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Messages - Galron

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31
FXPAK (SD2SNES) / Gigaleaks?
« on: September 12, 2020, 05:19 AM »
Anything good for the SNES out of the "gigaleaks"? Or other systems (I found the latest current GB/GBC dump)?

32
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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!

33
I'm still wating for Playstaiton videos version of Chrono Trigger to finally be released.

34
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

35
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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...

36
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

37
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

38
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.


39
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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/

40
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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)

41
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

42
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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

43
FXPAK (SD2SNES) / Re: SD2SNES Theme/Menu
« on: September 08, 2020, 07:20 PM »
Can someone fix the Stone Age Gamer menus to work with the latest combined custom firmware (SGB + Save States)?

https://stoneagegamer.com/fxpak-sd2snes-downloads.html

44
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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.

45
FXPAK (SD2SNES) / Re: Super Game Boy 2 (Beta)
« 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...

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