Unfortunately, unless someone makes a SGB core for the minis, you won't be able to have true SGB emulation. with retroarch, this is true, but, it only seems to be for game boy (not game boy color games) super-game-boy-enhanced titles.
so, i read somewhere, once upon a time, that mgba supports super game boy features when playing game boy games. You can also add your own borders to any game, however, instead of the borders being true to the original (squared, bordering the gameplay image), they are instead stretched to fill the screen. trying to get universal super game boy features (with a few caveats). There are also no support for Super Game Boy borders. The colours are NOT the accurate colouring of Super Game Boy enhanced games (such as Pokemon Red/Blue) and will only display in one colour. Cant find settings for the borders, I dont think those work. I noticed exactly the same thing the other day. just tried donkey kong and it colorizes correctly. Sameboy is/was my go-to for proper GB/GBC emulation and integration with RetroArchs features. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack. Sameboy is the core to use for proper Super Gameboy support (v1 & v2) and borders, but sadly it looks like RetroPie-Extras removed it from their repo because of some recent build issue on the Pi. I have it installed as a bubble using adrenaline bubble manager. Libretro mGBA is an emulator for running Game Boy Advance games. I believe the GBA core you are using allows you to assign palettes to mono games, but I don't know if you can assign a different one per game. EDIT: just remembered one of the emulators that works great for super gameboy games is 'masterboy' for the PSP, which works great in adrenaline.
So you either have the SGB border with a brownish palette, or you play with colors without the border. So check your emu's setting and make sure games are loading in SGB mode so it loads the border, but it will not play in Game Boy Color mode because the SGB doesn't support the GBC. You only get the border if you play it in SGB mode. Not sure if you could make a decent grid in that small space. ruckage i made a grid overlay for the full size (pixels arent all the same size) but it doesnt look right scaling and their arent enough pixels in 480 to create a grid. But for that you need real SGB emulation because the actual Kid Icarus cart does not contain any palette programming.īlaster Master: Enemy Below is a Game Boy Color game. edmaul69 said in Super Gameboy Border overlays - complete set. The real SGB hardware was programmed to give a custom palette to certain Nintendo games, and Kid Icarus was one of them. To set your own custom colors you need real SGB emulation. Any enhancements you see are things already included on the Game Boy cartridge and is not emulating or simulating the SGB at all.ĭarkwing Duck and Adventure Island II are mono games, those will not have borders or custom palettes because the SGB didn't even exist back then. Let me see if I can explain it.įor the minis, here is no true SGB emulation, as you noted. To the appropriate retroarch.cfg system files as well to keep Super Game Boy Mode core option separate from lr-mgba GBA emulation use.You seem to be confused as to how SGB enhancements work. One way is to access the Subsystem API through RetroArchs GUI like this. There are two ways to access the Subsystem API. Super GameBoy is supported via the Subsystem API. So you either have the SGB border with a brownish palette, or you play with colors without the border. Please note that the Game Boy and Super GameBoy ROMs have to be unzipped. So check your emus setting and make sure games are loading in SGB mode so it loads the border, but it will not play in Game Boy Color mode because the SGB doesnt support the GBC. What are these supposed to do exactly? Something used in the non-libretro version of It's pretty simple to setup, but here are the entries for "emulator.cfg", though they'll only work if your Game Boy ROMs have been updated to No-Intro's current names.Īnd here is the same thing for the Game Boy Color, though I haven't a clue why you'd want to give up Game Boy Color Mode for Super Game Boy Mode.Ĭore_options_path = "/opt/retropie/configs/gb/retroarch-core-options.cfg"Ĭore_options_path = "/opt/retropie/configs/gbc/retroarch-core-options.cfg" You only get the border if you play it in SGB mode. Assuming that is also in same folder as Super Game Boy (World).sfc (system folder in retroarch in my case). , and found pre-made SGB.1 and SGB.2 folders to place in the BIOS folder as well. retroarch -f -c 'Path to Nintendo Super Game Boy.cfg' 'Path to Super Game Boy (World).sfc' -gameboy 'Path to gameboy cartridge rom'.
Know there is also a special mode that was only ever used for Mario Picross' title screen as well that I haven't checked. Palettes and borders work great, though don't expect SGB's SNES Sound (Animaniacs comes to mind due to its entire soundtrack using that function) or Space Invaders' SNES ROM (I checked it). Here is Gameboy bezel base on Ferchos animated overlay idea.