Author Topic: Super Game Boy 2 (Beta)  (Read 37305 times)

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Offline nuu

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Re: Super Game Boy 2 (Beta)
« Reply #120 on: September 14, 2020, 02:58 PM »
You mean a GBC game with a minigame that can only be played on a DMG/SGB? That would be interesting. Most GBC exclusive games I've seen just have a warning screen running in DMG mode telling you to play the game on a GBC.


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.
I'm just saying that the disabling of rumble is a feature of the software (game) rather than of the hardware (MBC5).

Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #121 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.

Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #122 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.

Offline zaphro72

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Re: Super Game Boy 2 (Beta)
« Reply #123 on: September 14, 2020, 07:02 PM »


Are you saying I can run gameboy advance games on the fxpak pro with the sgb firmware? Your saying gba

Is there anything I need to do to make that work?
[/quote]

There were games for the GB/GBC, like Shantae, that had enhancements when run on a GBA vs a GB/GBC. That is why he referred to the GBA I believe.

Offline nuu

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Re: Super Game Boy 2 (Beta)
« Reply #124 on: September 14, 2020, 10:58 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.
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.

Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #125 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)....

Offline Richardragon87

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Re: Super Game Boy 2 (Beta)
« Reply #126 on: September 15, 2020, 06:23 PM »
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.

As it's now provided I think their is still one error in one of the mappers that nuu pointed out which may need to be corrected, it just needs the GBC Enhancements to GBA section filled in along with the DS link as I wasn't aware of it as my ideal one was just based on working with a SGB (That didn't stop me going through sites upon sites finding out the details and listing every device they could be used with even the N64 mentions XD)

And yeah it likely is possible with Gamegenie to use that, I know a certain code allows only for GBC games to work on a SGB complete with glitches and crashes ingameplay but it's likely worth a try in your lifetime to see what that code does to all locked off games... as it would be for me to see how many SNES games run on a GBA when they are converted in my lifetime.
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Offline nensondubois

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Re: Super Game Boy 2 (Beta)
« Reply #127 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.

Offline nensondubois

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Re: Super Game Boy 2 (Beta)
« Reply #128 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.
« Last Edit: September 16, 2020, 02:46 AM by nensondubois »

Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #129 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...

Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #130 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?

Offline nensondubois

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Re: Super Game Boy 2 (Beta)
« Reply #131 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.

Offline nuu

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Re: Super Game Boy 2 (Beta)
« Reply #132 on: September 16, 2020, 06:51 PM »
Space Invaders Arcade Mode is basically just a SNES game that runs from RAM, so it can basically do anything a SNES game can do. But it's great because it's the only example of a game that takes full advantage of the SNES hardware in that way.

There are also some Bomberman Gameboy games that uses the SNES multitap for 4 or 5 players on one screen when playing on SGB. That's another thing only possible with an SGB.

As it's now provided I think their is still one error in one of the mappers that nuu pointed out which may need to be corrected, it just needs the GBC Enhancements to GBA section filled in along with the DS link as I wasn't aware of it as my ideal one was just based on working with a SGB (That didn't stop me going through sites upon sites finding out the details and listing every device they could be used with even the N64 mentions XD)
What error? I see many typos (MCB instead of MBC).
It's just a list of some of the most problematic games for Gameboy emulators and flashcarts due to obscure mappers or hardware, so I don't understand why it would contain games with SGB, GBC or GBA enhancements or linking. It's missing some obvious things though, such as MBC1S which is a game using MBC1 and sonar hardware, used by Bandai's Pocket Sonar.
« Last Edit: September 16, 2020, 06:55 PM by nuu »

Offline Richardragon87

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Re: Super Game Boy 2 (Beta)
« Reply #133 on: September 16, 2020, 08:54 PM »
Mario's Picross nearly came close by overlaying the border of the title screen to match the logo.

Ah yeah Mario's Picross, the game that had some many different boarders by pressing button inputs when used on a SGB, aside from so many variants that I saw which must have been over hundreds I checked years ago I recall using those button inputs and changing a game to play it with that boarder still on the screen but it only worked with non enhanced SGB boarder games otherwise it just fades out and changes to the pre-made boarder for the SGB Enanced game that used their own.

I think what killed the interest for me was the fact my SNES was a PAL version and it just looked plain awful seeing a Gameboy game in a small window even by PAL standards that classic square middle part was none other than a squashed rectangle which put me off using my SGB for too long, that and the pillar-box cut off areas and the widescreen bars on the top and the bottom truly ruined it for my enjoyment oddly however it didn't look that noticeable on a SNES game.

What error? I see many typos (MCB instead of MBC).
It's just a list of some of the most problematic games for Gameboy emulators and flashcarts due to obscure mappers or hardware, so I don't understand why it would contain games with SGB, GBC or GBA enhancements or linking. It's missing some obvious things though, such as MBC1S which is a game using MBC1 and sonar hardware, used by Bandai's Pocket Sonar.

Considering the fact this was compiled back in 2014 with going onto several Wika pages aswell as Gamefaqs to name a few it was quite a miracle I managed to label all of them, their will be some typos due to the entries calling them that all I did was search up the entry and copy and paste the info into the rom itself.

And yeah I never did do the GBA enhancements as my EDGB final version made years ago just based off the games that ran on my SGB, I presume I only listed the N64 ones due to the fact I needed to look up what each game had. I think the worst one was where I ended up going on Gamefaqs to see what games were GBC only and I remember the Japanese boxes had a stamp of two colours that I forgot what they were I think one was red and one was blue or sometimes green on the images I found.
« Last Edit: September 16, 2020, 09:25 PM by Richardragon87 »
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Offline Galron

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Re: Super Game Boy 2 (Beta)
« Reply #134 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.