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Messages - Galron

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16
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.

17
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....

19
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).

20
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.

21
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.

22
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!

23
Off Topic / Re: Some ones designed a GBA flashcart with rumble! :-O
« on: September 13, 2020, 02:12 PM »
https://www.reddit.com/r/nds/comments/c32c9v/theoretically_could_the_ds_rumble_pak_be_used_for/

This would be interesting too... if someone figured a way to rumble features from a GBA and/or gbc games to the DS rumble pack from a DS flashcart.....

24
Inside Gadgets.com has in last few months been designing some interesting flashcarts for special featured games such as Boktai and solar cells/rtc, and another for rumble pack featured games (Drill Dozer primarily at the moment, but he said other games oculd be programmed to use it as well). On the GBC front, he has one that has Rumble+RTC (built into what looks like a HuC1/3 mapper sized/style case).

https://www.insidegadgets.com/


Specs (seems it also includes RTC!, and he also makes some with solar for Boktai games):
https://flashcartdb.com/index.php/Main_Page

GBC rumble flashcart (For those 15 or so games...):

https://www.youtube.com/watch?v=8IF37gY6CFk

GBA rumble flashcart:
https://www.youtube.com/watch?reload=9&v=LL3X5jldydA

Maybe the 8 or so Gameboy Player Enhanced GBA games (that support rumble on Gameboy Player) could be reworked to access rumble from the cart as well...!

I think BennVenn has also said he's interested in designing something with extra features too... Possibly rumble and solar....

25
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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?


26
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« on: September 13, 2020, 01:54 AM »
Finally this game.. no title screens, no developer information.. that I could find...

27
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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...

28
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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...

29
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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...

30
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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....

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