gamecube controller is used for navigating the OSD.

Since there are no interferences between the Ir remote and a game running on the system, calling up the main menu with an IR remote just needs a press on the "Enter" button instead of a complicated button combination. You can also hold down the IR button when you enter the main menu of GCVideo's OSD to reset all settings except the remote button assignments to their defaults.

Button configuration

Since I don't know what remote you want to use with GCVideo, it can be configured to accept any IR remote buttons as long as the remote uses the so-called NEC protocol. To enter the button configuration screen, hold down the button connected to pin 83 of the Pluto board ("IR button") until the configuration screen appears.

On the configuration screen, you need to push six buttons on your remote for each of the functions highlighted on the screen, one after the other. GCVideo will tell you if you accidentally try to assign the same button to two different functions. If a button press is not acknowledged with either "Ok" or "Dupe" on this screen, the remote you are trying to use might not be compatible (or you have a wiring error or my code is too strict).

If you decide to abort the button assignment, hit the IR button once to restore your previous button configuration.

The IR remote button assignments are saved together with all the other settings when you select "Save settings" on the main menu.

General OSD usage

GCVideo remembers six sets of settings, one for each basic video mode (240p, 288p, 480i, 576i, 480p, 576p). When you enter the OSD, the current mode is shown on the first line and the exact input and output resolutions are shown in the bottom right corner of the menu. The linedoubler- and scanline-settings on the main menu always change the settings for the current mode, if you want to change the settings for a mode that is not currently displaying, use the "View all modes..." menu item.

The OSD pops up a box with the current resolution in the top right corner showing the current resolution for five seconds. If you think this box is annoying, you can disable it in the "OSD settings" submenu, where you can also choose the transparency and tint of the OSD windows.

If in doubt, experiment with the settings. You can always reset to the defaults by using L+R+X+Y+Start to call up the OSD menu. This reset function is temporary - if you want to revert setting that have been stored, make sure to use the "Store settings" menu item.

Picture Settings

The Picture Settings submenu has controls to change the brightness, contrast and saturation of the picture.

Each of the controls has a range from -128 to +127. When all three controls are set to 0, the picture is output exactly as produced by the console, without any modification. The picture settings are saved together with all the other settings by selecting "Store settings" in the main menu.

Please note that some extreme combinations of settings in this menu can result in errorneous color output, e.g. bright white flipping to black or shifted tint in highly-saturated colors. If you encounter this, the recommended workaround is to use less extreme picture settings in GCVideo, prefereably neutral.

Other settings submenu

In the "Other settings" submenu, you can enable or disable a few additional settings. All of these settings are independent of the current video mode and can be stored permanently using the "Store settings" menu item in the main menu.

The first setting selects whether GCVideo should tell the Gamecube that a 480p-capable cable is connected. By default it is enabled and unless you know what you are doing, there is little reason to disable it.

The second option selects if GCVideo should output full-range or limited-range RGB levels. Full-range is usually associated with computer graphics and limited-range with TV signals. The default is full-range as GCVideo outputs a DVI signal where full-range RGB is more common.

The third option enables enhanced DVI mode. Since this mode may not be acceptable to all displays, it is disabled by default. If it is on, GCVideo transmits additional data to the display to signal the current video mode. Enabling this option may increase compatibility with some displays, especially in non-linedoubled 480i/576i modes.

When enhanced DVI mode is enabled, the Display as 16:9 option becomes available. If it is turned on, GCVideo tells the monitor that it should display the image in widescreen format (16:9 aspect ratio), if it is off then the display is told that standard format (4:3 aspect ratio) is preferred. The default setting is 4:3, since most Gamecube games assume this as standard, but some have an option to switch to widescreen. Please note that this setting may not do anything as some displays ignore the aspect ratio information sent by GCVideo.

Another option in this submenu is Mode switch delay. If it is set to zero (the default value), it is inactive. Otherwise, the number set in this option controls for how many frames GCVideo should completely disable its output when the Gamecube changes to a different resolution. This has been found useful for a small number of displays which did not correctly recognize a change in resolution, for example when a game switches to progressive mode while it boots. If your display has such problems, you could try to set this option to 10 or 50 - higher values disable the output for a longer time and a value of 50 or 60 (PAL or NTSC) corresponds to one second. Trying every single number in this option will generally be useless - instead try a relatively high value and work your way back to zero to find a setting that is high enough so your display recognizes the mode change, but that also blanks your screen for as short a time as possible. It is expected that few to no displays that can accept enhanced DVI mode will need a setting other than 0 for the mode switch delay, but this has not yet been comprehensively tested.

(TLDR: Set Mode switch delay to 255 for a Framemeister-like experience during video mode changes ;) )

Finally, the audio volume can be lowered in this menu. The option Volume can be set between 0 (silent) and 255 (original volume) and the Mute option can be used to turn off the sound completely without changing the current Volume setting. Please note that this setting uses a simple multiplication of sample values to lower the volume which means that any setting except 255 reduces audio quality slightly. Also, it only changes ony the volume of the audio outputs of GCVideo, but not the volume at the Gamecube's Analog AV output.

Possible issues

  1. The enhanced DVI mode may not be compatible with all displays, especially if they expect pure DVI signals.

  2. Some displays do not expect to receive consumer video-style timings (as opposed to computer-style timings) as a DVI signal, which may result in various display problems. Enabling enhanced DVI mode may or may not help. Alternatively, you can try enabling the line-doubler for any modes that your display refuses to accept, although the signal timing is still not completely identical to a computer video signal.

  3. If your display completely refuses to accept the signal generated on the Pluto IIx board, you may have a problem with the 100 ohm DDC resistor (see section "DDC resistor" above). In some cases this can be fixed by using a wire instead of a resistor, although this is not recommended unless absolutely neccessary.

If everything is wired correctly, at least one of the two LEDs on the Pluto board should blink at a regular rate. The second LED also blinks (at a different rate) in the Gamecube version or shows the current console mode (Wii or Gamecube) in the Wii version. If neither of them is blinking, check all the wiring and also make sure that the board is actually programmed.

The blink pattern of the LEDs is based on both the master 54MHz clock and the VSync signal. With two heartbeat LEDs, one of them shows the presence of the 54MHz clock by pulsing approximately 3 times per second with a short on/long off pattern. The second LED shows the presence of a VSync signal (decoded from the digital video bus) by blinking at about 0.5 Hz with an NTSC video signal or slightly slower with a PAL signal - this means that it should be on for about one second, then off for about one second and so forth.

If only a single heartbeat LED is available, it shows the quick pulsing of the clock heartbeat pattern, but the short on/long off pattern is changed to a short off/long on pattern and back about every second if VSync signals are detected. (Or more technical, the clock heartbeat pattern is XORed with the VSync pattern, so every second second the pattern is inverted)


If possible, avoid connecting the output of GCVideo DVI to the HDMI inputs of an XRGB Mini. Although you will usually get a picture, the XRGB Mini seems to show various issues with the signal from GCVideo DVI. For example, the image may be shifted to the far left of the screen with no option to adjust it.

With certain games the switch from interlaced to progressive mode when the game boots causes the XRGB Mini to misdetect the new video mode, halving the horizontal resolution (360x480 instead of 720x480). Switching to a different input and back should trigger a re-detection of the input video mode and usually results in the correct resolution. Enabling enhanced DVI mode may also fix this issue.

Elgato Game Capture HD

When the linedoubler is enabled for 480i/576i modes and scanlines are enabled, the Elgato Game Capture HD shows reduced color saturation in every second captured frame. The amount of desaturation depends on the strength of the scanlines, up to a fully black-and-white picture if the maximum scanline strength is used.

Other issues

Notes about other issues will be added as time permits.

Running synthesis

There is a Xilinx ISE project file in the src subdirectory if you want to use Project Navigator. Alternatively, you can run the full synthesis and bitstream generation steps using the Makefile in this directory. It has only been tested on Linux and assumes that the Xilinx synthesis tools are reachable via the PATH environment variable. The output as well as all temporary files will be stored in the subdirectory build.

Firmware sources

The firmware sources can be found in the Firmware directory at the top level of the repository.

Alternative target boards

GCVideo-DVI should be easily portable to other FPGA boards that have a DVI or HDMI connector directly connected to the FPGA's pins and use a Spartan 3A-200 (or larger) or a Spartan 6 (necessary size unknown, probably a 9 minimum). Ports to FPGAs from other vendors should be possible, only the clock generator and DDR outputs use Xilinx-specific components.

At least one alternative board has been designed, the Shuriken Video. It features a smaller footprint which is optimized for mounting it so that it sticks out of the original digital video connector hole of the Gamecube. The developer has used a smaller FPGA to keep the costs down, but when fitted with a Spartan 3A-200, the full version of GCVideo-DVI can run on it and presynthesized bitstreams are available.

3D printed mount

A mount has been designed for the Pluto-IIx board by Collingall on Thingiverse. Download the file here.. If you're looking for somewhere to get it printed, some users have mentioned Shapeways as a low-cost, high-quality source.

In order to use the mount, you'll need to desolder the digital video port, and remove the back flap on the disc drive shielding. The easiest way to remove the back flap is to pry it out flat with pliers and then bend it back an forth along the fold. You should be able to get a nice clean break and it will leave room to mount the board in place of the digital connector.


Thanks to:

  • Mike Field for releasing his DVI encoder under an open-source license
  • bobrocks95 on gc-forever for pointing me towards the Pluto IIx HDMI board
  • Artemio for his incredible 240p test suite which has been extremely useful for quickly switching between modes during development
  • Nintendo for filing such a detailed patent for their console
  • Alastair M. Robinson for the ZPUFlex core
  • meneerbeer on the gc-video forums for suggesting a simple fix that reduces occasional image corruption and the 16:9 option
  • Antti Siponen for his hdmi_proto project, which was really useful for figuring out many details about data transmission during blanking
  • Andrew "bunnie" Huang for releasing the NeTV code, which was a very helpful code base for hacking a simple DVI signal analyzer
  • Alexios Chouchoulas for mcasm


Version 1.0 - initial release Version 1.1 - added OSD and SPDIF output Version 1.2 - improved pad snoop timing Version 1.3 - improved SPDIF compatibility Version 2.0 - Enhanced DVI mode