Author Topic: Super Game Boy 2 (Beta)  (Read 29598 times)

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Offline RetroGamer02

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Re: Super Game Boy 2 (Beta)
« Reply #60 on: August 18, 2020, 02:41 AM »
They released SGB07

Fixed another save state hang by added IME state to dbg src.
Fixed PBD hang by pushing off H-Blank another bus clock.
Added better MBC1M detection.
Added support for SGB1 frequency.
Fixed row buffer read/write conflict at SGB1 frequency.
Fixed partially flashing scanline by giving SNES early notification of a scanline and row buffer completing.
Removed checks for disabling in-game hooks and associated override cfg option. User responsible for setting enable/disable correctly and running with functioning boot and bios file.
This is the final version unless major bugs are found and there is time to fix them.

https://github.com/redacted173/sd2snes/releases
Owned Flash carts
EverDrive 64 V3 UltraCIC V1
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SD2SNES Rev F

Offline leonquest

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Re: Super Game Boy 2 (Beta)
« Reply #61 on: August 18, 2020, 05:03 PM »
That guy works fast :o. Did redguy change his nickname to redacted?  ;D ;D ;D ;D
Everdrive64 V3 - SD2Snes rev. H - Everdrive N8 fami - MegaEd X3 - PS IO - MODE - MISTer - AVS

Offline leonquest

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Re: Super Game Boy 2 (Beta)
« Reply #62 on: August 20, 2020, 08:52 PM »
Does someone have a quick super noob setup guide on how to get this working?

Nevermind, readme is actually pretty damn good!

Yeah, its also drag and drop with Smokemonster's care package:

https://twitter.com/SmokeMonsterTWI/status/1279914402230099969?s=20

Just combine the SD2Snes's latest with the care package, then replace what you have with the Github's latest, and you're done.
Everdrive64 V3 - SD2Snes rev. H - Everdrive N8 fami - MegaEd X3 - PS IO - MODE - MISTer - AVS

Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #63 on: September 05, 2020, 11:43 PM »
Any possiblity of adding in Robopon's mapper support? The game was a super gameboy compatible game, but it doesn't look like whatever method is being used to run super gameboy 2 can read robopon's mapper.

Offline Richardragon87

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Re: Super Game Boy 2 (Beta)
« Reply #64 on: September 06, 2020, 12:26 AM »
Any possiblity of adding in Robopon's mapper support? The game was a super gameboy compatible game, but it doesn't look like whatever method is being used to run super gameboy 2 can read robopon's mapper.

That and several other games that need mapper support badly, was kind of gutted the Robopon issue is the same as the real device where it just loads the boarder but nothing else, has been a long time since I went through every SGB enhanced boarder game and made notes of what loaded up on it or not, as far as I know however a mapper fix for Tamagotchi 3 was already made a long time ago but no other game seems to have been made for any rom. The Tamagotchi one likely needs some values done to work on a real hardware device but it has been made before.
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Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #65 on: September 06, 2020, 04:31 AM »
There is also one game that has a english translation patch that's broken too but by the patch itself...

Megami Tensei Gaiden - Last Bible II

Offline Richardragon87

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Re: Super Game Boy 2 (Beta)
« Reply #66 on: September 06, 2020, 09:28 AM »
There is also one game that has a english translation patch that's broken too but by the patch itself...

Megami Tensei Gaiden - Last Bible II

That was also broken on the real Super Gameboy if I recall...
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Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #67 on: September 06, 2020, 02:25 PM »
Yep, wishes someone could figure out the problem and fix it...

So do you have a list of the problem games (special mappers)?

Besides Robopon, and Robot Pocots (the four japanese versions)...?

The unlicensed games probably? Like the Wisdom Tree stuff...?

Offline nuu

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Re: Super Game Boy 2 (Beta)
« Reply #68 on: September 06, 2020, 03:41 PM »
Robopon and Robot Ponkottsu/Poncots is the same thing. Just an abbreviation.

There is a good list of problematic games here:
http://forums.nesdev.com/viewtopic.php?f=20&t=17471
MBC seems misspelled in many places, and Robopon Star is listed one time too many (or maybe that's not a mistake?).

A larger list of Game Boy mappers and their games with pictures:
https://gbhwdb.gekkio.fi/cartridges/


The Robopon games use the HuC-3 mapper which has a beeper and the GB Kiss (an IR device). How would such extra hardware be implemented in the SD2SNES that lacks it?
HuC-1 (GB Kiss), MBC6 (large flash), MBC7 (accelerometer), Gameboy Camera (B&W digital camera) and TAMA5 (beeper, RTC and IR device) are also mappers that requires special hardware.
« Last Edit: September 06, 2020, 05:22 PM by nuu »

Offline Richardragon87

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Re: Super Game Boy 2 (Beta)
« Reply #69 on: September 06, 2020, 04:00 PM »
Yep, wishes someone could figure out the problem and fix it...

So do you have a list of the problem games (special mappers)?

Besides Robopon, and Robot Pocots (the four japanese versions)...?

The unlicensed games probably? Like the Wisdom Tree stuff...?

These come to mind...  https://imgur.com/ec0u5OS and https://imgur.com/G52gh3p

Also the SGB2 beta add on still cant play those 3 SGB with SGB enhancements so as usual here's the pallet codes for them https://imgur.com/pyRFS5t
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Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #70 on: September 07, 2020, 04:36 AM »
Thank you I'll need to sort those out then into my 'broken' folder then until things are fixed.

Offline Richardragon87

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Re: Super Game Boy 2 (Beta)
« Reply #71 on: September 07, 2020, 04:43 AM »
Thank you I'll need to sort those out then into my 'broken' folder then until things are fixed.

No problem I hope they help also sorry for shortening the in 1 list as it was originally made for my Super Card SD years ago so I had to limit how many characters were inputted in the file name, thankfully the rom date will help you weed out the ones that the SGB can't run as will the kbs of how big they are, if I recall some came from a really old pack which the others came from the hand held underground...

Also those pallet colours on those 3 games never seemed to have any enhancements when they were added despite them saying they were enhanced games for the SGB so those codes will do it well.
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Offline Relikk

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Re: Super Game Boy 2 (Beta)
« Reply #72 on: September 07, 2020, 04:14 PM »
FURiOUS released a merged SGB and save state firmware: https://github.com/furious/sd2snes/releases/tag/v1.10.3-v12

Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #73 on: September 08, 2020, 03:25 AM »
Quote
The Robopon games use the HuC-3 mapper which has a beeper and the GB Kiss (an IR device). How would such extra hardware be implemented in the SD2SNES that lacks it?
HuC-1 (GB Kiss), MBC6 (large flash), MBC7 (accelerometer), Gameboy Camera (B&W digital camera) and TAMA5 (beeper, RTC and IR device) are also mappers that requires special hardware.

The beeper and IR are useless... emulators that run the game just run the game. The only reason you'd want the IR device is for sharing data, something not required for just simply enjoying the game and playing it as an RPG. So there is no reason not to inlcude the mapper compatiblity just for playing the game itself.

Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #74 on: September 08, 2020, 04:27 AM »
Thank you I'll need to sort those out then into my 'broken' folder then until things are fixed.

No problem I hope they help also sorry for shortening the in 1 list as it was originally made for my Super Card SD years ago so I had to limit how many characters were inputted in the file name, thankfully the rom date will help you weed out the ones that the SGB can't run as will the kbs of how big they are, if I recall some came from a really old pack which the others came from the hand held underground...

Also those pallet colours on those 3 games never seemed to have any enhancements when they were added despite them saying they were enhanced games for the SGB so those codes will do it well.

I'm a bit confused what you mean by 3 games?