EverDrive Forum

General => FXPAK (SD2SNES) => Topic started by: Relikk on June 22, 2020, 12:43 AM

Title: Super Game Boy 2 (Beta)
Post by: Relikk on June 22, 2020, 12:43 AM
Latest SGB Firmware (17th August): https://github.com/redacted173/sd2snes/releases/tag/sgb07

FURiOUS Merged SGB & Save State Firmware (7th September): https://github.com/furious/sd2snes/releases/tag/savestate_v12
Title: Re: Super Game Boy 2 (Beta)
Post by: ErivandoXP on June 22, 2020, 02:33 AM
Nice! Thanks!  ;D
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on June 22, 2020, 03:25 AM
Does this mean all the unique boarders are now available to the SD2SNES? I remember a SGB2 rom but it only stayed at the blackout screen with the default boarder loading up.

Edit: Ah I see its the complete program when you find all the parts on the world wide web... well from my experience it seems pretty good when all parts are added but stuff is a bit buggy like the readme says. It's also a shame you cant interchange unique SGB boarders like how the Everdrive GB series was able to with non enhanced SGB games still though it's awesome I can finally experience the SGB2 for the 1st time as I only have the original one and cant wait to see future updates on this ^^
Title: Re: Super Game Boy 2 (Beta)
Post by: Greg2600 on June 22, 2020, 06:28 AM
Interesting, though weird that it was uploaded anonymously.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on June 22, 2020, 12:25 PM
Interesting, though weird that it was uploaded anonymously.

Likely due to it being a beta and wont be updated on the official firmware for a while kind of like how Redguys SA-1 and SSD-1 files were not confirmed but betas were available for them.

Also this is likely the only way I will get to experience these games running at their normal non overlclocked speed outside of getting the physical SGB2 which would likely not work as its region locked on a PAL SNES, eventhough despite it not being able to use all available SGB enhanced roms which could keep the boarders after resetting the device I think it would be awesome if later updates to the firmware made it possible to run only GBC games on it now that it doesen't have those limitations or does it?

I presume if a reset button configuration is possible in the near future it may be possible to keep the boarder when changing to a new rom though unlike the EDGB series it would always revert back to the SD2SNES menu... now I think of it wouldn't it be cool if their was a glitch where the boarder would load up with the SD2SNES menu inside of it.

And lastly I think SD2SNES users who had the original versions will find this ugrade a lot easier to update GB roms on it as you wont need to ply out the SD card each and everytime thanks to the spring that was omitted in later FX PAK versions.
Title: Re: Super Game Boy 2 (Beta)
Post by: leonquest on June 22, 2020, 08:29 PM
Awesome addition. I wonder if Ikari is planning to merge SGB amd save states into main at some point.
Title: Re: Super Game Boy 2 (Beta)
Post by: Relikk on June 22, 2020, 08:49 PM
I wonder if Ikari is planning to merge SGB amd save states into main at some point.

He will once they're "finished" and ready to be integrated into the firmware for an official release.
Title: Re: Super Game Boy 2 (Beta)
Post by: aleomark on June 24, 2020, 01:00 AM
now i've updated to these working fine, wonder were get gb msu patch games

tried with https://www.zeldix.net/t2113-game-boy-msu1-patches
 bit I can't find the .msu file
just the patch and .pcm files
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on June 24, 2020, 01:51 AM
now i've updated to these working fine, wonder were get gb msu patch games

tried with https://www.zeldix.net/t2113-game-boy-msu1-patches
 bit I can't find the .msu file
just the patch and .pcm files

Though it can't be shared here and the provided file shared in this topic only gives you the minimal parts needed to get the gb patch. If you search up Smokemonsters recent review of the SD2SNES SGB2 Beta on youtube it gives you an additional few parts that were needed in the readme to search up to get it up and running, it should be on his top comment if I recall.
Title: Re: Super Game Boy 2 (Beta)
Post by: Relikk on June 24, 2020, 02:12 AM
now i've updated to these working fine, wonder were get gb msu patch games

tried with https://www.zeldix.net/t2113-game-boy-msu1-patches
 bit I can't find the .msu file
just the patch and .pcm files

We are currently unaware as to how the author got the GB MSU1 games to work, because the default naming convention doesn't work. It's best to consider GB MSU1 as slightly broken at the moment and that it will be fixed in the next beta release or when it is integrated into ikari's firmware. Whichever comes first.
Title: Re: Super Game Boy 2 (Beta)
Post by: aleomark on June 24, 2020, 02:55 PM
you have to register in zeldix.net and then you can download missing files for links awakening in its topic, comment #3

I've made work final fantasy adventure in sd2snes running fine
but no the link's awakening, both are patched roms tested before in bsnes and working fine with perfect sound in pc emulator

I guess that the main difference was that the ff rom you need to patch also the SGB2 rom, and no the links awakening
Title: Re: Super Game Boy 2 (Beta)
Post by: nensondubois on June 24, 2020, 09:50 PM
I started compiling problematic games on twitter: https://twitter.com/nensondubois_/status/1274876697888817152
Space Invaders and 65816 code works as expected because it does access hardware the same was a real SGB/2 would.

Why MSU1? Why not modify games to take advantage of the N-SPC engine provided by the SGB/2 to access the internal SOUND A B library for effects in games? Why not use SOU_TRN and DATA_SND for custom Super Game Boy soundtracks? Now that this is possible on a large scale, why not access the unused OBJ_TRN mode (which I got working a few years ago) for SNES sprites in games? Or even up the ante and access other parts of the SNES functions that were never touched by original developers such as adding mode 7 or mosaic effects, etc in Game Boy games? the possibilites are now endless. Why do we need to jump to overkill with MSU1?
Title: Re: Super Game Boy 2 (Beta)
Post by: Missingno255 on June 24, 2020, 10:26 PM
I started compiling problematic games on twitter: https://twitter.com/nensondubois_/status/1274876697888817152
Space Invaders and 65816 code works as expected because it does access hardware the same was a real SGB/2 would.

Why MSU1? Why not modify games to take advantage of the N-SPC engine provided by the SGB/2 to access the internal SOUND A B library for effects in games? Why not use SOU_TRN and DATA_SND for custom Super Game Boy soundtracks? Now that this is possible on a large scale, why not access the unused OBJ_TRN mode (which I got working a few years ago) for SNES sprites in games? Or even up the ante and access other parts of the SNES functions that were never touched by original developers such as adding mode 7 or mosaic effects, etc in Game Boy games? the possibilites are now endless. Why do we need to jump to overkill with MSU1?
Can you list them in Google Docs? It's far easier to organize and other people can add to that list.
Title: Re: Super Game Boy 2 (Beta)
Post by: Relikk on June 24, 2020, 10:44 PM
Why do we need to jump to overkill with MSU1?

Why not? There are two games that have been MSU1 enabled thus far and are usable on accurate emulators such as BSNES. It already existed before the SGB2 functionality was being worked on, and we know, in theory, that it should work on real hardware with the correct components. In that sense it's an addition, and not entirely an experimental feature.

Pass on your ideas to ikari on Discord, I'm sure he'd be happy to take a look at them and work with the developer if they're feasible and worthwhile.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on June 24, 2020, 11:46 PM
I started compiling problematic games on twitter: https://twitter.com/nensondubois_/status/1274876697888817152
Space Invaders and 65816 code works as expected because it does access hardware the same was a real SGB/2 would.

Why MSU1? Why not modify games to take advantage of the N-SPC engine provided by the SGB/2 to access the internal SOUND A B library for effects in games? Why not use SOU_TRN and DATA_SND for custom Super Game Boy soundtracks? Now that this is possible on a large scale, why not access the unused OBJ_TRN mode (which I got working a few years ago) for SNES sprites in games? Or even up the ante and access other parts of the SNES functions that were never touched by original developers such as adding mode 7 or mosaic effects, etc in Game Boy games? the possibilites are now endless. Why do we need to jump to overkill with MSU1?

Can any of this teared down GitHub dissection files and info fix that issue? https://github.com/Noplace/GBEmu/tree/master/test or this https://gbdev.gg8.se/files/roms/bootroms/
Title: Re: Super Game Boy 2 (Beta)
Post by: nensondubois on June 25, 2020, 12:59 AM
I'm sorry I do not have a google document set up at this time. I will work on setting up one.
Title: Re: Super Game Boy 2 (Beta)
Post by: Relikk on June 27, 2020, 11:38 PM
Latest release and source.

https://github.com/redacted173/sd2snes/releases/tag/sgb01
Title: Re: Super Game Boy 2 (Beta)
Post by: Jurai on June 28, 2020, 06:38 PM
Mega Man V seemed to work ok at first but attempting to select the second or fourth robot masters will cause the game to reboot when it gets to the point of showing the intro of the boss
Title: Re: Super Game Boy 2 (Beta)
Post by: nensondubois on June 29, 2020, 01:46 AM
I decided it is necessary to create a spreadsheet because the constant updates would quickly deprecate the list. Also, why isn't the Sameboy core being used? The author needs to be pointed int hat direction since it is the most accurate core.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on June 29, 2020, 02:52 AM
I decided it is necessary to create a spreadsheet because the constant updates would quickly deprecate the list. Also, why isn't the Sameboy core being used? The author needs to be pointed int hat direction since it is the most accurate core.

Can the Sameboy core run Roboponcots? Also from what I have seen compatability seems almost the same for the boarders minus the GBC games being a hit or miss, also I wonder if they can implement the RAM file of Tamagotchi 3 that got made a while ago into this build so that those unworking chip games can finally be played on the SD2SNES as the EDGB couldn't run them?
Title: Re: Super Game Boy 2 (Beta)
Post by: nensondubois on June 29, 2020, 03:58 AM
I decided it is necessary to create a spreadsheet because the constant updates would quickly deprecate the list. Also, why isn't the Sameboy core being used? The author needs to be pointed int hat direction since it is the most accurate core.

Can the Sameboy core run Roboponcots? Also from what I have seen compatability seems almost the same for the boarders minus the GBC games being a hit or miss, also I wonder if they can implement the RAM file of Tamagotchi 3 that got made a while ago into this build so that those unworking chip games can finally be played on the SD2SNES as the EDGB couldn't run them?

What special function does Tamagotchi 3 utilise? I'm unaware of Sameboy having severe issues, perhaps this was a problem years ago?
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on June 29, 2020, 06:53 AM
What special function does Tamagotchi 3 utilise? I'm unaware of Sameboy having severe issues, perhaps this was a problem years ago?

Hmmm... I made this a while ago it should help - https://imgur.com/ec0u5OS
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on June 29, 2020, 01:18 PM
Sameboy is highly accurate, I doubt it has problems with most normal games.

Special hardware like the Robotponkotsu games are hardly emulated by any emulator. But that's irrelevant since the emulator source code is just used as documentation.
GBE+ is supporting a lot of the obscure hardware.

Tamagocchi 3 has a custom MBC with an EEPROM, RTC and a piezoelectric beeper.
Title: Re: Super Game Boy 2 (Beta)
Post by: nensondubois on June 29, 2020, 03:52 PM
What special function does Tamagotchi 3 utilise? I'm unaware of Sameboy having severe issues, perhaps this was a problem years ago?

Hmmm... I made this a while ago it should help - https://imgur.com/ec0u5OS

You also forgot the include the Mani 4-in-1 series of official Chinese Game Boy compilations.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on June 29, 2020, 05:35 PM
Sameboy is highly accurate, I doubt it has problems with most normal games.

Special hardware like the Robotponkotsu games are hardly emulated by any emulator. But that's irrelevant since the emulator source code is just used as documentation.
GBE+ is supporting a lot of the obscure hardware.

Tamagocchi 3 has a custom MBC with an EEPROM, RTC and a piezoelectric beeper.

None of those games run on the EDGB or the X7 they are on real hardware but the only thing I managed to get was the boarders to use on any game, one of them leads up the developer screen which was the poncots USA version but it then whites out. While the others only load the boarders I made a more comprehensive list here of every game in my finalized EDGB version a few years ago it pretty much covers every special chip game even what attatchment was used on it, image heavy incoming...

Special Mapper Games - https://imgur.com/3MaJ0ZZ

Special Device Games - https://imgur.com/6PIekbm

Mapper Games That Work On EDGB Series Including X7 - https://imgur.com/keeNmb0

Comprehensive Enhanced Color Game List which don't load up a boarder so you can add any other game boarder from any SGB enhanced game that is not listed here (Including the 3 games that lost their enhancements to get the colors back via code) - https://imgur.com/pyRFS5t

You also forgot the include the Mani 4-in-1 series of official Chinese Game Boy compilations.

Oh Those... I think they unlike the others require not much searching up for compatibility as goomba can run most of them this is based off my supercard SD so its likely a comprehensive list of what games you can play on your GBA on the go! Am not sure what they were originally called as I simplified them just like the rest on my Super Card SD that only had a limited amount of characters for each rom when it used to work but if I provide the file sizes it should hopefully help you...

https://imgur.com/G52gh3p

Of course none of those in 1 games work on the EDGB as it just shows the blank Gameboy logo line but the mentioned emulator on any other device runs it also that 1st unplayable game being Daikyuu Montigari actually works on the goomba emulator too if I recall as done a few Pokémon hacks being Blacx (A gen 6 hack), Haiiro (A Gen 3 hack if I recall) and XY Naturia (If I recall) though as my device died a long time ago I cant tell anymore but as they worked on goomba it likely works still on GBA these don't work on EDGB either.
Title: Re: Super Game Boy 2 (Beta)
Post by: Relikk on July 04, 2020, 11:52 AM
New update released: https://github.com/redacted173/sd2snes/releases/tag/sgb02
Title: Re: Super Game Boy 2 (Beta)
Post by: sofakng on July 10, 2020, 05:51 AM
Hey guys ... Is there any benefit to using this instead of the MiSTer GB/GBC cores?

I don't mean any disrespect at all!  I'm just wondering if there are any advantages to using this instead of a MiSTer core because both of them are simulating the hardware?  (the SNES in this situation is just delivering the audio/video, but basically the FPGA is doing the same thing in both cases?)

(Obviously for people who don't have access to a MiSTer than this is a great addition of course!)
Title: Re: Super Game Boy 2 (Beta)
Post by: dreimer on July 10, 2020, 11:15 AM
The benefit is that you can use the SGB optimizations of some games and the one specific game which includes a whole SNES game. MiSTer supports GB and GBC which even is the better way to go if you want these games in full glory. Nope not possible with that solution we talk about here. You can't magically add more bandwidth to stream the image to the SGB ROM / SNES. Soo, if you want the SGB feeling, this is the way to go, if you want compatibility, MiSTer is better.

Luckily nobody wanna compete to MiSTer here, the plan is to support all chipsets the SNES ever had included in games and this DMG in a cart is one of them
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on July 10, 2020, 01:41 PM
The MiSTer core is open source, so I would be surprised if the author hasn't at least looked at the MiSTer DMG core.
Title: Re: Super Game Boy 2 (Beta)
Post by: D4v3WTF on July 10, 2020, 04:58 PM
New Update Released: https://github.com/redacted173/sd2snes/releases

Update notes:
-Fixed GB RTC. Known bugs are fixed, but it is not well tested. See readme.txt.
-Updated initial WAV RAM values to match a SGB2.
-Fixed end of frame line match interrupt.
-Added extra line of OAM interrupt.
-Fixed problem with hidden sprites still getting rendered.
-Fixed some cases of partially flashing scanlines by masking OAM LUT reads/writes when DMA is active.
-Fixed interrupt related problems by rewriting STAT interrupt generation logic. Removed hack where OAM interrupt was masked using sprite disable flag.
Title: Re: Super Game Boy 2 (Beta)
Post by: Rakutenka on July 12, 2020, 10:48 AM
I just setup a separate SD card to try this out. The menu and all the games show, but anything I pick just gives the "loading..." message at the bottom and nothing ever happens. Anyone else had this problem? I am using the original SD2SNES.
Title: Re: Super Game Boy 2 (Beta)
Post by: Relikk on July 12, 2020, 11:51 AM
Are you sure you have the correct SGB2 BIOS and ROM file in your SD2SNES folder, as per the readme?
Title: Re: Super Game Boy 2 (Beta)
Post by: Rakutenka on July 12, 2020, 01:33 PM
I could link to the one I downloaded, but I'm not sure if that breaks the rules of the forum, so I will wait for conformation. Is there a way I can check?
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on July 12, 2020, 04:10 PM
The Bios can still be found on the gbdev page along with a fixture for Tamagotchi 3 on the GitHub links I posted on page 1 at the bottom most post so you can still try them, as the link here including the recent update didn't contain the Bios you needed and just have half of what was needed. Likely some parts of those files may even make some games run better if anyone can decipher them...
Title: Re: Super Game Boy 2 (Beta)
Post by: Rakutenka on July 13, 2020, 02:29 AM
That's the one I grabbed. If that works for everyone else on the OG SD2SNES, maybe I did something wrong somewhere else. Any ideas?

Here is the contents of my SD2SNES folder:

Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on July 13, 2020, 04:40 AM
That's the one I grabbed. If that works for everyone else on the OG SD2SNES, maybe I did something wrong somewhere else. Any ideas?

Here is the contents of my SD2SNES folder:

That's strange as those ones on GitHub work fine to me and I have the exact same files on mine. I wonder if it may have something to do with the save state function that was added to the device unofficially I heard that it sometimes can interfere with the bios on SGB2 so either one works or the other wont work, I never used the save state patch and only used the official firmware so see if their is anything you can temporary remove that may solve the issue I am thinking the states may be the reason.
Title: Re: Super Game Boy 2 (Beta)
Post by: lee4 on July 13, 2020, 05:27 AM
That's the one I grabbed. If that works for everyone else on the OG SD2SNES, maybe I did something wrong somewhere else. Any ideas?

Here is the contents of my SD2SNES folder:
well you dont have correct sgb2_snes.bin file 
(it to small need be 512KB)
please readme file what is correct file name and size to download
Title: Re: Super Game Boy 2 (Beta)
Post by: Rakutenka on July 13, 2020, 10:49 AM
Ok, that was my mistake. I have a bad cold now and misread the readme. I found the Super Game Boy 2 (Japan).sfc ROM (512k), renamed it to sgb2_snes.bin, but now I just get a black screen when powering on and occasionally I will get an error "/sd2snes/menu.bin Not found." I double checked the SD2SNES directory and it's there. Seems like I took a step backwards.???

Attached is my current screenshot of the SD2SNES directory.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on July 13, 2020, 07:14 PM
Ok, that was my mistake. I have a bad cold now and misread the readme. I found the Super Game Boy 2 (Japan).sfc ROM (512k), renamed it to sgb2_snes.bin, but now I just get a black screen when powering on and occasionally I will get an error "/sd2snes/menu.bin Not found." I double checked the SD2SNES directory and it's there. Seems like I took a step backwards.???

Attached is my current screenshot of the SD2SNES directory.

Everything in that image seems to be in order but why is the SGB2 boot only 1kb when it is 256 B?
Title: Re: Super Game Boy 2 (Beta)
Post by: Relikk on July 13, 2020, 08:25 PM
http://onlinemd5.com/

Drag and drop your sgb2*.bin files into that website and compare one of the values that are provided in the readme, just to make sure you have the correct files.
Title: Re: Super Game Boy 2 (Beta)
Post by: Rakutenka on July 14, 2020, 03:55 AM

Everything in that image seems to be in order but why is the SGB2 boot only 1kb when it is 256 B?

Windows 10's Explorer won't show a file size smaller than 1KB. If go into the properties of the file it shows it is 256 bytes.
Title: Re: Super Game Boy 2 (Beta)
Post by: Rakutenka on July 14, 2020, 03:58 AM
http://onlinemd5.com/

Drag and drop your sgb2*.bin files into that website and compare one of the values that are provided in the readme, just to make sure you have the correct files.

It matches.
Title: Re: Super Game Boy 2 (Beta)
Post by: Rakutenka on July 15, 2020, 02:29 PM
PROBLEM RESOLVED:

Having run out of ideas to try, I ended up backing up my SNES build to my PC and used that SD card to put the SGB2 on. That worked perfectly. The card that didn't work was a Sony SR-8C4. (micro SD) I wonder if it has something to do with the controller on the card? I tried it several times and with that card it never worked, so it seems if you are having problems just try another SD card.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on July 15, 2020, 09:04 PM
PROBLEM RESOLVED:

Having run out of ideas to try, I ended up backing up my SNES build to my PC and used that SD card to put the SGB2 on. That worked perfectly. The card that didn't work was a Sony SR-8C4. (micro SD) I wonder if it has something to do with the controller on the card? I tried it several times and with that card it never worked, so it seems if you are having problems just try another SD card.

The SD I use is one that pops out of the device by pushing it down and always sticks out a bit, it's a much older model though even have ones dating back to the very 1st Krikzz Super Everdrive too. Glad to see you managed to resolve the issue, I'm hoping in the future their will be a way to interchange the boarders between non SGB enhanced games like how the EDGB managed to, likely a menu reset may do the trick but it's so jarring when you get used to it just to find out you had to power off everytime to play a new rom for Gameboys series and the fact it always starts at the SNES devices menu screen is hard to get used to as well though the correct clock speed is nice however as my device is PAL it's hard to tell the difference unless you come from NTSC territory xD

As for cards from memory it goes in this order...

Original 1st version Super Everdive = Blue 32GB Sandisc SD card (No card inserted into the reader as it's a big blue one) [Fits into device hard to ply out)

Common 2nd version Super Everdrive = Same Blue Sandisc spare SD card (Once again no card inserted into the reader as its a big one aswell) [Same issue as before wasn't until the SD2SNES when ejecting a card was made easy with a spring]

Default SD2SNES = Grey and Red Sandisc 64GB Micro SD HC A1 card with reader included (Device can eject card with spring easily)

Clone SD2SNES = Kingston 16GB Micro SD HC with reader (Pretty much the same as the default official SD2SNES with the exception it cannot run MSU1 but does on all other chips)
Title: Re: Super Game Boy 2 (Beta)
Post by: Relikk on July 16, 2020, 11:22 AM
Updated: https://github.com/redacted173/sd2snes/releases/tag/sgb04

- Added another envelope register write side effect.
- Fixed APU length (enable) counter bug.
- Added wave RAM protection while channel enabled.
- Updated audio CIC rates and precision. Removed hack to filter one case of noise which is now handled by CIC.
- Changed MSU CIC to reduce accumulator precision. Simplified CIC accumulator logic.
- Fixed duplicate interrupts by removing double trigger on LYC==0 in favor of STAT write spurious int during V-Blank (and other conditions).
- Added single cycle H-Blank status update on LY==0.
- Fixed LY early transition to 0 bug for when it is read during scanline 153.
- Added support for LSDj (128KB SaveRAM). Change from ikari01.

Title: Re: Super Game Boy 2 (Beta)
Post by: snakeman on July 23, 2020, 06:32 AM
Is there a way to adjust audio levels? The gameboy sound is too quiet and so games that use both like Kirby Dreamland 2 the snes sounds are overpowering it. Plus just using the super gameboy 2 menus are incredibly loud in comparison. On a regular ntsc snes with a SD2SNES non pro.

EDIT: Nevermind, I was on sgb04 but I see a sgb05 was released a few hours ago with volume boost so let me try that
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on July 23, 2020, 07:22 AM
Is there a way to adjust audio levels? The gameboy sound is too quiet and so games that use both like Kirby Dreamland 2 the snes sounds are overpowering it. Plus just using the super gameboy 2 menus are incredibly loud in comparison. On a regular ntsc snes with a SD2SNES non pro.

EDIT: Nevermind, I was on sgb04 but I see a sgb05 was released a few hours ago with volume boost so let me try that

For MSU1 audio levels on a game like Castlevania Dracula X and Street Fighter II I found it easier turning the boost off as it makes all music go way over the sound effects otherwise I presume the latter applies to here aswell.
Title: Re: Super Game Boy 2 (Beta)
Post by: Relikk on July 23, 2020, 11:24 AM
Updated: https://github.com/redacted173/sd2snes/releases/tag/sgb05

- Updated reset state of P1 to handle code that relies on uninitialized value.
- Added experimental sprite per scanline increase for pro.
- Added DMA stall on HALT.
- Updated REG logic to separate read and write buffers.
- Added DMA from VRAM support.
- Added config value to allow SGB ingame hooks without needing to enable the existing ingame hooks.
- Added a few more hashes of supported boot and bios files to avoid disabling hooks.
- Changed BOOT register to set on write independent of value.
- Added volume boosting and debug feature to disable SGB enhancements.

Title: Re: Super Game Boy 2 (Beta)
Post by: soul on July 24, 2020, 08:35 AM
For sgb05 I couldn't find volume boosting in the sd2snes menu, but if you edit config.yml with a text editor and save the file you can adjust volume boost there.

Is there anyway to have both sgb and usb support at the same time? If I copy one over it seems I'm getting rid of the other.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on July 24, 2020, 04:04 PM
Added the sgb05 update but I kind of wonder what is the benefit of removing the SGB enhancements in the debug, I always thought the enhancements which included the boarders were the thing that made it stand out from the rest. Though I do remember some games had variants to how they were designed with enhancements and without like the Game and Watch gallery series most noticeably the 2nd game if I remember which had a more detailed design in the hub map areas options as opposed to the SGB enhanced version that simplified a lot of textures in favour of putting them into certain pallets.
Title: Re: Super Game Boy 2 (Beta)
Post by: RetroGamer02 on July 26, 2020, 07:01 AM
SGB06 released about 15min ago.
https://github.com/redacted173/sd2snes/releases

Fixed MBC2 register write bug.
Fixed several games hanging on save state due to serial state machine not going idle.
Fixed another hang on save state issue with ICD2 idle.
Fixed joypad data bus bug when both lines asserted.
Added a few (partially implemented) mappers. See readme.txt.
Added back brightness patch with MSU on classic.
Fixed save state audio regression by always allowing dbg src to read/write wave RAM.
Title: Re: Super Game Boy 2 (Beta)
Post by: punkdark on August 01, 2020, 01:19 AM
I did a test with Pokemon Gold and it worked, but the pokemon crystal didn't work. Has anyone managed to make it work?
Title: Re: Super Game Boy 2 (Beta)
Post by: Relikk on August 01, 2020, 01:47 AM
Pokemon Crystal is for Game Boy Color only, and is not backwards compatible with previous Game Boy models, therefore it doesn't work with the Super Game Boy.

The only GBC games that work with the SGB are the hybrid, black cartridges (or original style GB cartridge shells, like Pokemon Gold). The transparent, newer style used for GBC don't work.
Title: Re: Super Game Boy 2 (Beta)
Post by: nensondubois on August 02, 2020, 02:22 AM
gold and Silver work as well except that the real-time clock does not function. I read that the clock is supposed to work using the sd2snes as the basis for the in-game current time.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on August 02, 2020, 02:45 AM
I did a test with Pokemon Gold and it worked, but the pokemon crystal didn't work. Has anyone managed to make it work?

There are some hacks on gamehackings page that reverse the lock on certain only GBC games so they run on a SGB most noticeably Pokémon TCG2, but I haven't checked the long list for so many years on Crystal that I am not sure if a reverse console patch that turns GBC into standard GB exists for that game, I did however get it working back in my early years by using a save state on my Action Replay and loading the state up on a SGB resulting in this, though it was only the title screen...

Found this for crystal "Make Game Boy/Super Game Boy compatible" by nensondubois code to be used on GGGuy - FA5-B9B-6EE

It seems to be based off the same description code that makes the Pokémon TCG2 rom work on a SGB but only until after the prologue found here https://gamehacking.org/game/11404

It likely will crash after the intro screen but I remember playing TCG2 on my SGB and I got stuck in the wall and the game was super slow.
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on August 02, 2020, 02:35 PM
I doubt the majority of the GBC only games would be playable at all with such hacks. They are set to GBC only because they use the GBC hardware and probably rely on it to work.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on August 02, 2020, 07:13 PM
I doubt the majority of the GBC only games would be playable at all with such hacks. They are set to GBC only because they use the GBC hardware and probably rely on it to work.

Believe it or not reverse coding does actually work though it's really flawed as the real hardware will eventually give up processing it due to the nature of the beast.
Title: Re: Super Game Boy 2 (Beta)
Post by: Krel on August 04, 2020, 03:12 AM
I just got a FXPak Pro and wanted to try Game Boy games on it.  I read all of the instructions and got everything to boot up fine, but I'm experiencing some weird screen flickering with white lines.  I'm not really sure how to describe it, so I recorded a little video of it.  As you'll see in the video, it's really bad for Game Boy games, but I do notice a flicker here and there every so often when playing SNES games.  I barely notice it while playing SNES, so I'm not too worried about that.  I'm playing on a CRT through composite connection.  The CRT probably could use a recapping, but it really only seems to be Game Boy games that flicker as bad as it does.  Is this a known issue that other people are having?  I didn't really see anyone else post anything about it.

Here's the link to the video that I recorded.

https://youtu.be/zN5nNuoho40 (https://youtu.be/zN5nNuoho40)
Title: Re: Super Game Boy 2 (Beta)
Post by: symbios24 on August 06, 2020, 12:32 PM
Is it possible to add inside the Super Gameboy Bios rom a gameboy rom/game??
So when you run the bios it will load the rom/game??
For people that have the super everdrive like me and can't afford to buy Sd2Snes??
Title: Re: Super Game Boy 2 (Beta)
Post by: Rakutenka on August 06, 2020, 03:16 PM
I don't know if this is the right place to ask, but here is a feature request that I know is a big request:

Would it be possible to make the USB port on the SD2SNES/FXPAK work as a the "External Connector" port on the Gameboy? I know you would either need a proprietary cable or a hub that can relay the signal properly. Then you could hook up a real Gameboy to the cart and play multiplayer games. That would be amazing, but I know the cable is probably reaching the realms of possibly not worth it. One can dream though.
Title: Re: Super Game Boy 2 (Beta)
Post by: stry8993 on August 08, 2020, 11:14 AM
I just got a FXPak Pro and wanted to try Game Boy games on it.  I read all of the instructions and got everything to boot up fine, but I'm experiencing some weird screen flickering with white lines.  I'm not really sure how to describe it, so I recorded a little video of it.  As you'll see in the video, it's really bad for Game Boy games, but I do notice a flicker here and there every so often when playing SNES games.  I barely notice it while playing SNES, so I'm not too worried about that.  I'm playing on a CRT through composite connection.  The CRT probably could use a recapping, but it really only seems to be Game Boy games that flicker as bad as it does.  Is this a known issue that other people are having?  I didn't really see anyone else post anything about it.

Here's the link to the video that I recorded.

https://youtu.be/zN5nNuoho40 (https://youtu.be/zN5nNuoho40)

I commented on your video, but I just made a post in the FXPak Section, and a video for it (on my youtube channel) that shows an issue just like yours! Whewf, it sucks we're having it, but boy does it feel good to not be alone in it!
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on August 16, 2020, 09:02 PM
Aside from the bars (transparent TBH) going down the screen I am not getting that flicker look, it may just be a prediction but is anything rubbing against the red, white and yellow bar cords? Sometimes if you use a CRT out put sometimes sensitivity between the wires balancing on another or being buried under the actual one causes the signal to start fizzing in and out again and moving it either way or trying to make sure they are not pushed against anything resolves this problem.
Title: Re: Super Game Boy 2 (Beta)
Post by: stry8993 on August 17, 2020, 03:44 AM
So, I think something is going on with the Fuse, and definitely the Voltage Regulator. If you see, it looks like theres some... I don't know, corrosion, but on one of the legs, its not looking so great.

(https://i.imgur.com/vyMBvRx.jpg)
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on August 17, 2020, 01:32 PM
Check the fuse with a multimeter. If the fuse in itself is good it might be enough to just reflow solder it. Otherwise I also suggest to recap the SNES, if it never had its capacitors changed. Bad power capacitors is quite a common problem on SNES I heard.
Title: Re: Super Game Boy 2 (Beta)
Post by: RetroGamer02 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
Title: Re: Super Game Boy 2 (Beta)
Post by: leonquest on August 18, 2020, 05:03 PM
That guy works fast :o. Did redguy change his nickname to redacted?  ;D ;D ;D ;D
Title: Re: Super Game Boy 2 (Beta)
Post by: stry8993 on August 20, 2020, 11:20 AM
Does someone have a quick super noob setup guide on how to get this working?

Nevermind, readme is actually pretty damn good!
Title: Re: Super Game Boy 2 (Beta)
Post by: leonquest 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.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron 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.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 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.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron 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
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 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...
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron 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...?
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu 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.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 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
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron 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.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 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.
Title: Re: Super Game Boy 2 (Beta)
Post by: Relikk 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
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron 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.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron 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?
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 08, 2020, 10:24 AM
I notice there are a handful of games that nave no unique borders but only hae the lmited of enhancments, like Aien Wars has its own color palette but no border, and it appears to ahve enhanced 'snes' sound effects.

Beethoven game seems to only have its own graphics scheme, but no special borders.

Samurai Showdown has its own graphics colors, but no special borders.

This happens on the regular Super Gameboy too. So I don't think its a but with the way SD2SNES does things.

I might have to start creating a new folder for games without 'borders', just so I can remember which ones have the most limited of enhancements...
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on September 08, 2020, 10:33 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.
The hardware is a normal part of how the game is played, so I fail to see how it's useless. It's perfectly useable. Feature-incomplete mappers could still be implemented though so the game at least runs, like how most emulators do it until they find the time to support it properly.

The emulator GBE+ is notable for supporting many obscure features that no other emulator supports. I'm rooting for its progress.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 08, 2020, 11:26 AM
What I meant is the IR port is for Mutiplayer features, robot trading. When you use on a Super Gameboy in general you won't be using those multiplayer features, but only accessing the Super Gameboy Featuers, since the IR can't be aimed at other copies of the game in that configuration.

https://www.theverge.com/2019/4/18/18412495/nintendo-game-boy-anniversary-robopon-gb-kiss-hudson-software-pokemon

In addition robopon IR uses its own 'replacable' battery, the game is completely playable if you don't have the battery in the game... You just don't have access to multiplayer features...

Let's be fair other multiplayer features are 'disabled' on a classic Super Gameboy too, seeing as it didn't have the multiplayer port (that was added in super gameboy 2).

I mean its not the biggest deal, I have a copy of the Robopon specifically for using in my super gameboy, to access the super gameboy border enhancment if I want to... But having that mapper included in Super Gameboy support on the SD2SNES would a nice thing....

And let's also talk about the Rumble Gameboy games... Rumble is useless on a Super Gameboy, so that gets 'disabled' too when on a Super Gameboy (even though its part of 'normal game play' on the handheld itself).
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 08, 2020, 01:20 PM
I'm a bit confused what you mean by 3 games?

Micro Machines, Get Chuu and Hole in one golf games for the Game Boy series all seemed to have a rom tag of SGB Enhanced yet when played on the device it has no enhancements for them whatsoever so those codes in the imgur link restore the pallets they would have had.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 08, 2020, 06:27 PM
I'll have to double check Micro Machines and Get Chuu...

But pretty sure HOle in ONe Golf has a built in color pallet and a button to 'switch' between on and off (the button swithc itself is a 'enhancment' but rather boring one at that, not every game has it)... No special borders though... Its very rudimentary SGB support... THere are dozens of games that have this no borders + default and off pallets (I.E. two built in pallets).


Now there is one game Mary Kate and Ashley's Party Planner, which does have a SGB tag in the data, but doesn't have any noticeble difference, and just defaults to normal SGB default colors.

There are also a handful of games that are listed as SGB on their box and cartridge but have no SGB tags in the game or support. There is at least one game that has SGB code but its not accessible in the game, but peple found an unused border in the code.. WOuld be nteresting if someone modded it to add it in!

Ok, ya HOle in one Golf just defaults to regular colors. So unless it had any code it was disabled. I'll have to double check that one on actual hardware too... But its probably another like Marry Kate and Ashley with the code there saying it is SGB game, but actually lacking any actual known enhancements.


Surprisingly Get Chou has 'enhanced' colors on the Jaleco company screen for a second before swiching to SGB default colors.. That's got to be the most boring 'enhancement' ever in for a Super Gameboy game...
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 08, 2020, 06:56 PM
"Micro Machines"

This one isn't showing up as SGB Enhanced on any of the No-intro sets I've looked at most do have "SGB Enhance" listed for the games that are enhanced.

Ok and here is the what's what on Hole in ONe golf...

https://tcrf.net/Hole_In_One_Golf

Turns out that it's only SGB enhancement is to turn off the rumble on the cartirdge (disabling the rumble is the 'enhancment' inon all the rumble GBC games, very few of the rumble games had actual had borders, SGB colors or any other enhancments.). Boring! Also it was aprently going to get a border, but never did.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 08, 2020, 08:38 PM
I'll have to double check Micro Machines and Get Chuu...

But pretty sure HOle in ONe Golf has a built in color pallet and a button to 'switch' between on and off (the button swithc itself is a 'enhancment' but rather boring one at that, not every game has it)... No special borders though... Its very rudimentary SGB support... THere are dozens of games that have this no borders + default and off pallets (I.E. two built in pallets).


Now there is one game Mary Kate and Ashley's Party Planner, which does have a SGB tag in the data, but doesn't have any noticeble difference, and just defaults to normal SGB default colors.

There are also a handful of games that are listed as SGB on their box and cartridge but have no SGB tags in the game or support. There is at least one game that has SGB code but its not accessible in the game, but peple found an unused border in the code.. WOuld be nteresting if someone modded it to add it in!

Ok, ya HOle in one Golf just defaults to regular colors. So unless it had any code it was disabled. I'll have to double check that one on actual hardware too... But its probably another like Marry Kate and Ashley with the code there saying it is SGB game, but actually lacking any actual known enhancements.


Surprisingly Get Chou has 'enhanced' colors on the Jaleco company screen for a second before swiching to SGB default colors.. That's got to be the most boring 'enhancement' ever in for a Super Gameboy game...

What's sad is I easily found the proper pallets those games would have used by a simple look at my SGB book that came with the device, if I recall one was based off a custom pallet for Super Mario Land, while the other was a pallet used for a Kirby game while the last was a Links Awakening pallet.. I think I altered the colours for one of them but it was along time since I listed those codes next to the rom itself so I dunno xD

Get Chu Club gets a nice forestation of a green yet not too sickly pallet when you input this code for custom pallet: 5311-9613-5723

Hole in One Golf gets a similar themed pallet though it actually blends in here when you input this code for custom pallet: 0771-3515-6243

Hot Wheels - Stunt track driver gets a white and red pallet that I indeed remember it's nothing too fancy but was the best one I could a just when you input this code for custom pallet: 7342-1534-9243

Keep in mind its been years since I tried out those custom colors but they should be close to how it originally would have looked if they had the enhancement colors
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 08, 2020, 08:52 PM
It's likely that they were 'unfinished' like with Hole In One Golf... That's why the pallets are there, but just arne't used on hardware.


Hole-In-One's unused palletes:

Unused Palettes
Palette transfer and set commands for the Super Game Boy are not loaded. Using the Game Genie codes 100-7FB-4C7 + 410-80B-E63 will enable these palettes. The Game Genie code ??1-11B-E6A will also allow the player to set the palette to anything other than 00
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 08, 2020, 08:57 PM
Also custom palletes are cool. There was a whole Nintendo POwer Player's Guide on custom palletes and codes for several games that was fun to look at...

With additionof save states to Super Gameboy, it would be possible to setup a number of custom pallets for each game, and create a savestate to lock those colors in so you can load it up every time you start a new game.. or keep saving it if you are playing a game with a save feature already.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 08, 2020, 09:00 PM
Also there are a number of games for some odd reason 'technically don't default' to SGB default color scheme, but are intentionally coded with the default color scheme.... For example Ms. Pac-Man GB, Pac-Man GB, Play Action Football, Radar Mission, Tetris 2 GB, Top Rank Tennis, and Wave Race all have a specific programmed color scheme in the SGB themselves but were assigned specifialy the same colors as the default colors, for whatever odd reason. At least I think the colors are exactly like default colors, but its possible they are onl slightly off, form default colors.

Edit:
Seems there were a number of enhancements that weren't finished... like Super Gameboy multiplayer modes... and what's up with the greyscale color pallete was that supposed to be the real 'default' color pallete as it was suposed to have? Or is that its Gameboy COlor graphics?
https://tcrf.net/Hot_Wheels_Stunt_Track_Driver_(Game_Boy_Color)
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 08, 2020, 09:20 PM
Also there are a number of games for some odd reason 'technically don't default' to SGB default color scheme, but are intentionally coded with the default color scheme.... For example Ms. Pac-Man GB, Pac-Man GB, Play Action Football, Radar Mission, Tetris 2 GB, Top Rank Tennis, and Wave Race all have a specific programmed color scheme in the SGB themselves but were assigned specifialy the same colors as the default colors, for whatever odd reason. At least I think the colors are exactly like default colors, but its possible they are onl slightly off, form default colors.

Edit:
Seems there were a number of enhancements that weren't finished... like Super Gameboy multiplayer modes... and what's up with the greyscale color pallete was that supposed to be the real 'default' color pallete as it was suposed to have? Or is that its Gameboy COlor graphics?
https://tcrf.net/Hot_Wheels_Stunt_Track_Driver_(Game_Boy_Color)

It's hard to say, I went through quite a few GB games that seem to have default enhanced black and white pallets which just looked plain weird, what's odder is that Pac Man game for GBC the cart was only Black as it had colours for GBC devices on the SGB its plain the same...
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 08, 2020, 09:43 PM
Quote
It's hard to say, I went through quite a few GB games that seem to have default enhanced black and white pallets which just looked plain weird, what's odder is that Pac Man game for GBC the cart was only Black as it had colours for GBC devices on the SGB its plain the same...

Pac-man Special Color Editon on the GBC, has two modes in SGB, an enhanced mode, and a default color mode. I mean boht are 'yellowish' but its definitely got enhancment.

Same with Mrs. Pacman Special COlor edition... Also the title screens on both are more than 4 colors.


There is also this (if you go through it, you can find some that say are 'unused borders' on games that apparently don't have borders in general.);

http://www.vgmuseum.com/features/sgb/
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 08, 2020, 10:23 PM
Quote
It's hard to say, I went through quite a few GB games that seem to have default enhanced black and white pallets which just looked plain weird, what's odder is that Pac Man game for GBC the cart was only Black as it had colours for GBC devices on the SGB its plain the same...

Pac-man Special Color Editon on the GBC, has two modes in SGB, an enhanced mode, and a default color mode. I mean boht are 'yellowish' but its definitely got enhancment.

Same with Mrs. Pacman Special COlor edition... Also the title screens on both are more than 4 colors.


There is also this (if you go through it, you can find some that say are 'unused borders' on games that apparently don't have borders in general.);

http://www.vgmuseum.com/features/sgb/

Oh wow that's a board I haven't seen for years, it reminds me of the time I once went through every SGB enhanced game and weeded out the ones that had duplicate boarders so I had a folder that had boarders that could be used on any non enhanced game... speaking of Pacman I refer to the PAL one I think the USA one was the only one that had those benefits.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 08, 2020, 11:17 PM
Ya, some regions ports were not super gameboy enhanced, while others were.

Pacman is one that automatically is given special pallete kept in the Super Gameboy Adavnce, but that pallete happens to be identical or nearly so to the default SGB pallette.

Advnetures of Lolo's european version has super gameboy enhancments while Japanese version didn't.

Pal monopoly has enhancments, but USA version doesn't.

There are also some oddities for example Daffy Duck I think only European version has enhancments.

Alfred Chicken only the Japan version has enhancments...

https://en.wikipedia.org/wiki/List_of_Super_Game_Boy_games

In most cases this has to do with the games coming out in most regions before SGB was a thing, and then having time to add features when they were ported to other countries... So its more of a 'revision' with enhancements.

Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 08, 2020, 11:55 PM
Ya, some regions ports were not super gameboy enhanced, while others were.

Pacman is one that automatically is given special pallete kept in the Super Gameboy Adavnce, but that pallete happens to be identical or nearly so to the default SGB pallette.

Advnetures of Lolo's european version has super gameboy enhancments while Japanese version didn't.

Pal monopoly has enhancments, but USA version doesn't.

There are also some oddities for example Daffy Duck I think only European version has enhancments.

Alfred Chicken only the Japan version has enhancments...

https://en.wikipedia.org/wiki/List_of_Super_Game_Boy_games

In most cases this has to do with the games coming out in most regions before SGB was a thing, and then having time to add features when they were ported to other countries... So its more of a 'revision' with enhancements.

Yeah I remember the Alfred Chicken issue I oddly have a variant which I presume is PAL that had a transparent cart slot to hold the GB cart in and it was pretty much rushed as opposed to the Japan one, they stripped the plot cut scene and the boarder and had more time on the Japan one to improve it ten fold. Some cool exclusive ones we got were ones such as the Konami collection ones which were based off the Japan ones oddly we never got a GBC version of Wario Land 2 ours was grey. Though as most of my games said E for everyone with the USA label in the sideways angle they were always a different colour as most games came from America as I was there for half of my 10 years lol
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 09, 2020, 12:55 AM
Quote
Some cool exclusive ones we got were ones such as the Konami collection ones

This one is interesting too, because only the Japanese versions are GBC enhanced.
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on September 09, 2020, 03:10 AM
What I meant is the IR port is for Mutiplayer features, robot trading. When you use on a Super Gameboy in general you won't be using those multiplayer features, but only accessing the Super Gameboy Featuers, since the IR can't be aimed at other copies of the game in that configuration.

https://www.theverge.com/2019/4/18/18412495/nintendo-game-boy-anniversary-robopon-gb-kiss-hudson-software-pokemon

In addition robopon IR uses its own 'replacable' battery, the game is completely playable if you don't have the battery in the game... You just don't have access to multiplayer features...

Let's be fair other multiplayer features are 'disabled' on a classic Super Gameboy too, seeing as it didn't have the multiplayer port (that was added in super gameboy 2).

I mean its not the biggest deal, I have a copy of the Robopon specifically for using in my super gameboy, to access the super gameboy border enhancment if I want to... But having that mapper included in Super Gameboy support on the SD2SNES would a nice thing....

And let's also talk about the Rumble Gameboy games... Rumble is useless on a Super Gameboy, so that gets 'disabled' too when on a Super Gameboy (even though its part of 'normal game play' on the handheld itself).
Now I see what you mean. Fair enough, these features are not very practical used on the Super Gameboy unless you have a portabelized SNES or portable SNES clone. Right, rattling the SGB cartridge with rumble would probably not even be a good idea as it could make the pins loose contact. Similarly, the MBC7 accelerometer isn't useful on an SGB.
Title: Re: Super Game Boy 2 (Beta)
Post by: stry8993 on September 09, 2020, 05:32 AM
FURiOUS released a merged SGB and save state firmware: https://github.com/furious/sd2snes/releases/tag/v1.10.3-v12

For anyone clicking the link and getting a 404, here's the fixed one: https://github.com/furious/sd2snes/releases/
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 09, 2020, 06:05 AM
What I meant is the IR port is for Mutiplayer features, robot trading. When you use on a Super Gameboy in general you won't be using those multiplayer features, but only accessing the Super Gameboy Featuers, since the IR can't be aimed at other copies of the game in that configuration.

https://www.theverge.com/2019/4/18/18412495/nintendo-game-boy-anniversary-robopon-gb-kiss-hudson-software-pokemon

In addition robopon IR uses its own 'replacable' battery, the game is completely playable if you don't have the battery in the game... You just don't have access to multiplayer features...

Let's be fair other multiplayer features are 'disabled' on a classic Super Gameboy too, seeing as it didn't have the multiplayer port (that was added in super gameboy 2).

I mean its not the biggest deal, I have a copy of the Robopon specifically for using in my super gameboy, to access the super gameboy border enhancment if I want to... But having that mapper included in Super Gameboy support on the SD2SNES would a nice thing....

And let's also talk about the Rumble Gameboy games... Rumble is useless on a Super Gameboy, so that gets 'disabled' too when on a Super Gameboy (even though its part of 'normal game play' on the handheld itself).
Now I see what you mean. Fair enough, these features are not very practical used on the Super Gameboy unless you have a portabelized SNES or portable SNES clone. Right, rattling the SGB cartridge with rumble would probably not even be a good idea as it could make the pins loose contact. Similarly, the MBC7 accelerometer isn't useful on an SGB.

Yep and pretty sure the MBC7 titles are pure Gameboy Color games, which means you'll get a unique warning screen if you put it into a super gameboy. Obviously a Gameboy Player wouldn't be smart enough to 'know the difference' from a regular GBA.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 11, 2020, 08:36 AM
So I don't know how many y hae heard of the leak of gameboy roms from Nintendo this week... but among the unreleased roms is a nubmer of super gameboy enhanced games.

I believe Pikachu Picross is SUper Gameboy comptabile.

There is also a copy of unreleased Robopon Star Version! It works on hardware, and doesn't require any special mappers! Proof that its possible to hack those out, and switch mappers, I think?

Still going through the pack and converting the file names...
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on September 11, 2020, 05:43 PM
Oh another leak, and finally some unreleased games!
If it's a prototype of Robopon it doesn't really mean anything but that it was developed without a mapper and changed to a mapper at a later time when it was needed. But if it was without a mapper the rom could only be 32kB total. You need at least MBC1 for bank switching.

Yep and pretty sure the MBC7 titles are pure Gameboy Color games, which means you'll get a unique warning screen if you put it into a super gameboy. Obviously a Gameboy Player wouldn't be smart enough to 'know the difference' from a regular GBA.
Oh right, anything after MBC5 is probably not very useful to emulate for a Super Gameboy device as you won't get past the DMG warning screen anyway.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 11, 2020, 09:30 PM
Oh another leak, and finally some unreleased games!
If it's a prototype of Robopon it doesn't really mean anything but that it was developed without a mapper and changed to a mapper at a later time when it was needed. But if it was without a mapper the rom could only be 32kB total. You need at least MBC1 for bank switching.

Yep and pretty sure the MBC7 titles are pure Gameboy Color games, which means you'll get a unique warning screen if you put it into a super gameboy. Obviously a Gameboy Player wouldn't be smart enough to 'know the difference' from a regular GBA.
Oh right, anything after MBC5 is probably not very useful to emulate for a Super Gameboy device as you won't get past the DMG warning screen anyway.

I meant along the lines that Robopon Star version appears to be dated later than the Robo Poncots version its based on, that had already been released in Japan (and will not work without the correct mapper support). So it looks like they disabled/changed the mapper being used for sake of Nintendo being able to test it on their flash hardware (whatever tech they used to look at these roms). These are 'lotchecks' roms, whatever that means.

Another interesting detail is that border hadn't yet been altered, and still showed the "Robo Poncots" logo.

Interestingly there is a copy of Robo Poncots Sun Version too but it looks like its halfway between Japanese version and the US version (the SGB add ons  border have been altered to "Robo pon" logo, but text itself still in japanese). It also works on flashcarts without need of the HU1 mapper.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 12, 2020, 04:10 AM
Hmm, it looks like they added in HU1 support in one of the latest releases/mergings... Robopon actually works now!
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on September 12, 2020, 05:55 PM
Cool!
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 12, 2020, 07:37 PM
Hmm, it looks like they added in HU1 support in one of the latest releases/mergings... Robopon actually works now!

Yeah it does which is great, I think this was the same situation like how Street Fighter Alpha 2's proto ran on the SD2SNES without the SA-1 (Or was it SDD-1) add on as it didn't include it at the start, just like the prototype of Yoshi's Island also didn't use something the device couldn't run until years later either, which makes me wonder if a proto of a game such as Telefang existed would it still only have the Natsume logo in color while the rest would be default or would it have enhancements aswell?

More interestingly if other proto roms that can be found don't have those mappers would make a near perfect collection on GB and who knows maybe someone can make them work on the BETA SGB2.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 12, 2020, 07:51 PM
I need to double check those betas and see if the have the mappers or not.... at this point. I was looking at them under assumption that Robopon wasn't working, even though I was using the latest merged firmware...

I need to actualy check those roms on the GB flashcarts to see if they work there or not... I could be wrong, and they could have HU1 mapper, in which case they won't work.

Quote
Yeah it does which is great, I think this was the same situation like how Street Fighter Alpha 2's proto ran on the SD2SNES without the SA-1 (Or was it SDD-1) add on as it didn't include it at the start, just like the prototype of Yoshi's Island also didn't use something the device couldn't run until years later either, which makes me wonder if a proto of a game such as Telefang existed would it still only have the Natsume logo in color while the rest would be default or would it have enhancements aswell?

I was just thinking about this the other day, all those unused bordres are in the files... COuld they be hacked to function again? Isn't there a cheat code to actualyl make them function? I'd prefer a romhack to make it permanent though....
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 12, 2020, 07:56 PM
I need to double check those betas and see if the have the mappers or not.... at this point. I was looking at the under assumption that Robopon wasn't working, even though I was using the latest merged firmware...

I need to actualy check those roms on the GB flashcarts to see if they work there or not... I could be wrong, and they could have HU1 mapper, in which case they won't work.

Quote
Yeah it does which is great, I think this was the same situation like how Street Fighter Alpha 2's proto ran on the SD2SNES without the SA-1 (Or was it SDD-1) add on as it didn't include it at the start, just like the prototype of Yoshi's Island also didn't use something the device couldn't run until years later either, which makes me wonder if a proto of a game such as Telefang existed would it still only have the Natsume logo in color while the rest would be default or would it have enhancements aswell?

I was just thinking about this the other day, all those unused bordres are in the files... COuld they be hacked to function again? Isn't there a cheat code to actualyl make them function? I'd prefer a romhack to make it permanent though....

Robopon has never worked on the device until recently but its not the firmware the original roms only load the boarders, also I presume you could only use the boarders on a real EDGB and disable the original game loading one up and make the game run with the other set.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 12, 2020, 10:08 PM
I need to double check those betas and see if the have the mappers or not.... at this point. I was looking at the under assumption that Robopon wasn't working, even though I was using the latest merged firmware...

I need to actualy check those roms on the GB flashcarts to see if they work there or not... I could be wrong, and they could have HU1 mapper, in which case they won't work.

Quote
Yeah it does which is great, I think this was the same situation like how Street Fighter Alpha 2's proto ran on the SD2SNES without the SA-1 (Or was it SDD-1) add on as it didn't include it at the start, just like the prototype of Yoshi's Island also didn't use something the device couldn't run until years later either, which makes me wonder if a proto of a game such as Telefang existed would it still only have the Natsume logo in color while the rest would be default or would it have enhancements aswell?

I was just thinking about this the other day, all those unused bordres are in the files... COuld they be hacked to function again? Isn't there a cheat code to actualyl make them function? I'd prefer a romhack to make it permanent though....

Robopon has never worked on the device until recently but its not the firmware the original roms only load the boarders, also I presume you could only use the boarders on a real EDGB and disable the original game loading one up and make the game run with the other set.

No, it has to be the latest firmware... Because now the HU1 games all load on the current firmware. All the games are playable!

Krikkz has said he'll never include the required mappers on EDGB series, since there isn't enough space in the FPGA apparently.

Edit: I can confirm that Robopon Betas don't work on EDGB... so the definitley have the HU1 mappers still...
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 13, 2020, 01:07 AM
No, it has to be the latest firmware... Because now the HU1 games all load on the current firmware. All the games are playable!

Krikkz has said he'll never include the required mappers on EDGB series, since there isn't enough space in the FPGA apparently.

Edit: I can confirm that Robopon Betas don't work on EDGB... so the definitley have the HU1 mappers still...

That's news to me... even with that that feature it was still fun on the EDGB to change to any boarder in gameplay, I still kind of prefer the device over the beta only due to the fact even with the lack of mappers it allowed you to play any non enhanced game with any boarder another game provided along with its color pallet though the gimmick was only a left over pallet option from whatever it was left on before it was changed, kind of thing of it like a DVD which freezes on a screen and you take out the disk and the image is still on the screen until you power off the device.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 13, 2020, 01:39 AM
So anyone know what this game is? I can't read Japanese... I don't think I've ever seen this SGB border before...
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 13, 2020, 01:42 AM
OR what game is this? Or this it said to be made by IE Institute, but I've never heard of them.. I can't figure out the other two developers either... As they are in japanese...
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 13, 2020, 01:54 AM
Finally this game.. no title screens, no developer information.. that I could find...
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 13, 2020, 12:41 PM
No, it has to be the latest firmware... Because now the HU1 games all load on the current firmware. All the games are playable!

Krikkz has said he'll never include the required mappers on EDGB series, since there isn't enough space in the FPGA apparently.

Edit: I can confirm that Robopon Betas don't work on EDGB... so the definitley have the HU1 mappers still...

That's news to me... even with that that feature it was still fun on the EDGB to change to any boarder in gameplay, I still kind of prefer the device over the beta only due to the fact even with the lack of mappers it allowed you to play any non enhanced game with any boarder another game provided along with its color pallet though the gimmick was only a left over pallet option from whatever it was left on before it was changed, kind of thing of it like a DVD which freezes on a screen and you take out the disk and the image is still on the screen until you power off the device.

So with HUC1 and HUC3... Also I think MBC1 is now supported as part of the package... What else do we need still?

MMM01, and TAMA5? And any unlicensed mappers?

MMM01 is used in Taito Variety Pack, and Momataru Collection... Any others?

I think there were other problematic official multipack carts like R-Type 1 and 2, and others that used special chips as well?

Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on September 13, 2020, 04:34 PM
You mean MBC1M? MBC1 is one of the simplest and most common mappers and has probably been supported for a long time.

I posted this list earlier:
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/

According to the readme this is what's supported so far:
No mapper, MBC1, MBC1M (MBC1 variants), MBC2, MBC3, HuC-1 (excluding GBKISS and stuff), HuC-3 (excluding GBKISS and stuff), MBC5 (excluding rumble and stuff) and the Camera (excluding the actual camera).

From what I can see is missing from that list is the MBC30 (MBC3 variant that supports 64kB SRAM (instead of 32kB) used in the Japanese version of Pokemon Crystal), MBC6, MBC7, MMM01, TAMA5 and all the unlicensed mappers.



BTW, there was an unreleased Hello Kitty themed Pocket Camera rom in the latest gigaleak. With so many variations of the Pocket Camera now, I see it more as another cartridge mapper instead of just a hardware accessory.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 13, 2020, 06:07 PM
You mean MBC1M? MBC1 is one of the simplest and most common mappers and has probably been supported for a long time.

I posted this list earlier:
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/

According to the readme this is what's supported so far:
No mapper, MBC1, MBC1M (MBC1 variants), MBC2, MBC3, HuC-1 (excluding GBKISS and stuff), HuC-3 (excluding GBKISS and stuff), MBC5 (excluding rumble and stuff) and the Camera (excluding the actual camera).

From what I can see is missing from that list is the MBC30 (MBC3 variant that supports 64kB SRAM (instead of 32kB) used in the Japanese version of Pokemon Crystal), MBC6, MBC7, MMM01, TAMA5 and all the unlicensed mappers.



BTW, there was an unreleased Hello Kitty themed Pocket Camera rom in the latest gigaleak. With so many variations of the Pocket Camera now, I see it more as another cartridge mapper instead of just a hardware accessory.

YOur probably right about MBC1M, I was just going by Richard's list he linked to before a few pages back.

On a side note from reading on another list it seems that Kiss related stuff is disabled on Super Gameboy and Gameboy Player. Same with rumble features of the MBC5. The Camera works on both assuming you have a real camera. I wonder if it would be possible to mod the camera to turn it into a flashcart to run the various roms?

An interesting feature though is a handful of GBA roms that are 'enhanced' on a Gameboy player and pass a rumble feature to the gamecube controller. Plus if you use the goomba emulator on the gameboy player you can access rumble support on the GBC games that had rumble!
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 13, 2020, 07:30 PM
You mean MBC1M? MBC1 is one of the simplest and most common mappers and has probably been supported for a long time.

I posted this list earlier:
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/

According to the readme this is what's supported so far:
No mapper, MBC1, MBC1M (MBC1 variants), MBC2, MBC3, HuC-1 (excluding GBKISS and stuff), HuC-3 (excluding GBKISS and stuff), MBC5 (excluding rumble and stuff) and the Camera (excluding the actual camera).

From what I can see is missing from that list is the MBC30 (MBC3 variant that supports 64kB SRAM (instead of 32kB) used in the Japanese version of Pokemon Crystal), MBC6, MBC7, MMM01, TAMA5 and all the unlicensed mappers.



BTW, there was an unreleased Hello Kitty themed Pocket Camera rom in the latest gigaleak. With so many variations of the Pocket Camera now, I see it more as another cartridge mapper instead of just a hardware accessory.

YOur probably right about MBC1M, I was just going by Richard's list he linked to before a few pages back.

On a side note from reading on another list it seems that Kiss related stuff is disabled on Super Gameboy and Gameboy Player. Same with rumble features of the MBC5. The Camera works on both assuming you have a real camera. I wonder if it would be possible to mod the camera to turn it into a flashcart to run the various roms?

An interesting feature though is a handful of GBA roms that are 'enhanced' on a Gameboy player and pass a rumble feature to the gamecube controller. Plus if you use the goomba emulator on the gameboy player you can access rumble support on the GBC games that had rumble!

The list was mostly based off a Wika entry but should still be accurate, sadly as there have been so many gigaleaks I have lost track of what their is to obtain and would just wait till the moment of time it all gets added to a No Intro set as I was done with my ideal EDGB years ago hence why I called it the final version, all available variants of each accessory that every rom was based off has been properly organized from ones that used a camera add on to obscure ones like a sewing machine accessory to even the mappers of each and every game... well those that existed years back.

I do love a huge variant of boarders to use between all non enhanced SGB games but I was pretty sufficient with the physical released games while their are many more in the woodwork I will likely never get to see in my lifetime xD
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 13, 2020, 10:51 PM
Continuing a discussion here since limits to private messages...Shantae came out after GBA was released. So they included some extra features in it including different color background, and it also unlocked some other gameboy advance only features.

Unlike how super gameboy had preprogrammed palettes for a handful of popular games I don’t know if GBA had any preprogrammed color pallettes to modify brightness of colors.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 13, 2020, 11:30 PM
Continuing a discussion here since limits to private messages...Shantae came out after GBA was released. So they included some extra features in it including different color background, and it also unlocked some other gameboy advance only features.

Unlike how super gameboy had preprogrammed palettes for a handful of popular games I don’t know if GBA had any preprogrammed color pallettes to modify brightness of colors.

Ah I see, guess I miscalculated a folder of GBC games that had GBA enhancements… sad to say I never owned a Gameboy Player so I really wasn't aware of this issue that sometimes made colors a lot more enhanced for a GBA screen locking off a GBC pallet unless a hack changed it to play it with default colors.

I think the only GBC game I physically owned around the time the GBA came out was Donkey Kong Country which I presume must have had enhancements on a GBA too and likely that GBC only cart of Donkey Kong Land 3 too?
Title: Re: Super Game Boy 2 (Beta)
Post by: The Unboxing Authority on September 14, 2020, 12:23 AM
I think I heard a roomer that the Furious Firmware with Save States and Super Gameboy 2 Firmware were going to be combined, so people didn't have to switch back and forth between them?
Is there any news on if this has been done yet, or when it will be?

Also along the same line... It seems that when Furious savestate abilities are used, no FX chip can be used at the same time (or Super Gambeoy 2?)
Is there any potential way around this, where the Super Gameboy 2 + Save States + FX Chips can be used at the same time if needed,
Or SNES + Save States + FX Chips can be used at the same time?

I'm just asking for my upcoming FXPAK PRO videos that I should be recording this week hopefully, as long as the video upscaler / capture devices work correctly and arrive on time. I've had to send back several defective devices, and I just finally got the noise from my power supply eliminated, and I'll be putting out some low quality videos on how I did that this week. I might make a 3rd video about using my Lithium power bank as a power source for the SNES and charging it at the same time, making it a SNES Uninterruptible power supply, without AC signal noise.

I think it will be very cool if I can make a video using a single firmware, to demonstrate Super Gameboy 2 and save states on the SNES, even if all the features can't be used at the same time.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 14, 2020, 12:45 AM
It’s been done already... look about two pages back for a link...

Richard, an interesting detail is that super gameboy and GBC do have Pre programmed colors For various  classic gameboy games. But not necessarily the same games or colors.  Gba even added a bunch of new games including GB/GBC hybrid games to list of preprogrammed games... so hypothetically while there arearound 15-20 games with pallette built into the super gameboy, GBC covered something along the lines of 25-30 games. There may be a coupe that had Preprogrammed colors in sgb, but got default colors in GBC for some reason.
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on September 14, 2020, 01:17 AM
On a side note from reading on another list it seems that Kiss related stuff is disabled on Super Gameboy and Gameboy Player. Same with rumble features of the MBC5. The Camera works on both assuming you have a real camera. I wonder if it would be possible to mod the camera to turn it into a flashcart to run the various roms?
I'm quite confident that the disabling of GBKISS or rumble is a software thing. The game simply disables the special hardware if an SGB is detected. It's probably fully possible to make an MBC5+rumble game that doesn't disable it. Just not a good idea.

It should be possible to make a Pocket Camera flashcart by replacing the ROM chip for an EEPROM or FLASHROM and program it with the game.


The only GBA enhanced GBC game I remember is the two Zelda Oracle games. In both games there is a special shop with unique items that is only open when a GBA is detected.
Title: Re: Super Game Boy 2 (Beta)
Post by: The Unboxing Authority on September 14, 2020, 01:34 AM
FURiOUS released a merged SGB and save state firmware: https://github.com/furious/sd2snes/releases/tag/v1.10.3-v12

Page not found. I'll see if I can find it somewhere else? Thanks so much!
I found it here https://github.com/furious/sd2snes/releases/

I found links to the assets
: https://github.com/furious/sd2snes/releases/download/savestate_v12/sd2snes_v1.10.3-frs-v12.zip
https://github.com/furious/sd2snes/archive/savestate_v12.zip
https://github.com/furious/sd2snes/archive/savestate_v12.tar.gz
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 14, 2020, 02:34 AM
On a side note from reading on another list it seems that Kiss related stuff is disabled on Super Gameboy and Gameboy Player. Same with rumble features of the MBC5. The Camera works on both assuming you have a real camera. I wonder if it would be possible to mod the camera to turn it into a flashcart to run the various roms?
I'm quite confident that the disabling of GBKISS or rumble is a software thing. The game simply disables the special hardware if an SGB is detected. It's probably fully possible to make an MBC5+rumble game that doesn't disable it. Just not a good idea.

It should be possible to make a Pocket Camera flashcart by replacing the ROM chip for an EEPROM or FLASHROM and program it with the game.


The only GBA enhanced GBC game I remember is the two Zelda Oracle games. In both games there is a special shop with unique items that is only open when a GBA is detected.

All of you say maybe possible. But I'm only listing it as "SGB" "feature"  as listed on various sites like TCRF... The code to detect SGB is the game itself, and way SGB reads that code apparently. B ut honestly that's pretty much how all 'special features' work... The code is in each game, and SGB just 'reads' that code, and vice versa.

"The US version contains some fragments of Super Game Boy support, mostly intended to disable the cartridge's rumble functionality. It seems the code was borrowed from Medarot Kabuto, as the Game Genie code 1A1-CBF-91E will display its border when the game is played on a Super Game Boy. "

https://tcrf.net/Hole_In_One_Golf

THe other two games that have Enhanced GBC features that I know of specifically are Shentae unlocks a special mode (tinkerbat dance/transformation) + color differences, and Wendy Every Which Way... There might be other 'minor' color pallete tweaks in some other games but nothing major. Wendy Every Which Way adds another world called Advance WOrld (which opens up three more levels).
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 14, 2020, 03:07 AM
https://cheapergamer.co.uk/gba-enhanced-gbc-games/

Also it's possible to hack the games to leave the GBA features on permanently even on regular GBC hardware.

Here is a small list of games with unused SGB content...

https://tcrf.net/Akazukin_Chacha_(Game_Boy)

https://tcrf.net/All-Star_Baseball_99_(Game_Boy)

https://tcrf.net/Ballistic_(Game_Boy_Color)

https://tcrf.net/Beethoven:_The_Ultimate_Canine_Caper_(Game_Boy)

https://tcrf.net/Blaster_Master:_Enemy_Below

https://tcrf.net/Animal_Breeder_3

https://tcrf.net/Casper_(Game_Boy)

https://tcrf.net/Dino_Breeder_3:_Gaia_Fukkatsu

https://tcrf.net/Disney%27s_Aladdin_(Game_Boy)

https://tcrf.net/Disney%27s_Beauty_and_the_Beast:_A_Board_Game_Adventure

Title: Re: Super Game Boy 2 (Beta)
Post by: The Unboxing Authority on September 14, 2020, 07:47 AM
https://cheapergamer.co.uk/gba-enhanced-gbc-games/

Also it's possible to hack the games to leave the GBA features on permanently even on regular GBC hardware.

Here is a small list of games with unused SGB content...

https://tcrf.net/Akazukin_Chacha_(Game_Boy)

https://tcrf.net/All-Star_Baseball_99_(Game_Boy)

https://tcrf.net/Ballistic_(Game_Boy_Color)

https://tcrf.net/Beethoven:_The_Ultimate_Canine_Caper_(Game_Boy)

https://tcrf.net/Blaster_Master:_Enemy_Below

https://tcrf.net/Animal_Breeder_3

https://tcrf.net/Casper_(Game_Boy)

https://tcrf.net/Dino_Breeder_3:_Gaia_Fukkatsu

https://tcrf.net/Disney%27s_Aladdin_(Game_Boy)

https://tcrf.net/Disney%27s_Beauty_and_the_Beast:_A_Board_Game_Adventure

Are you saying I can run gameboy advance games on the fxpak pro with the sgb firmware? Your saying gba

Is there anything I need to do to make that work?
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 14, 2020, 07:53 AM
Nope these are all SGB enhanced GB or GBC hybrid games games.

GBC only gams will just give a warning screen.

I seem to recall there was one Gameboy COlor game that hidden a secret mini game, some kind of sliding tiles game IIRC. But I can't remember which one if any....
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on September 14, 2020, 02:58 PM
You mean a GBC game with a minigame that can only be played on a DMG/SGB? That would be interesting. Most GBC exclusive games I've seen just have a warning screen running in DMG mode telling you to play the game on a GBC.


All of you say maybe possible. But I'm only listing it as "SGB" "feature"  as listed on various sites like TCRF... The code to detect SGB is the game itself, and way SGB reads that code apparently. B ut honestly that's pretty much how all 'special features' work... The code is in each game, and SGB just 'reads' that code, and vice versa.
I'm just saying that the disabling of rumble is a feature of the software (game) rather than of the hardware (MBC5).
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 14, 2020, 05:14 PM
Ya, I think I remember readinga bout it on some site a few years ago... but honestly don't feel like going through a hundred games or so to see if it was true or not! But as I remember it poped up the warning screen, but also had a message about pushing start to play a little mini-game. It was either sliding tiles or 'matching tiles' using some graphics form the game itself.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 14, 2020, 05:17 PM
Quote
I'm just saying that the disabling of rumble is a feature of the software (game) rather than of the hardware (MBC5).

Ya, but in most/all GB "SGB" features, its all feature of the 'software'. And SGB hardware/firmware/software is then able to read that software and do what it's programed to do with it.... I don't think any of it, sparticuarly on any hardware level, other than software telling hardware what to do... and there eing data only can be played on SGB/SNES hardware.
Title: Re: Super Game Boy 2 (Beta)
Post by: zaphro72 on September 14, 2020, 07:02 PM


Are you saying I can run gameboy advance games on the fxpak pro with the sgb firmware? Your saying gba

Is there anything I need to do to make that work?
[/quote]

There were games for the GB/GBC, like Shantae, that had enhancements when run on a GBA vs a GB/GBC. That is why he referred to the GBA I believe.
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on September 14, 2020, 10:58 PM
Quote
I'm just saying that the disabling of rumble is a feature of the software (game) rather than of the hardware (MBC5).

Ya, but in most/all GB "SGB" features, its all feature of the 'software'. And SGB hardware/firmware/software is then able to read that software and do what it's programed to do with it.... I don't think any of it, sparticuarly on any hardware level, other than software telling hardware what to do... and there eing data only can be played on SGB/SNES hardware.
The emulator (or FPGA implementation in this case) must emulate the mapper hardware but not the software. The software is added by the user when he loads a rom image. The rom image contains only game code and data (software), not the mapper hardware.

It matters if this feature (disabling rumble) is done by the hardware or the software, because if it's a software feature it's not universal for MBC5, even if every currently existing MBC5 game with rumble does it. A prototype could show up that haven't implemented it yet, and a homebrewed game could do any crazy thing. These must be taken into consideration when implementing MBC5 support with rumble in an emulator.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 15, 2020, 08:38 AM
Quote
I'm just saying that the disabling of rumble is a feature of the software (game) rather than of the hardware (MBC5).

Ya, but in most/all GB "SGB" features, its all feature of the 'software'. And SGB hardware/firmware/software is then able to read that software and do what it's programed to do with it.... I don't think any of it, sparticuarly on any hardware level, other than software telling hardware what to do... and there eing data only can be played on SGB/SNES hardware.
The emulator (or FPGA implementation in this case) must emulate the mapper hardware but not the software. The software is added by the user when he loads a rom image. The rom image contains only game code and data (software), not the mapper hardware.

It matters if this feature (disabling rumble) is done by the hardware or the software, because if it's a software feature it's not universal for MBC5, even if every currently existing MBC5 game with rumble does it. A prototype could show up that haven't implemented it yet, and a homebrewed game could do any crazy thing. These must be taken into consideration when implementing MBC5 support with rumble in an emulator.

There is at least one game with unused rumble code already out. It can be reenabled with game genie code... Speaking of gamegenie/other hacks... it might be possible to test your theories by disablign the code in the roms themselves to see how it affects things on an actual Super Gameboy. But you might also need a flashcart with rumble to make this easier to do (there is curently only one option on the market that I know of as of now)....
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 15, 2020, 06:23 PM
It’s been done already... look about two pages back for a link...

Richard, an interesting detail is that super gameboy and GBC do have Pre programmed colors For various  classic gameboy games. But not necessarily the same games or colors.  Gba even added a bunch of new games including GB/GBC hybrid games to list of preprogrammed games... so hypothetically while there arearound 15-20 games with pallette built into the super gameboy, GBC covered something along the lines of 25-30 games. There may be a coupe that had Preprogrammed colors in sgb, but got default colors in GBC for some reason.

As it's now provided I think their is still one error in one of the mappers that nuu pointed out which may need to be corrected, it just needs the GBC Enhancements to GBA section filled in along with the DS link as I wasn't aware of it as my ideal one was just based on working with a SGB (That didn't stop me going through sites upon sites finding out the details and listing every device they could be used with even the N64 mentions XD)

And yeah it likely is possible with Gamegenie to use that, I know a certain code allows only for GBC games to work on a SGB complete with glitches and crashes ingameplay but it's likely worth a try in your lifetime to see what that code does to all locked off games... as it would be for me to see how many SNES games run on a GBA when they are converted in my lifetime.
Title: Re: Super Game Boy 2 (Beta)
Post by: nensondubois on September 16, 2020, 02:37 AM
https://cheapergamer.co.uk/gba-enhanced-gbc-games/

Also it's possible to hack the games to leave the GBA features on permanently even on regular GBC hardware.

Here is a small list of games with unused SGB content...

https://tcrf.net/Akazukin_Chacha_(Game_Boy)

https://tcrf.net/All-Star_Baseball_99_(Game_Boy)

https://tcrf.net/Ballistic_(Game_Boy_Color)

https://tcrf.net/Beethoven:_The_Ultimate_Canine_Caper_(Game_Boy)

https://tcrf.net/Blaster_Master:_Enemy_Below

https://tcrf.net/Animal_Breeder_3

https://tcrf.net/Casper_(Game_Boy)

https://tcrf.net/Dino_Breeder_3:_Gaia_Fukkatsu

https://tcrf.net/Disney%27s_Aladdin_(Game_Boy)

https://tcrf.net/Disney%27s_Beauty_and_the_Beast:_A_Board_Game_Adventure

Actually, a lot of games have unused SGB code but the site owner deemed them to problematic on count of cluttering pages, so some games were removed and I have saved most of my original research notes. A small portion of games list remnants of varying versions of an unknown SDK that was used to develop and select enhancements for the SGB including presets. There are games that actually still have the attribute ATTR_TRN and ATTR_SET overlays intact. Not much else is known about this SDK or if any original developers still have the files used for testing.
Title: Re: Super Game Boy 2 (Beta)
Post by: nensondubois on September 16, 2020, 02:41 AM
Quote
I'm just saying that the disabling of rumble is a feature of the software (game) rather than of the hardware (MBC5).

Ya, but in most/all GB "SGB" features, its all feature of the 'software'. And SGB hardware/firmware/software is then able to read that software and do what it's programed to do with it.... I don't think any of it, sparticuarly on any hardware level, other than software telling hardware what to do... and there eing data only can be played on SGB/SNES hardware.

Space Invaders actually is the only games that does run full SNES 65816 code to run Arcade mode. Definitely was possible but developers were mostly lazy to the point of just throwing up a border and mostly bad palettes in their games so we didn't see much of the full potential of the Super Game Boy. A few games did use internal sound effects and the N-SPC sound driver to compose songs and jingles. There was an entire chapter dedicated to using sound samples and SGB music though only 20 games actually ended up with better soundtracks.

There is also an unused and unfinished OBJ_TRN mode that uses the VRAM of the SNES to display 16x16 objects. I discovered how to access it years ago and documented some of the information on how it works. Mario's Picross nearly came close by overlaying the border of the title screen to match the logo.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 16, 2020, 02:53 AM
Ya, Space Invaders is technical impressive marvel! Donkey Kong 94 also impresses me with its full color map screens. Some very cool sprite work done there...
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 16, 2020, 02:55 AM
https://cheapergamer.co.uk/gba-enhanced-gbc-games/

Also it's possible to hack the games to leave the GBA features on permanently even on regular GBC hardware.

Here is a small list of games with unused SGB content...

https://tcrf.net/Akazukin_Chacha_(Game_Boy)

https://tcrf.net/All-Star_Baseball_99_(Game_Boy)

https://tcrf.net/Ballistic_(Game_Boy_Color)

https://tcrf.net/Beethoven:_The_Ultimate_Canine_Caper_(Game_Boy)

https://tcrf.net/Blaster_Master:_Enemy_Below

https://tcrf.net/Animal_Breeder_3

https://tcrf.net/Casper_(Game_Boy)

https://tcrf.net/Dino_Breeder_3:_Gaia_Fukkatsu

https://tcrf.net/Disney%27s_Aladdin_(Game_Boy)

https://tcrf.net/Disney%27s_Beauty_and_the_Beast:_A_Board_Game_Adventure

Actually, a lot of games have unused SGB code but the site owner deemed them to problematic on count of cluttering pages, so some games were removed and I have saved most of my original research notes. A small portion of games list remnants of varying versions of an unknown SDK that was used to develop and select enhancements for the SGB including presets. There are games that actually still have the attribute ATTR_TRN and ATTR_SET overlays intact. Not much else is known about this SDK or if any original developers still have the files used for testing.

I would realy love to have full list! And wondering if they can be reactived in some cases through mod/patches?
Title: Re: Super Game Boy 2 (Beta)
Post by: nensondubois on September 16, 2020, 04:01 AM
https://cheapergamer.co.uk/gba-enhanced-gbc-games/

Also it's possible to hack the games to leave the GBA features on permanently even on regular GBC hardware.

Here is a small list of games with unused SGB content...

https://tcrf.net/Akazukin_Chacha_(Game_Boy)

https://tcrf.net/All-Star_Baseball_99_(Game_Boy)

https://tcrf.net/Ballistic_(Game_Boy_Color)

https://tcrf.net/Beethoven:_The_Ultimate_Canine_Caper_(Game_Boy)

https://tcrf.net/Blaster_Master:_Enemy_Below

https://tcrf.net/Animal_Breeder_3

https://tcrf.net/Casper_(Game_Boy)

https://tcrf.net/Dino_Breeder_3:_Gaia_Fukkatsu

https://tcrf.net/Disney%27s_Aladdin_(Game_Boy)

https://tcrf.net/Disney%27s_Beauty_and_the_Beast:_A_Board_Game_Adventure

Actually, a lot of games have unused SGB code but the site owner deemed them to problematic on count of cluttering pages, so some games were removed and I have saved most of my original research notes. A small portion of games list remnants of varying versions of an unknown SDK that was used to develop and select enhancements for the SGB including presets. There are games that actually still have the attribute ATTR_TRN and ATTR_SET overlays intact. Not much else is known about this SDK or if any original developers still have the files used for testing.

I would realy love to have full list! And wondering if they can be reactived in some cases through mod/patches?

Most of the leftover SGB functions what can still be accessed with Game Genie codes, I haven't done patches because as far as I recall none needed patches because of the small amount of bytes needed to be changed in order to access the remaining content.
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on September 16, 2020, 06:51 PM
Space Invaders Arcade Mode is basically just a SNES game that runs from RAM, so it can basically do anything a SNES game can do. But it's great because it's the only example of a game that takes full advantage of the SNES hardware in that way.

There are also some Bomberman Gameboy games that uses the SNES multitap for 4 or 5 players on one screen when playing on SGB. That's another thing only possible with an SGB.

As it's now provided I think their is still one error in one of the mappers that nuu pointed out which may need to be corrected, it just needs the GBC Enhancements to GBA section filled in along with the DS link as I wasn't aware of it as my ideal one was just based on working with a SGB (That didn't stop me going through sites upon sites finding out the details and listing every device they could be used with even the N64 mentions XD)
What error? I see many typos (MCB instead of MBC).
It's just a list of some of the most problematic games for Gameboy emulators and flashcarts due to obscure mappers or hardware, so I don't understand why it would contain games with SGB, GBC or GBA enhancements or linking. It's missing some obvious things though, such as MBC1S which is a game using MBC1 and sonar hardware, used by Bandai's Pocket Sonar.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 16, 2020, 08:54 PM
Mario's Picross nearly came close by overlaying the border of the title screen to match the logo.

Ah yeah Mario's Picross, the game that had some many different boarders by pressing button inputs when used on a SGB, aside from so many variants that I saw which must have been over hundreds I checked years ago I recall using those button inputs and changing a game to play it with that boarder still on the screen but it only worked with non enhanced SGB boarder games otherwise it just fades out and changes to the pre-made boarder for the SGB Enanced game that used their own.

I think what killed the interest for me was the fact my SNES was a PAL version and it just looked plain awful seeing a Gameboy game in a small window even by PAL standards that classic square middle part was none other than a squashed rectangle which put me off using my SGB for too long, that and the pillar-box cut off areas and the widescreen bars on the top and the bottom truly ruined it for my enjoyment oddly however it didn't look that noticeable on a SNES game.

What error? I see many typos (MCB instead of MBC).
It's just a list of some of the most problematic games for Gameboy emulators and flashcarts due to obscure mappers or hardware, so I don't understand why it would contain games with SGB, GBC or GBA enhancements or linking. It's missing some obvious things though, such as MBC1S which is a game using MBC1 and sonar hardware, used by Bandai's Pocket Sonar.

Considering the fact this was compiled back in 2014 with going onto several Wika pages aswell as Gamefaqs to name a few it was quite a miracle I managed to label all of them, their will be some typos due to the entries calling them that all I did was search up the entry and copy and paste the info into the rom itself.

And yeah I never did do the GBA enhancements as my EDGB final version made years ago just based off the games that ran on my SGB, I presume I only listed the N64 ones due to the fact I needed to look up what each game had. I think the worst one was where I ended up going on Gamefaqs to see what games were GBC only and I remember the Japanese boxes had a stamp of two colours that I forgot what they were I think one was red and one was blue or sometimes green on the images I found.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 17, 2020, 06:19 AM
There are GBA enhancments and DS to GBA enhancment lists out there, and DS slot 2 enhancment add-ons lists. Not sure how complete they are not, or accurate.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 20, 2020, 02:33 AM
There are GBA enhancments and DS to GBA enhancment lists out there, and DS slot 2 enhancment add-ons lists. Not sure how complete they are not, or accurate.

I honestly never heard of that feature but if I guessed it would likely be more know with the Pokémon GBA games and the Pokémon DS games as you could trade between games, I do remember the GBA transfer device that let you wire up a GBA to your Gamecube for some Pokémon games on it but my memory is really foggy of anything past the GBC era.

I presume the reason why was because I really didn't feel the need to search up stuff that wouldn't play on a SNES, I was fully aware of the Gameboy Player but I never had one with my Gamecube which was why I was resilient to get a EDGBA but who would have guessed I would use it so much more than the Gameboy Everdrives even with the boarder features... I guess you really can't judge a book by its cover eh... though ironically I didn't use the GBA everdrive for GBA games but other systems instead likely why the battery never ran dry as I hardly used it for GBA games.
Title: Re: Super Game Boy 2 (Beta)
Post by: Galron on September 21, 2020, 02:20 AM
Ya it can get kinda complicated...

See DS to GBA enhancments include anything from hooking up a Aria of Sorrow and linking it to Dawn of Sorrow to unlock some extra items in Dawn of Sorrow. It simply reads off the header information. Lots of games that did stuff like that. Some unlocked extra missions if you had a previous GBA like Advance Wars GBA to Advance Wars DS apparently.

To more elaborate stuff such as pokepark and trading pokemon between GBA and DS games.

You brought up gamecube, there are a number of games that are also special compatible with the GBA through the GBA link cable. Having a copy of Fusion for example would unlock content in Metroid Prime II and vice versa... That's another list I need to look into for GBA flashcart....

https://en.wikipedia.org/wiki/GameCube_–_Game_Boy_Advance_link_cable
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on September 21, 2020, 07:16 AM
Ya it can get kinda complicated...

See DS to GBA enhancments include anything from hooking up a Aria of Sorrow and linking it to Dawn of Sorrow to unlock some extra items in Dawn of Sorrow. It simply reads off the header information. Lots of games that did stuff like that. Some unlocked extra missions if you had a previous GBA like Advance Wars GBA to Advance Wars DS apparently.

To more elaborate stuff such as pokepark and trading pokemon between GBA and DS games.

You brought up gamecube, there are a number of games that are also special compatible with the GBA through the GBA link cable. Having a copy of Fusion for example would unlock content in Metroid Prime II and vice versa... That's another list I need to look into for GBA flashcart....

https://en.wikipedia.org/wiki/GameCube_–_Game_Boy_Advance_link_cable

All info provided and found was from these links below... whever they were accurate or not was beyond me but it's mostly it.

https://en.wikipedia.org/wiki/List_of_Game_Boy_Color_games

https://en.wikipedia.org/wiki/List_of_Game_Boy_games
Title: Re: Super Game Boy 2 (Beta)
Post by: RetroGamer02 on October 02, 2020, 02:23 AM
SGB Firmware Merged into the Savestate firmware a while back and now it looks like that firmware has been merged into official including SGB. Maybe we will get a new release from Ikari soon?
Title: Re: Super Game Boy 2 (Beta)
Post by: PersianImm0rtal on October 06, 2020, 01:01 AM
Just wanted to creep in and say thanks to the people who added save states and sgb2! Any chance that support for Tengai Makou Zero Far East of Eden would be supported soon?
Title: Re: Super Game Boy 2 (Beta)
Post by: stry8993 on October 19, 2020, 11:51 PM
What is the best option for Sprite Limit for Super Gameboy 2?
Title: Re: Super Game Boy 2 (Beta)
Post by: nuu on October 20, 2020, 12:45 AM
I'm assuming it's an option to remove the 10 sprites per scanline limit? In that case best would be enabled, like real GB hardware. Removing the sprite limit may reduce flickering in games if there are more than 10 sprites on the same scanline, but will also make some games that rely on this hardware quirk, to not work correctly.
Title: Re: Super Game Boy 2 (Beta)
Post by: The Unboxing Authority on October 28, 2020, 07:51 AM
A quick question. So I know they combined the Savestate firmware with the GBA firmware, but has anyone figured out how to have the SaveStates work at the same time as the Super Gameboy 2 or the Enhancement Chip games? I'm just curious.
Title: Re: Super Game Boy 2 (Beta)
Post by: Prock78 on November 26, 2020, 11:12 PM
I recently found out about this firmware by Furious, and wowww! It's amazing! I'm so glad to be able to use save states and to play GB games on my SNES with my SD2SNES!
One question though: I can't use save states when playing GB games, is it normal? I can see this possibility in the SGB Settings: Savestates (XR, XL). But XR or XL have no effect during the game. Am I missing something?
Title: Re: Super Game Boy 2 (Beta)
Post by: The Unboxing Authority on November 27, 2020, 12:00 AM
I recently found out about this firmware by Furious, and wowww! It's amazing! I'm so glad to be able to use save states and to play GB games on my SNES with my SD2SNES!
One question though: I can't use save states when playing GB games, is it normal? I can see this possibility in the SGB Settings: Savestates (XR, XL). But XR or XL have no effect during the game. Am I missing something?

My life in gaming seems to have another firmware that does support save states and cd audio on super gameboy 2 games. They demonstrate it in their video. At least that's the way I saw it. I don't know where to get that firmware. It also has special Super Gameboy functions to play in Super Gameboy mode instead of Super Gameboy 2, different clock rates. Does anyone know where to get that firmware?
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on November 27, 2020, 07:38 AM
I recently found out about this firmware by Furious, and wowww! It's amazing! I'm so glad to be able to use save states and to play GB games on my SNES with my SD2SNES!
One question though: I can't use save states when playing GB games, is it normal? I can see this possibility in the SGB Settings: Savestates (XR, XL). But XR or XL have no effect during the game. Am I missing something?

My life in gaming seems to have another firmware that does support save states and cd audio on super gameboy 2 games. They demonstrate it in their video. At least that's the way I saw it. I don't know where to get that firmware. It also has special Super Gameboy functions to play in Super Gameboy mode instead of Super Gameboy 2, different clock rates. Does anyone know where to get that firmware?

Just quickly skipped to watch the whole part where he says about the history of looking back at the SD2SNES when it first came out until the updated end but didn't see any feature which made him change between the versions it's likely he was using the original device for the normal one unless it was a option in the menu at what time part?
Title: Re: Super Game Boy 2 (Beta)
Post by: Relikk on November 27, 2020, 11:20 AM
My life in gaming seems to have another firmware that does support save states and cd audio on super gameboy 2 games. They demonstrate it in their video. At least that's the way I saw it. I don't know where to get that firmware. It also has special Super Gameboy functions to play in Super Gameboy mode instead of Super Gameboy 2, different clock rates. Does anyone know where to get that firmware?

They don't have another firmware. The latest firmware has been in the first post of this thread since mid September, about a week after its release.
Title: Re: Super Game Boy 2 (Beta)
Post by: Richardragon87 on November 27, 2020, 08:05 PM
On 2nd look it seems its indeed the original Super Gameboy but judging from the accuracy of the frame rate it appears to be the actual device while the SGB2 is the firmware one it's a bit confusing when he has the transparent one too so there is that too.