Would a Super Game Boy core/function be possible?

jumpbeatshoot
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Would a Super Game Boy core/function be possible?

Unread post by jumpbeatshoot »

I don't know if it would be technically possible to make, but it would be nice to get features exclusive to Super Game Boy like special palettes and boarders. I don't know if it could be a modification in the Game Boy core or in the SNES core, its own specific core recriating SNES and Super Game Boy or a core of the Super Game Boy working with the SNES core. Can a core work with another core?! I don't know.
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Cebion
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Re: Would a Super Game Boy core/function be possible?

Unread post by Cebion »

Isn't that not already in the Gameboy core? Just select super gameboy on and a compatible rom. Worked for me just fine
mario64
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Re: Would a Super Game Boy core/function be possible?

Unread post by mario64 »

Cebion wrote: Sun Jun 07, 2020 6:31 pm Isn't that not already in the Gameboy core? Just select super gameboy on and a compatible rom. Worked for me just fine
It is present but doesn’t work properly. I tried it with Castlevania and first the graphics corrupt then goes to a black screen It’s unplayable with SGB enabled
LeftEmpty
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Re: Would a Super Game Boy core/function be possible?

Unread post by LeftEmpty »

In my experience it's very sketchy at moment, not working on the first load of the rom, then staying when you load another, as if there were some kind of memory displacement in time. But I confess since it doesn't support the sound output provided by the SFC and don't like most of the choices of the colour palettes, I just keep it turned off.
mic_
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Re: Would a Super Game Boy core/function be possible?

Unread post by mic_ »

Isn't that not already in the Gameboy core? Just select super gameboy on and a compatible rom. Worked for me just fine
The SGB had support for letting the game upload arbitrary code to the SNES's RAM to be executed by the SNES CPU. I don't think that could work unless the SGB core also included a SNES core (or vice versa).
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Cebion
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Re: Would a Super Game Boy core/function be possible?

Unread post by Cebion »

I see, makes sense.
Let's hope then for a proper implementation.
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Newsdee
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Re: Would a Super Game Boy core/function be possible?

Unread post by Newsdee »

mic_ wrote: Mon Jun 08, 2020 6:10 amThe SGB had support for letting the game upload arbitrary code to the SNES's RAM to be executed by the SNES CPU. I don't think that could work unless the SGB core also included a SNES core (or vice versa).
How many games used that, though? I think only Space Invaders had that ability?
It may be easier to just hack the ROM into two (one for the GB core and one for the SNES core)?
mic_
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Re: Would a Super Game Boy core/function be possible?

Unread post by mic_ »

Well, in the interest of hardware preservation, I feel like even these obscure features ought to be supported. Doesn't mean that it should be a top priority or anything, but if you only have the palettes and the borders then it's not really a Super Gameboy.
arithmaldor
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Re: Would a Super Game Boy core/function be possible?

Unread post by arithmaldor »

In addition to the pallets/borders, SGB allowed for multiplayer on some GB games, even multitap for the Bomberman games
https://en.m.wikipedia.org/wiki/List_of ... _Boy_games

Would be amazing to see this. I'll be keeping an eye on the SD2SNES WIP that just popped up.
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EvilRyu
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Re: Would a Super Game Boy core/function be possible?

Unread post by EvilRyu »

With a good GB/GBC core and other easy ways to play the games on TV this will be a very low priority request but I would personally love seeing it implemented, having owned a SGB growing up. Donkey Kong was amazing with it and it's just not the same playing it without the SGB improvements.
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EvilRyu
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Re: Would a Super Game Boy core/function be possible?

Unread post by EvilRyu »

Did this just drop? I was never able to get the SGB palettes and borders to work and now it does?
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Newsdee
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Re: Would a Super Game Boy core/function be possible?

Unread post by Newsdee »

The new enhancements are really great! I'm enjoying the new audio filters and playing Donkey Kong '94 in SGB mode.
Would it be complicated to implement 2-player/multitap for the SGB games that support it? There's about 30 of them.
retrorepair
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Re: Would a Super Game Boy core/function be possible?

Unread post by retrorepair »

Newsdee wrote: Tue Jun 23, 2020 3:26 am The new enhancements are really great! I'm enjoying the new audio filters and playing Donkey Kong '94 in SGB mode.
Would it be complicated to implement 2-player/multitap for the SGB games that support it? There's about 30 of them.
Where are these audio filters? I don't quite understand what they are, much less where to find them.
Sigismond0
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Re: Would a Super Game Boy core/function be possible?

Unread post by Sigismond0 »

retrorepair wrote: Tue Jun 23, 2020 1:54 pmWhere are these audio filters? I don't quite understand what they are, much less where to find them.
There's an "audio filters" option now available on the same screen where you can select video filters. But the updater script has pulled any actual filters down yet, and I don't see any looking at the GitHub. Presumably the idea here is that you can apply a filter to do things like emulate the tinny sound of the actual GB speaker, or maybe one that lets you choose between different Genesis revision sounds.
OnCor
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Re: Would a Super Game Boy core/function be possible?

Unread post by OnCor »

Sigismond0 wrote: Tue Jun 23, 2020 4:12 pm There's an "audio filters" option now available on the same screen where you can select video filters. But the updater script has pulled any actual filters down yet, and I don't see any looking at the GitHub. Presumably the idea here is that you can apply a filter to do things like emulate the tinny sound of the actual GB speaker, or maybe one that lets you choose between different Genesis revision sounds.
Do you think that a Gameboy bezel (like the Super Gameboy offers) would be one of the video filters perhaps?
Sigismond0
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Re: Would a Super Game Boy core/function be possible?

Unread post by Sigismond0 »

OnCor wrote: Tue Jun 23, 2020 4:30 pmDo you think that a Gameboy bezel (like the Super Gameboy offers) would be one of the video filters perhaps?
No. Video filters are things like scanlines, interpolation, etc. Selectable borders would have to be an entirely new feature.
OnCor
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Re: Would a Super Game Boy core/function be possible?

Unread post by OnCor »

Sigismond0 wrote: Tue Jun 23, 2020 7:32 pm No. Video filters are things like scanlines, interpolation, etc. Selectable borders would have to be an entirely new feature.
Ah, I see. Thanks!
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Newsdee
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Re: Would a Super Game Boy core/function be possible?

Unread post by Newsdee »

retrorepair wrote: Tue Jun 23, 2020 1:54 pm Where are these audio filters? I don't quite understand what they are, much less where to find them.
It's still a work in progress, but it should become available via the updater at some point.
retrorepair
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Re: Would a Super Game Boy core/function be possible?

Unread post by retrorepair »

Newsdee wrote: Wed Jun 24, 2020 6:20 am
retrorepair wrote: Tue Jun 23, 2020 1:54 pm Where are these audio filters? I don't quite understand what they are, much less where to find them.
It's still a work in progress, but it should become available via the updater at some point.
I see there are some example filters in the Main repo. It sounds interesting (pun intended).
paulbnl
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Re: Would a Super Game Boy core/function be possible?

Unread post by paulbnl »

EvilRyu wrote: Mon Jun 22, 2020 4:00 pm Did this just drop? I was never able to get the SGB palettes and borders to work and now it does?
The first version with SGB support was released in the beginning of May. Maybe you had it set to Gameboy Color mode? It only works in Gameboy mode.
Newsdee wrote: Tue Jun 23, 2020 3:26 am Would it be complicated to implement 2-player/multitap for the SGB games that support it? There's about 30 of them.
There you go :) : https://github.com/MiSTer-devel/Gameboy ... 19a4151f8c
mario64
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Re: Would a Super Game Boy core/function be possible?

Unread post by mario64 »

EvilRyu wrote: Mon Jun 22, 2020 4:00 pm Did this just drop? I was never able to get the SGB palettes and borders to work and now it does?
In my experience there are issues with it. Castlevania Legends, for example, has corrupted graphics in SGB mode and eventually hangs at a mostly blank screen
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Snazzums
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Re: Would a Super Game Boy core/function be possible?

Unread post by Snazzums »

So how to we feel about supporting the "speed" button on the SGB controller?
riblad_om
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Re: Would a Super Game Boy core/function be possible?

Unread post by riblad_om »

I'm a little confused about the state of SGB emulation: currently the screen can be shrunk down with a black border, and the SGB color pallet can be applied to non GBC games. Is that the extent of it? Is there a point in me loading up "SGB Enhanced" roms? Will any of those enhancements come through?

Edit: after some fidgeting I got boarders to work for enhanced games: not sure if I was being impatient, or if it has something to do with having the System set to Auto.
the_muteKi
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Re: Would a Super Game Boy core/function be possible?

Unread post by the_muteKi »

Things that the SGB effects in the core don't replicate:
- Specific SGB interface -- including user-customizable coloration, borders, and animations (and a credits sequence), and these are different between the two SGB models.
- Fade-out from Super GB border into game-specific one (not a particularly noteworthy feature on its own)
- Use of SPC-700, for sound effects or music (i.e., Donkey Kong, Animaniacs) -- in SGB mode no audio plays. The only emulator I know of that supports this properly is bsnes/Higan, and unlike colors or borders I doubt a simple high-level solution for this exists.
- Space Invaders including a memory-resident SNES copy of the game, but this feature isn't as useful when you're not playing it from an actual GB cart anyway; there's a perfectly good SNES-specific copy of the game (and a very nice SNES core), after all.
- Use of the SNES clock to replicate the specific gameplay speed of the SGB1. Having looked into it a little more I do believe that the Hori GB Commander could be used to downclock both the original the SGB2 as well, though I don't know what the SGB2 alternate clock speeds are (see here, where it used with the SGB2: https://www.youtube.com/watch?v=blxuKsQCQGI).

Of these the only one I personally care about on a level stronger than "that would be nice to have I guess" is some way to replicate the SPC-700 sound effects.
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