Dump and develop your Game Boy Camera mug shots. Pull the photos off your Game Boy Camera and turn them into PNGs and GIFs — palettes, effects, frames and all.
▶ Open the web app — no install, runs in your browser. · Changelog
⚠️ Reading the SD card directly (and deleting saves on it) only works in Chrome or Edge — it relies on the File System Access API, which Firefox and Safari don't support. In those browsers, just drag a.sav/.srmfile onto the window instead, or grab the desktop app. Everything else (palettes, effects, export) works in every browser.
mug shot (the portraits the Game Boy Camera was made for) + memory dump (pulling those photos out of the cartridge) = MugDump.
Four steps, nothing technical:
- On your Analogue Pocket: open the Game Boy Camera, then create a Save State — Memories › Create a Save State.
- Pop the SD card into your computer.
- Open MugDump → click Analogue Pocket… → pick your save. (In the web app, use Chrome or Edge — see the note above.)
- Click a photo, choose a palette, hit Export. 🎉
That's the whole thing. No files to hunt for, no settings to understand.
No Analogue Pocket? You can also drag any .sav / .srm save straight onto the window.
Tidying up? In the SD-card picker, each save has an ✕ — one click (with a confirm) deletes it straight off the card.
Everything works per-photo or globally across your whole 30-photo roll, with undo and copy/paste of settings between photos.
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.sav/.srm(128 KB Game Boy Camera SRAM) — drag-and-drop or file picker- Analogue Pocket SD detection (
Memories/Save States, openFPGASaves/<core>) — Chrome/Edge or desktop app - Delete saves off the SD card from the picker (per-save ✕, with confirm)
- Save & reload your work as a
.gbcpproject
Palettes
- 100+ palettes — DMG, GBC, SGB and Lospec community packs, grouped by category
- Custom palette editor with
.pal/.gbpimport / export, favourites, random picker
Effects & tone
- CRT, LCD grid, halftone, dot-matrix, phosphor glow, chromatic aberration, vignette, noise, VHS ghosting, dithering, pixel-sort, glitch — each with its own controls
- Brightness, contrast, split toning
Border frames
- 21 authentic Game Boy Camera frames, recoloured to match your palette
Export
- Batch PNG at any scale · animated GIF builder (reorder, per-frame palette, loop/bounce) · 30-photo contact sheet
| Key | Action | Key | Action |
|---|---|---|---|
← / → |
Prev / next photo | R / L |
Rotate cw / ccw |
G / S |
Grid / solo view | H / V |
Flip horizontal / vertical |
F |
Fullscreen presentation | P |
Before/after preview |
Ctrl/Cmd+Z |
Undo | Ctrl/Cmd+C · +V |
Copy / paste settings |
Ctrl/Cmd+A |
Select all | - / + |
Prev / next favourite palette |
Desktop app (Electron):
npm install
npm startBuild installers (output in dist/):
npm run build:win # Windows (NSIS)
npm run build:mac # macOS (dmg)
npm run build:linux # Linux (AppImage)The same code also runs as a static web app — just serve the docs/ folder.
Game Boy Camera SRAM is exactly 128 KB. Photos start at offset 0x2000, in 30 slots
of 0x1000 bytes; each is a 128×112 image stored as 2-bits-per-pixel Game Boy tiles
(16×14 tiles, 16 bytes each). Every pixel is a value 0–3 mapped onto the four colours
of your palette. .srm files are the same SRAM under RetroArch's name.
Decoder: renderer/js/gbcam.js · editor/UI:
renderer/js/app.js. The desktop shell (main.js) and
the browser shim (docs/js/web-api.js) expose the same window.api,
so the app code is identical on desktop and web.
A fork of DMG DarkRoom by clickysteve. SRAM format research: AntonioND/gbcam2png & the Game Boy Camera Club. Palettes: The Cutting Room Floor and Lospec. Border frames: RomanObaraz/gb-cam-lab.