reyvgm
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« on: September 22, 2008, 08:51:54 am » |
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You know when you put a GB or GBC game on the Super Game Boy, you sometimes get a nice border. Can this be extracted using some tool? And if so, can they be edited and re-inserted? Is there even a tool to do that? Or at least one to look at the inside of the rom's graphics?
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I.S.T.
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« Reply #1 on: September 22, 2008, 08:58:46 am » |
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You'd probably have to code a tool for extracting it...
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xdaniel
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« Reply #2 on: September 22, 2008, 09:42:42 am » |
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At least for the Pokemon games, the SGB borders are plain old 4BPP tiles like the ones used in any other SNES game. I'm not sure about other games, but I assume it's the same for them.
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Kitsune Sniper
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« Reply #3 on: September 22, 2008, 01:11:40 pm » |
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At least for the Pokemon games, the SGB borders are plain old 4BPP tiles like the ones used in any other SNES game. I'm not sure about other games, but I assume it's the same for them.
In most cases, I've noticed that yes, SGB borders are 4bpp SNES tiles. But there's a few games that have compressed data, such as Nettou KOF 95 and 96. Edit: Oh, it's you. *kicks you back to VGMuseum*
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« Last Edit: September 22, 2008, 04:07:19 pm by Kitsune Sniper »
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InVerse
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« Reply #4 on: September 22, 2008, 07:08:02 pm » |
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I'll echo what's already been said about it generally being stored as regular graphics. I recently got around to translating the Super Gameboy border for my old Ultraman Ball translation. It was stored in standard 4BPP. I had originally had trouble editing it because I was attempting to do so in the same codec as the Gameboy graphics, which didn't work out so well for obvious reasons. From my experiences hacking Survival Kids 2, I can also say that it's border was stored in the same manner.
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KingMike
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« Reply #5 on: September 22, 2008, 07:28:13 pm » |
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Yes, they would generally be in SNES format because as I understand, they are meant to be handled by the SNES PPU (using the SGB's ability to allow the GB CPU to indirectly access the SNES address space?).
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tc
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« Reply #6 on: September 22, 2008, 07:39:23 pm » |
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Sort of. But there's no real Super Game Boy emulator yet.
GB/C/A emulators can only display/change a game's own borders. SNES code such as the SGB menu doesn't work.
SNES emulators can run an SGB rom, yet don't emulate the GB hardware so there's no way to "insert" a cartridge.
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I.S.T.
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« Reply #7 on: September 22, 2008, 09:34:52 pm » |
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The fact that there's no true SGB emulator makes me sad. I'd make one myself, but I can't program in any language period.
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tc
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« Reply #8 on: September 22, 2008, 10:19:21 pm » |
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Multi-player would be a major barrier there. Since SGB2 has a link port. To fully support that, you'd have to emulate several SNESs and GBs at the same time...
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I.S.T.
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« Reply #9 on: September 22, 2008, 10:31:33 pm » |
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Multi-player would be a major barrier there. Since SGB2 has a link port. To fully support that, you'd have to emulate several SNESs and GBs at the same time...
An opcode accurate emulator could easily do that on any semi-decent system from the last three to five years.
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tc
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« Reply #10 on: September 23, 2008, 01:35:10 am » |
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Well, I'm not a programmer so I don't know the specifics.
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Kitsune Sniper
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« Reply #11 on: September 23, 2008, 01:48:08 am » |
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Multi-player would be a major barrier there. Since SGB2 has a link port. To fully support that, you'd have to emulate several SNESs and GBs at the same time...
An opcode accurate emulator could easily do that on any semi-decent system from the last three to five years. Tell that to byuu. :p *flees*
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reyvgm
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« Reply #12 on: September 23, 2008, 10:03:48 am » |
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I see... So, about the games that store the borders in an uncompressed form, is there a tool that lets one extract them without having to play the game? Some games have multiple borders (Dragon Warrior 1 & 2, Street Fighter 2) and it would be a plus to extract them without having to reach a certain point in the game to see them. P.S. Kit, why so mean to Rey?
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I.S.T.
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« Reply #13 on: September 23, 2008, 10:07:15 am » |
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Multi-player would be a major barrier there. Since SGB2 has a link port. To fully support that, you'd have to emulate several SNESs and GBs at the same time...
An opcode accurate emulator could easily do that on any semi-decent system from the last three to five years. Tell that to byuu. :p *flees* I didn't say it would be accurate. an opcode accurate emulator is zsnes/snes9x.
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KaioShin
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« Reply #14 on: September 23, 2008, 10:14:23 am » |
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an opcode accurate emulator is zsnes/snes9x.
What would you mean by "opcode accurate" emulator (just curious since I also tried my hand a bit at emulator programming when I was younger and even less skilled then I am today T_T I've been meaning to get back into it though)? That it doesn't emulate a load command as a store command? Or is it somehow related to Opcode timing? When I was trying to write one myself the timing was always the most difficult thing to handle. Maybe I approached the whole thing from a wrong angle. I heard that many less accurate emulator's practically don't emulate any timing at all or only very rudimentary. Well, I have no idea how that could work since at least on the platform I was looking at a ton of I/O things were tied to timing. How to trigger everything even roughly at the right time without any timing was beyond me back then. I haven't thought about the problem in years though, so I'm curious now that someone brough up the topic ^^ Also, why do people want a SGB emulator? There is nothing to it other than the borders and maybe 2 player support in a handful of games (I had Battle Arena Toshinden for GB which worked in versus with 2 controllers on SGB). All of this could be handled in a GB emu, and most do it too (haven't looked for that 2p feature yet though).
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