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Messages - nensondubois

Pages: [1] 2
1
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

2
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

3
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

4
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

5
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

6
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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?

7
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

8
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

9
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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?

10
I actually was astonished at how bad the SGB support for Pinball turned out. Even the border reeks of laziness. I while ago I actually the liberty to fixing the default palette. https://twitter.com/nensondubois_/status/1150618266047537153

"youtu.be/_YZ9fFUjYOU  - There was a request and for some reason I said "fine, I'll look into it" earlier. Pokemon Pinball (all versions) Fixes the palette so it looks like Red, Blue and Yellow. No idea why they couldn't. PAL01 013BA3170064FD000000000000000000"

I did a few more approaches tot he palette scheme. Without modifying a lot of code I did a good fix.

11
That makes sense because wwapping out actual games does not actually remove what is already loaded into the SNES but there is no way you could copy what is in RAM to cart or use it in any meaningful or useful way. You can maybe intercept the packets as they're being sent and maybe save them to cart by writing a lot of custom routines. I haven't actually done this but it may be an interesting project.

12
Actually, a lot of games did set up more than 4 static palette screens, it was fairly common. You actually don't need to upload a program that takes complete control of the SNES to run code, you can actually upload simple routines with DATA_SND and make changes to the SGB program itself for extra effects or whatever you want as long as there is enough free RAM then setting up a simple JUMP command.

I remember reading about that on those dedicated sites that dump data in those folders which had a description of parts they deciphered, it also led me to finding out how to download a coded file that could either boot a SGB2 screen, crash it or even cause a interference on the GB device if the file was opened on a EDGB device.

There are three banks basically unused and was meant for this purpose. You could access the unused / unfinished SNES OBJ_TRN mode and set up locations in VRAM and have them interact with the GB game for example, you could even overwrite and expand on currently existing functions but that would take a lot more effort and time so I guess it is "understandable" why sadly none of this happened in any commercial game, though surprisingly larger game studios didn't touch the Super Game Boy hardware with a ten foot pole including Nintendo.

I remember reading of this one on a huge SGB topic that had a really weird way of wording what they were calling the topic and I also remember reading of this on the TCRF section of the SGB too.

Instead they mostly locked the player out of palette selection which was ridiculous even by their standards. I reverse-engineered the SGB and SGB2 BIOS revisions and I can tell you that there was a LOT that could have been done to spruce up games if they were just given a little more time and effort and at most 256kb of ROM space, which was still a lot for smaller game institutions at the time.

I am 99.9% certain if the boarder and the enhanced color pallet is running without the game that locked you out of accessing it causes the lock to allow you to change to different selections plus keeping the locked one they made specifically for that said game.

Pin 30 here is the RESET pin which should reset the hardware. I think all EDGB (even the first one without a switch) might be using this to reset the SGB border after loading a game.

Ah so that's how the device resets the boarder when loading an enhanced game, I kind of thought you meant there was a button under the label of the EDGB device that reset the game. Still though just like a regular game the EDGB cannot reset the boarder back if the enhanced game boarder from a different game was already running on it when going back to the menu or loading a non enhanced SGB game which would retain the unique pallet selection as with the boarder.

The Everdrive does not actually reset in SGB mode, it just runs the game as it normally would. You *could* actually write a DATA_SND routine and JUMP to it using SGB commands as the NP GB Memory cart does to boot into games. Border selection was never disabled, in fact there isn't even complete code to do that in the SGB BIOS. ICON_EN could only disable palettes and or controller selection and register file transfers. The wording in the official Game Boy documents just gives the most basic information and even excludes a few commands such as OBJ_TRN because it was never properly implemented. TEST_EN does not actually work and points to a ret.

13
I'm really unimpressed with the Super Game Boy support they included in this homebrew. A border and a bland palette is really the bottom of the barrel and is low effort as opposed to adding a SGB soundtrack and other features.

Why would that matter much when you could use that boarder across any non enhanced Super Gameboy game the pallet color set isn't that bland when used on games such as the Kirby series ^^

But it's not any different from how most commercial games used the SGB. Just the minimal effort to satisfy customers' expectations from any game released after the SGB. Exclusive SGB content would be limited to people with both a SNES and SGB, and that might not be the goal for the game.

I'd also like to see GB homebrew that uses the SNES hardware more though.

The problem with the SGB enhancement situation was it was meant according to the user guide to enhance your games in more colors than how we were limited to with the lime green screen, sadly it later became a gimmick as the GBC surpassed what it intended to and even to this day the only 2 games that took full advantage of this was Donkey Kong and Pachi-Slot Hisshou Guide GB making a map in more colors than the SGB could display and the other making a whole slot machine in more colors than you can imagine.

These days a lot take the SGB enhancements by a pinch of salt being just a bland few pallets and nothing else to use it with, but surely you must know that despite the pallets cannot be saved as they have the values of _ _ _ _ - _ _ _ _ - _ _ _ _ - _ _ _ - when checked on what pallets they used can still be used on non enhanced games as can boarders so every little helps and as it has been from my memory a decade since I have seen a homebrew games with a boarder this was a great moment in history for us.

The problem is that using the SGB's feature to use more than the DMG's 4 colors is slow and doesn't work well in scrolling games. Donkey Kong and Pachislot were both easy to do, because both games uses static screens. Another solution is to upload a SNES rom to RAM and execute from there like Space Invaders do in Arcade Mode. In that case it's basically a SNES game with access to all hardware in the SNES.

I think the reason why developers seldom used these features is an economical question. The extra time needed to do it is increasing the development cost, and since the audience is smaller on the SGB than on a standard GB, it might not increase sales enough to make up for that extra cost.

Making a border on the other hand is as easy as drawing the static tiles used in it, as long as there is rom space to store it in. It doesn't need to change very often (or never) so there are no timing problems. That's why most GB games after the SGB's release do at least include a unique border to upload.

Actually, a lot of games did set up more than 4 static palette screens, it was fairly common. You actually don't need to upload a program that takes complete control of the SNES to run code, you can actually upload simple routines with DATA_SND and make changes to the SGB program itself for extra effects or whatever you want as long as there is enough free RAM then setting up a simple JUMP command. There are three banks basically unused and was meant for this purpose. You could access the unused / unfinished SNES OBJ_TRN mode and set up locations in VRAM and have them interact with the GB game for example, you could even overwrite and expand on currently existing functions but that would take a lot more effort and time so I guess it is "understandable" why sadly none of this happened in any commercial game, though surprisingly larger game studios didn't touch the Super Game Boy hardware with a ten foot pole including Nintendo. Instead they mostly locked the player out of palette selection which was ridiculous even by their standards. I reverse-engineered the SGB and SGB2 BIOS revisions and I can tell you that there was a LOT that could have been done to spruce up games if they were just given a little more time and effort and at most 256kb of ROM space, which was still a lot for smaller game institutions at the time.

The GBC may have had an impact on the development and support developers were interested in adding for SGB games but a few games that did support the GBC did look as well as they did on the GBC.

14
I'm really unimpressed with the Super Game Boy support they included in this homebrew. A border and a bland palette is really the bottom of the barrel and is low effort as opposed to adding a SGB soundtrack and other features.

15
EverDrive 64 / Re: list of emulators for ed64 v3
« on: April 22, 2019, 01:21 AM »
Namco Museum 64 emulates Ms. Pac-Man, Galaga, Galaxian, Pole Position and Dig Dug.

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