![]() This one also doesn’t have a name since it’s exclusive to one ROM, but Super Game Boy 2 doesn’t boot up at all attempting to load the SGB2 ROM simply causes a black screen to pop up this was the main issue I was trying to bypass when figuring out how to run SGB mode through BSNES, and while I managed to fix it in the case of the original SGB, SGB2 still hasn’t been resolved.I can’t really put a name on this next one, but Super Mario Land 2 resets when I try to enter certain worlds such as Tree Zone or Turtle Zone.However, the audio feed runs as it should on an actual cartridge, indicating that the game is still properly running aside from the frozen screen. Video Playback Errors: When Donkey Kong '94 boots up, the video feed freezes when the Super Game Boy ROM tries to load the game’s special border.The default borders are not affected, so I can still switch to them and play the game no problem, but with Yellow I’m stuck using what the SGB alone can provide. Pokémon Red & Blue and Gold & Silver), or in some cases don’t load the borders or palettes at all, being mistaken for an un-optimized Game Boy game (as is the case with Pokémon Yellow). Some of these games either have corrupted borders (i.e. Border and Color Glitches: Select Game Boy titles have special SGB palettes and borders built into them that can be switched on and off via the SGB menu.Games I’ve seen suffer from this problem include Wario Land: Super Mario Land 3 and Super Mario Land 2: 6 Golden Coins. Save States: Certain games crash RetroArch when I try to create or load a save state, while others seem to implement them perfectly fine.Now that I’ve got the gist of it figured out, I thought I might provide a list of the issues I’ve run into while using the Super Game Boy in RetroArch, most of them being relatively minor, along with examples of games where I’ve noticed these issues I’m not sure if these issues are exclusive to these games (as I’m only documenting them based on my own experiences) or if they’re widespread across the Game Boy and Game Boy Color library (discounting GBC-exclusive titles, which cannot run on original GB hardware like the kind found in the SGB cartridge). What core are they for? I'm using ganbatte.A little while back, I made a post where I had some help figuring out how to get Super Game Boy running through CLI. If you want BEZELS (not to be confused with the Super Game Boy "borders") you need to download those separately and recommend you get them through The Bezel Project. Basically this means for those changes to happen you need to close and reopen Retroarch. Take note on the options that say require restart, you need to restart Retroarch, not just the current emulator/game running. The 3rd option you might need to tinker with is "Video - Display Border" and you likely want the option "Only for Super Game Boy" selected here, but change per what you want here. There is the Super Game Boy 2 options, but I'm not sure what exactly they offer that the original doesn't. For the 2nd one you want either "Super Game Boy NTSC" or Super Game Boy PAL" accordingly to the game's region. If you need to, select another option accordingly. If your ROM is "SGB Enhanced" (Super Game Boy Enhanced) and you have selected "Auto Detect DMC/SGB/CGB" it should load up the Super Game Boy stuff automatically. They are called "System - Emulated Model (Requires Restart)" and "System - Auto Detected SGB Model (Requires Restart)". The settings you need to change are in this Options menu. When it's running hit the F1 key to open Retroarch's Quick Menu. I'm assuming you have your Game Boy games already running OK in Retroarch for this to work. This is pretty straight forward once you know where to look for the settings.
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