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Messages - Galron

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

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

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

4
FXPAK (SD2SNES) / Sonic SNES demo/proof of concept
« on: September 16, 2020, 01:37 AM »
http://www.mediafire.com/file/jfe53wudutwldwo/SNES_Sonic.smc/file?fbclid=IwAR2gtMxmCMCFwYP5h3AoGac80t-AfqALv4ODhaNoX_uXg0F8BlkzQKn9A-s

Anyone try this out? The developer claims its based on actual sonic the hedghog code/engine then converted and optomized with some tricks to run on the SNES. I'v eplayed the rom its impressive, as most of the physics are there, and it plays super fast, with almost zero slow down.

I've seen one incredulous person claim its bullshit, and that is a 'simply a sprite hack' of Super Mario Bros... Even though Super Mario doesn't even ahve the same physics, AI, or control schemes...

But is there anyone with the knowedge to look over the rom to see if it was hacking a previous Nintendo game, or if it was made from the ground up?

5
OH I talked to the developer they designed their flashcarts to only hold one game at a time.. YOu need a secondary flasher device to do the flashing/backups. They have chosen to do it this way to keep costs down, and not have to directly compete against bigger companies like Krikkz.

But it also has the advantage of being able to have full access to linked features like Pokepark on GBA and Nintendo DS pokemon games, and when using a transfer pak on n64 for example.

These were things that the demographic they market too want in a flashcart. Maybe buy more than one even, to have copies of rare/patched games in their collections as stand-alone repros...

Still I'm strongly interested in the rumble/RTC flashcart they have for testing rumble based games on the Gameboy Color.

And maybe one of those GBA solar sensor packs for Boktai 3 (which I'd probably leave on it, and never change). He said one feature of their solar sensor is that it can work off ambient light like a lamp if you want to, if there is no accessible sun, good weather....




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

7
EverDrive 64 / Re: 40 Winks Rom?
« on: September 15, 2020, 08:34 AM »
Changes to menus, and the rom they used to make NTSC is specifically an NTSC rom. There are menu differences, and the videos playback properly on NTSC.

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

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

10
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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....

12
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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).

13
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

14
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

15
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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!

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