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MugDump

MugDump

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 / .srm file 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.


🟢 Beginner — "I just want my photos"

Four steps, nothing technical:

  1. On your Analogue Pocket: open the Game Boy Camera, then create a Save StateMemories › Create a Save State.
  2. Pop the SD card into your computer.
  3. Open MugDump → click Analogue Pocket… → pick your save. (In the web app, use Chrome or Edge — see the note above.)
  4. 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.


🔵 Pro — the full toolbox

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, openFPGA Saves/<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 .gbcp project

Palettes

  • 100+ palettes — DMG, GBC, SGB and Lospec community packs, grouped by category
  • Custom palette editor with .pal / .gbp import / 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

Keyboard shortcuts

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

Run it locally

Desktop app (Electron):

npm install
npm start

Build 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.

How it works

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.

About

Extract and develop Game Boy Camera photos from your Analogue Pocket saves.

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