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Enable Super Game Boy use in VBA-M Module #15
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The thing about VBA-M's Super Game Boy support is that it doesn't extend beyond borders and colors on SGB-capable games. It lacks various other features, such as extra sound effects (Donkey Kong '94 has some of these) and SGB-exclusive content (playing Space Invaders on SGB unlocks a built-in SNES version), not to mention you don't get the SGB menu with which you can play around with the palettes and various borders for non-SGB games. All in all, it is not a proper replacement for the SGB support provided by bsnes. |
Yes but right now its not possible to use SGB at all under RetroArch. This is a decent Inter rim solution. |
I still request to be given the option. |
This is a messy feature also: https://sourceforge.net/p/vbam/bugs/150/ |
This is still an issue as BSNES Super Game Boy Support is Windows Only. |
Hack for borders and colors is better than nothing, especially on Android and other platforms where the bsnes method for SGB emulation is not an option. |
I would suggest a separate core built exclusively for SGB (border & colour) emulation, as there is no other option for low-powered devices. External borders are not real emulation and SGB colours for games such as Mighty Morphin' Power Rangers make them have a reason to exist. |
Remove typedef'd standard int types
sgb should now be possible in latest commit. just dont expect it to have snes sounds though as that requires separate emulation for the snes apu. 2/4 player mode and borders should work (not sure what else can sgb do atm) |
Closing this issue, since the task is complete. Feel free to reopen if necessary. |
Confirmed to be working. |
RetroArch should not rely on bsnes-mercury for Super Game Boy Support. It should use the Super Game Boy support incuded in VBA-M. RetroArch is not practical for Super Game Boy Support currently. SDL Mode builds of RetroArch do support Super Game Boy.
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