Author Topic: Super Game Boy 2 (Beta)  (Read 13012 times)

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Offline stry8993

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Re: Super Game Boy 2 (Beta)
« Reply #60 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

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!

Offline Richardragon87

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Re: Super Game Boy 2 (Beta)
« Reply #61 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.
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Offline stry8993

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Re: Super Game Boy 2 (Beta)
« Reply #62 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.


Offline nuu

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Re: Super Game Boy 2 (Beta)
« Reply #63 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.

Offline RetroGamer02

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Re: Super Game Boy 2 (Beta)
« Reply #64 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
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Offline leonquest

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Re: Super Game Boy 2 (Beta)
« Reply #65 on: August 18, 2020, 05:03 PM »
That guy works fast :o. Did redguy change his nickname to redacted?  ;D ;D ;D ;D
Everdrive64 V3 - SD2Snes rev. f - Everdrive N8 fami - MegaEd X3 - PS IO - MODE - MISTer

Offline stry8993

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Re: Super Game Boy 2 (Beta)
« Reply #66 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!
« Last Edit: August 20, 2020, 11:32 AM by stry8993 »

Offline leonquest

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Re: Super Game Boy 2 (Beta)
« Reply #67 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.
Everdrive64 V3 - SD2Snes rev. f - Everdrive N8 fami - MegaEd X3 - PS IO - MODE - MISTer

Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #68 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.

Offline Richardragon87

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Re: Super Game Boy 2 (Beta)
« Reply #69 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.
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Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #70 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

Offline Richardragon87

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Re: Super Game Boy 2 (Beta)
« Reply #71 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...
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Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #72 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...?

Offline nuu

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Re: Super Game Boy 2 (Beta)
« Reply #73 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.
« Last Edit: September 06, 2020, 05:22 PM by nuu »

Offline Richardragon87

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Re: Super Game Boy 2 (Beta)
« Reply #74 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
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Great, the photo didn't load! Does anyone know how to fix this?
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P.S Richardragon87! Don't write me again, dude! You're in ignore list!