nensondubois
Super Mario Bros 3. Dire Dire Docks - 2A03 NES version FROM Mario3 EXP
updated
ILVAZYPL
This is an old video I forgot about uploading for some reason I don't remember.
Please rate, comment and subscribe for more content! Follow me on Twitter: twitter.com/nensondubois_ and support patreon: patreon.com/nensondubois also accepting donations via Google wallet at gameboygallery@yahoo.com.
twitter.com/nensondubois_/status/1553563657006637056
Legend of the River King 2 (USA) (SGB Enhanced).gbc
The game *does* include a single palette, but there is more. There are additional SGB palettes in the ROM. There is also the listing:
C901 - PAL_PRI (Set palette priority to game)
7101 - ICON_EN (Disable palette selection)
The commands exists to set up a basic border and transfer palettes. None of these commands are called and do not transfer palettes or graphics to SNES VRAM. This is the entire used palette for the *whole* game. I will post more information about the unused palettes.
Set unused PAL_SET palette
??A-BD9-E6A (04, 07, )
I guess they ran out of time to finish the game. There are more that look like someone smashed a watermelon into a public pool where people visibly peed so I'm not going to post the rest.
There is only partial code to implement a border. There are additional palettes listed in the ROM. The first list is unreferenced palettes, the second is the unused PAL_SET listing. I could get the unused commands to load but now. Also, I really love the soundtrack in this game.
twitter.com/nensondubois_/status/1322046587758022656
I just discovered a game that not only a very obscure and unknown work by Toshiyuki Ueno who famously composed Mario's Pircoss, in addition the game contains a full-length DPCM sample that never completely plays.
Itadaki Street - Watashi no Mise ni Yottette (J).nes
Title screen music modifier
9695:A0:E6
96D5:??:00
Play full unused DPCM sample
SXNIYXSE
Actually, there is a second full-lenght DPCM sample that doesn't play.
Version 1
SLXAAUOU
Version 2 (most accurate; fully plays both samples as it was probably intended.)
SXNIYXSE
SZXAAUOU
These two were used in this video demonstration playing the full unused DPCM length.
SLXAAUOU
SXNIYXSE
twitter.com/nensondubois_/status/1322046587758022656
I just discovered a game that not only a very obscure and unknown work by Toshiyuki Ueno who famously composed Mario's Pircoss, in addition the game contains a full-length DPCM sample that never completely plays.
Itadaki Street - Watashi no Mise ni Yottette (J).nes
Title screen music modifier
9695:A0:E6
96D5:??:00
Play full unused DPCM sample
SXNIYXSE
Actually, there is a second full-lenght DPCM sample that doesn't play.
Version 1
SLXAAUOU
Version 2 (most accurate; fully plays both samples as it was probably intended.)
SXNIYXSE
SZXAAUOU
These two were used in this video demonstration playing the unused DPCM length that was most likely intended to play in the game.
SXNIYXSE
SZXAAUOU
twitter.com/nensondubois_/status/1304610754524409856
Pokemon Picross
Press start at title screen for sound test
155-B3B-E6E
Doesn't appear to be an unlockable.
twitter.com/nensondubois_/status/1619560161005420544
Mahjong Hishouden - Shin Naki no Ryuu (Japan).sfc
Start in sound test
8081370E
Why are there gunshots in a mahjong game? The answer no one will live to tell. James Bond music in a mahjong game? Guess someone got tiled out.
The demo song actually plays longer than it is possible to hear (it is almost impossible to hear because of the sound effects) in-game.
Play Demo song at title screen
DFC6-6FD4
Disable title demo
62C5-6467
Please rate, comment and subscribe for more content! Patreon: patreon.com/nensondubois and also cohost for more fun!: cohost.org/nensondubois
Shin SD Sengokuden - Daishougun Retsuden (Japan).sfc
Load title screen to enter "DEBUG SYSTEM" debug menu
84D15403
The end
twitter.com/nensondubois_/status/1618816835092373506
cohost.org/nensondubois/post/915273-shin-sd-sengokuden
Shin SD Sengokuden - Daishougun Retsuden (Japan).sfc
Load title screen to enter "DEBUG SYSTEM" debug menu
84D15403
twitter.com/nensondubois_/status/1618816835092373506
cohost.org/nensondubois/post/915273-shin-sd-sengokuden
I'm impressed with the soundtrack. Definitely one of the more underrated ones for the SNES / SFC
Shin SD Sengokuden - Daishougun Retsuden (Japan).sfc
Load title screen to enter "DEBUG SYSTEM" debug menu
84D15403
twitter.com/nensondubois_/status/1618816835092373506
cohost.org/nensondubois/post/915273-shin-sd-sengokuden
I found this many years ago when redumping the SPC set. Not the most interesting thing in a videogame, it is still something. It will work with an original Game Genie. If you want to play it forever (for some reason) it is also possible to disable the title screen demo.
Play unused chord loop test at title screen
F6C6-6FD4
Disable title demo
62C5-6467
This is complicated to explain but I will try. About the SONY S-AMP SPC700 and origins of the original Kankichi-kun かんきちくん sound driver used by Nintendo (and modified by others) are mutually exclusive to the origins of the SNES SDK and developed by Sony by in-house Yukio Kaneoka and Ken Kutaragi in September 1988.
Here is an incomplete list of games that either partially use the Sony SDK samples supplied to game developers although this wasn't always the case especially very early when Nintendo didn't supply devkits which caused a lot of difficulties. NOTE: This list does include games using various sound drivers and may only contain at least one sample; some games are obvious while others are difficult to discern or notice.
Part 1 - twitter.com/nensondubois_/status/1472038660262486016
Spectre
Clue
Super Star Wars
Star Trek Starfleet Academy
Tetris Battle Gaiden
There are more games. The research is still ongoing and I have identified a handful of games at this time. I either know from official game composers and developers who I've asked or a a few people I know asked. They're not allowed to give the SDK out and knowing Sony... yeah... you could imagine the potential reasons why.
Showcasing more games with the unused unfinished SNES OBJ_TRN mode function enabled.
*Each of the 24 8x8 or 16x16 objects can be set to either opaque or allow transparent. Overlapping per object is possible, and the prior entree will overlap the next without interfering with GBP settings.
Original video discovery and explanation of the unused and unfinished SNES OBJ_TRN mode programming:
youtube.com/watch?v=V4pYy2lIz5E
Definitely not the same results from the final USA build of the standalone Super Mario World game. Several parts. Lots of fun!
Level pointer corruption
05D8B4??
05D8B5??
Showcasing more games with the unused unfinished SNES OBJ_TRN mode function enabled.
*Each of the 24 8x8 or 16x16 objects can be set to either opaque or allow transparent. Overlapping per object is possible, and the prior entree will overlap the next without interfering with GBP settings.
Original video discovery and explanation of the unused and unfinished SNES OBJ_TRN mode programming:
youtube.com/watch?v=V4pYy2lIz5E
Showcasing more games with the unused unfinished SNES OBJ_TRN mode function enabled.
*Each of the 24 8x8 or 16x16 objects can be set to either opaque or allow transparent. Overlapping per object is possible, and the prior entree will overlap the next without interfering with GBP settings.
Original video discovery and explanation of the unused and unfinished SNES OBJ_TRN mode programming:
youtube.com/watch?v=V4pYy2lIz5E
Showcasing more games with the unused unfinished SNES OBJ_TRN mode function enabled.
*Each of the 24 8x8 or 16x16 objects can be set to either opaque or allow transparent. Overlapping per object is possible, and the prior entree will overlap the next without interfering with GBP settings.
Original video discovery and explanation of the unused and unfinished SNES OBJ_TRN mode programming:
youtube.com/watch?v=V4pYy2lIz5E
There may be another part showing off more glitches at some point.
A build 11 mnths before the game was released in the US. There are numerous differences, mostly relating to text and graphics. See if you can spot them all. One obvious change enables debugging functions. Text refers to Super Famicom buttons. There are level changes as well.
A build 11 mnths before the game was released in the US. There are numerous differences, mostly relating to text and graphics. See if you can spot them all. One obvious change enables debugging functions. Text refers to Super Famicom buttons. There are level changes as well.
Boo Diddly Jackson
A build 11 mnths before the game was released in the US. There are numerous differences, mostly relating to text and graphics. See if you can spot them all. One obvious change enables debugging functions. Text refers to Super Famicom buttons. There are level changes as well.
Boo Diddly Jackson
A build 11 mnths before the game was released in the US. There are numerous differences, mostly relating to text and graphics. See if you can spot them all. One obvious change enables debugging functions. Text refers to Super Famicom buttons. There are level changes as well.
A build 11 mnths before the game was released in the US. There are numerous differences, mostly relating to text and graphics. See if you can spot them all. One obvious change enables debugging functions. Text refers to Super Famicom buttons. There are level changes as well.
A build 11 mnths before the game was released in the US. There are numerous differences, mostly relating to text and graphics. See if you can spot them all. One obvious change enables debugging functions. Text refers to Super Famicom buttons. There are level changes as well.
A build 11 mnths before the game was released in the US. There are numerous differences, mostly relating to text and graphics. See if you can spot them all. One obvious change enables debugging functions. Text refers to Super Famicom buttons. There are level changes as well.
The holidays are here and Toy Story was a game that my aunt bought as a gift in 1996 and it included a new copy of Toy Story for the Game Boy. I played this game a lot. Today I'm changing up the instruments in the main in-game music.
The holidays are here and Toy Story was a game that my aunt bought as a gift in 1996 and it included a new copy of Toy Story for the Game Boy. I played this game a lot. Today I'm changing up the instruments in the main in-game music.
The holidays are here and Toy Story was a game that my aunt bought as a gift in 1996 and it included a new copy of Toy Story for the Game Boy. I played this game a lot. Today I'm changing up the instruments in the main in-game music.
The holidays are here and Toy Story was a game that my aunt bought as a gift in 1996 and it included a new copy of Toy Story for the Game Boy. I played this game a lot. Today I'm changing up the instruments in the main in-game music.
The holidays are here and Toy Story was a game that my aunt bought as a gift in 1996 and it included a new copy of Toy Story for the Game Boy. I played this game a lot. Today I'm changing up the instruments in the main in-game music.
The holidays are here and Toy Story was a game that my aunt bought as a gift in 1996 and it included a new copy of Toy Story for the Game Boy. I played this game a lot. Today I'm changing up the instruments in the main in-game music.
Game Boy Gallery - 5 Games in One (Europe) (SGB Enhanced).gb
Turns out there are unused graphics for the border. The words "LEFT" and "RIGHT" were mapped out but in the final game they're cut off. There is also the full name for Nintendo as well as a small alarm set button.
Restore ACL button graphic (all borders)
206-D08-A2A
Restore Nintendo logo and move to the center (all borders). It is possible this was the original intention.
100-BC8-7FB
100-BE8-7FF
640-9A8-A2A
650-9C8-A2A
660-9E8-A2A
670-A08-A2A
680-A28-A2A
690-A48-A2A
6A0-A68-A2A
Not the Sonic 3 & Knuckles Blue Spheres bonus game for chaos emeralds, but there is a lot of chaos in this game when you crash onto a planet.
I actually owned this game growing up for both GB and GBC. I think I only saw one or two episodes of Rugrats, didn't realluy watch TV much. The game isn't bad, it does seem unpolished and unfinished in some ways.
Showcasing more games with the unused unfinished SNES OBJ_TRN mode function enabled.
More info I discovered: *Each of the 24 8x8 or 16x16 objects can be set to either opaque or allow transparent. Overlapping per object is possible, and the prior entree will overlap the next without interfering with GBP settings.
Original video discovery and explanation of the unused and unfinished SNES OBJ_TRN mode programming:
youtube.com/watch?v=V4pYy2lIz5E
Because Twitter is dying, changes need to be made. I'm now over at cohost:
cohost.org/nensondubois
I had this idea for a long time but never got around to implementing this technically unused display mode. Implementing and activating it in games as an effect was relatively easy. Nintendo could have implemented a SGB command "SCREEN" which could have set up various screen effects. I guess they didn't even think about this possibility. Several SNES games actually do implement mosaic effects for transitioning in and out of areas. Super Mario World more thna likely turned a few heads when it was first seen, and I reckon that is the best widely known example. A Link to the Past is another example. Tetris & Dr. Mario as well.
This mode is possible to display using original hardware. You will need a Pro Action Replay MK 2 or 3 cartridge because they contain and support games with expansion pins, unlike the Game Genie where the effects of this display mode would be hampered by the video signal desynch issues caused by poorly grounded pins.
Now you can play Game Boy games in mosaic mode!
Super Game Boy (J) (V1.0).sfc
0082FA??
00830210
Super Game Boy (World) (Rev 2).sfc
0082FA??
00830210
Set mosaic effect settings (initial booting)
Super Game Boy 2 (J) (V1.16) [!].sfc
0082F7??
0082FF10
? - Intensity in pixels; 0=1x1, F=16x16
? - BG Mode Priority / Layer (02 - border, 03, 04 - Game screen area, 06 = border and game screen, ...)
It is possible to enable the SNES hardware mosaic effect via register $2106 and display it in Game Boy games or outside of the game area screen.
Please rate, comment and subscribe for more content! Follow me on Twitter: twitter.com/nensondubois_ and support patreon: patreon.com/nensondubois also accepting donations via Cashapp at $gremmie256.
Been a long time since I found an unused song in a videogame. There is an unused song and an unused jingle in this game. The jingle was likely meant to play after selecting a character to start the stage. The unused song could have been for composed for an unknown location. There are only three stages in the game and there is a composition for a fourth stage.
Super Pachinko Taisen (Japan) (SGB Enhanced).gb
Super Pachinko Taisen (Japan).sfc
Title screen music modifier (09 unused song)
093-1FE-E66
Disable title demo
D13-E1E-E6D
Been a long time since I found an unused song in a videogame. There is an unused song and an unused jingle in this game. The jingle was likely meant to play after selecting a character to start the stage. The unused song could have been for composed for an unknown location. There are only three stages in the game and there is a composition for a fourth stage.
Super Pachinko Taisen (Japan).sfc
Title screen music modifier
81881B?? (Unused Jingle 09, Unused Song 0A)
Disable title demo
818AEFA6
Been a long time since I found an unused song in a videogame. There is an unused song and an unused jingle in this game. The jingle was likely meant to play after selecting a character to start the stage. The unused song could have been for composed for an unknown location. There are only three stages in the game and there is a composition for a fourth stage.
Super Pachinko Taisen (Japan).sfc
Title screen music modifier
81881B?? (Unused Jingle 09, Unused Song 0A)
Disable title demo
818AEFA6
Because Twitter is dying, changes need to be made. I'm now over at cohost:
cohost.org/nensondubois
I had this idea for a long time but never got around to implementing this technically unused display mode. Implementing and activating it in games as an effect was relatively easy. Nintendo could have implemented a SGB command "SCREEN" which could have set up various screen effects. I guess they didn't even think about this possibility. Several SNES games actually do implement mosaic effects for transitioning in and out of areas. Super Mario World more thna likely turned a few heads when it was first seen, and I reckon that is the best widely known example. A Link to the Past is another example. Tetris & Dr. Mario as well.
This mode is possible to display using original hardware. You will need a Pro Action Replay MK 2 or 3 cartridge because they contain and support games with expansion pins, unlike the Game Genie where the effects of this display mode would be hampered by the video signal desynch issues caused by poorly grounded pins.
Now you can play Game Boy games in mosaic mode!
Super Game Boy (J) (V1.0).sfc
0082FA??
00830210
Super Game Boy (World) (Rev 2).sfc
0082FA??
00830210
Set mosaic effect settings (initial booting)
Super Game Boy 2 (J) (V1.16) [!].sfc
0082F7??
0082FF10
? - Intensity in pixels; 0=1x1, F=16x16
? - BG Mode Priority / Layer (02 - border, 03, 04 - Game screen area, 06 = border and game screen, ...)
It is possible to enable the SNES hardware mosaic effect via register $2106 and display it in Game Boy games or outside of the game area screen.
Please rate, comment and subscribe for more content! Follow me on Twitter: twitter.com/nensondubois_ and support patreon: patreon.com/nensondubois also accepting donations via Cashapp at $gremmie256.
Because Twitter is dying, changes need to be made. I'm now over at cohost:
cohost.org/nensondubois
I had this idea for a long time but never got around to implementing this technically unused display mode. Implementing and activating it in games as an effect was relatively easy. Nintendo could have implemented a SGB command "SCREEN" which could have set up various screen effects. I guess they didn't even think about this possibility. Several SNES games actually do implement mosaic effects for transitioning in and out of areas. Super Mario World more thna likely turned a few heads when it was first seen, and I reckon that is the best widely known example. A Link to the Past is another example. Tetris & Dr. Mario as well.
This mode is possible to display using original hardware. You will need a Pro Action Replay MK 2 or 3 cartridge because they contain and support games with expansion pins, unlike the Game Genie where the effects of this display mode would be hampered by the video signal desynch issues caused by poorly grounded pins.
Now you can play Game Boy games in mosaic mode!
Super Game Boy (J) (V1.0).sfc
0082FA??
00830210
Super Game Boy (World) (Rev 2).sfc
0082FA??
00830210
Set mosaic effect settings (initial booting)
Super Game Boy 2 (J) (V1.16) [!].sfc
0082F7??
0082FF10
? - Intensity in pixels; 0=1x1, F=16x16
? - BG Mode Priority / Layer (02 - border, 03, 04 - Game screen area, 06 = border and game screen, ...)
It is possible to enable the SNES hardware mosaic effect via register $2106 and display it in Game Boy games or outside of the game area screen.
Please rate, comment and subscribe for more content! Follow me on Twitter: twitter.com/nensondubois_ and support patreon: patreon.com/nensondubois also accepting donations via Cashapp at $gremmie256.
Because Twitter is dying, changes need to be made. I'm now over at cohost:
cohost.org/nensondubois
I had this idea for a long time but never got around to implementing this technically unused display mode. Implementing and activating it in games as an effect was relatively easy. Nintendo could have implemented a SGB command "SCREEN" which could have set up various screen effects. I guess they didn't even think about this possibility. Several SNES games actually do implement mosaic effects for transitioning in and out of areas. Super Mario World more thna likely turned a few heads when it was first seen, and I reckon that is the best widely known example. A Link to the Past is another example. Tetris & Dr. Mario as well.
This mode is possible to display using original hardware. You will need a Pro Action Replay MK 2 or 3 cartridge because they contain and support games with expansion pins, unlike the Game Genie where the effects of this display mode would be hampered by the video signal desynch issues caused by poorly grounded pins.
Now you can play Game Boy games in mosaic mode!
Super Game Boy (J) (V1.0).sfc
0082FA??
00830210
Super Game Boy (World) (Rev 2).sfc
0082FA??
00830210
Set mosaic effect settings (initial booting)
Super Game Boy 2 (J) (V1.16) [!].sfc
0082F7??
0082FF10
? - Intensity in pixels; 0=1x1, F=16x16
? - BG Mode Priority / Layer (02 - border, 03, 04 - Game screen area, 06 = border and game screen, ...)
It is possible to enable the SNES hardware mosaic effect via register $2106 and display it in Game Boy games or outside of the game area screen.
Please rate, comment and subscribe for more content! Follow me on Twitter: twitter.com/nensondubois_ and support patreon: patreon.com/nensondubois also accepting donations via Cashapp at $gremmie256.
Because Twitter is dying, changes need to be made. I'm now over at cohost:
cohost.org/nensondubois
I had this idea for a long time but never got around to implementing this technically unused display mode. Implementing and activating it in games as an effect was relatively easy. Nintendo could have implemented a SGB command "SCREEN" which could have set up various screen effects. I guess they didn't even think about this possibility. Several SNES games actually do implement mosaic effects for transitioning in and out of areas. Super Mario World more thna likely turned a few heads when it was first seen, and I reckon that is the best widely known example. A Link to the Past is another example. Tetris & Dr. Mario as well.
This mode is possible to display using original hardware. You will need a Pro Action Replay MK 2 or 3 cartridge because they contain and support games with expansion pins, unlike the Game Genie where the effects of this display mode would be hampered by the video signal desynch issues caused by poorly grounded pins.
Now you can play Game Boy games in mosaic mode!
Super Game Boy (J) (V1.0).sfc
0082FA??
00830210
Super Game Boy (World) (Rev 2).sfc
0082FA??
00830210
Set mosaic effect settings (initial booting)
Super Game Boy 2 (J) (V1.16) [!].sfc
0082F7??
0082FF10
? - Intensity in pixels; 0=1x1, F=16x16
? - BG Mode Priority / Layer (02 - border, 03, 04 - Game screen area, 06 = border and game screen, ...)
It is possible to enable the SNES hardware mosaic effect via register $2106 and display it in Game Boy games or outside of the game area screen.
Please rate, comment and subscribe for more content! Follow me on Twitter: twitter.com/nensondubois_ and support patreon: patreon.com/nensondubois also accepting donations via Cashapp at $gremmie256.
Because Twitter is dying, changes need to be made. I'm now over at cohost:
cohost.org/nensondubois
I had this idea for a long time but never got around to implementing this technically unused display mode. Implementing and activating it in games as an effect was relatively easy. Nintendo could have implemented a SGB command "SCREEN" which could have set up various screen effects. I guess they didn't even think about this possibility. Several SNES games actually do implement mosaic effects for transitioning in and out of areas. Super Mario World more thna likely turned a few heads when it was first seen, and I reckon that is the best widely known example. A Link to the Past is another example. Tetris & Dr. Mario as well.
This mode is possible to display using original hardware. You will need a Pro Action Replay MK 2 or 3 cartridge because they contain and support games with expansion pins, unlike the Game Genie where the effects of this display mode would be hampered by the video signal desynch issues caused by poorly grounded pins.
Now you can play Game Boy games in mosaic mode!
Super Game Boy (J) (V1.0).sfc
0082FA??
00830210
Super Game Boy (World) (Rev 2).sfc
0082FA??
00830210
Set mosaic effect settings (initial booting)
Super Game Boy 2 (J) (V1.16) [!].sfc
0082F7??
0082FF10
? - Intensity in pixels; 0=1x1, F=16x16
? - BG Mode Priority / Layer (02 - border, 03, 04 - Game screen area, 06 = border and game screen, ...)
It is possible to enable the SNES hardware mosaic effect via register $2106 and display it in Game Boy games or outside of the game area screen.
Please rate, comment and subscribe for more content! Follow me on Twitter: twitter.com/nensondubois_ and support patreon: patreon.com/nensondubois also accepting donations via Cashapp at $gremmie256.
Because Twitter is dying, changes need to be made. I'm now over at cohost:
cohost.org/nensondubois
I had this idea for a long time but never got around to implementing this technically unused display mode. Implementing and activating it in games as an effect was relatively easy. Nintendo could have implemented a SGB command "SCREEN" which could have set up various screen effects. I guess they didn't even think about this possibility. Several SNES games actually do implement mosaic effects for transitioning in and out of areas. Super Mario World more thna likely turned a few heads when it was first seen, and I reckon that is the best widely known example. A Link to the Past is another example. Tetris & Dr. Mario as well.
This mode is possible to display using original hardware. You will need a Pro Action Replay MK 2 or 3 cartridge because they contain and support games with expansion pins, unlike the Game Genie where the effects of this display mode would be hampered by the video signal desynch issues caused by poorly grounded pins.
Now you can play Game Boy games in mosaic mode!
Super Game Boy (J) (V1.0).sfc
0082FA??
00830210
Super Game Boy (World) (Rev 2).sfc
0082FA??
00830210
Set mosaic effect settings (initial booting)
Super Game Boy 2 (J) (V1.16) [!].sfc
0082F7??
0082FF10
? - Intensity in pixels; 0=1x1, F=16x16
? - BG Mode Priority / Layer (02 - border, 03, 04 - Game screen area, 06 = border and game screen, ...)
It is possible to enable the SNES hardware mosaic effect via register $2106 and display it in Game Boy games or outside of the game area screen.
Please rate, comment and subscribe for more content! Follow me on Twitter: twitter.com/nensondubois_ and support patreon: patreon.com/nensondubois also accepting donations via Cashapp at $gremmie256.
Because Twitter is dying, changes need to be made. I'm now over at cohost:
cohost.org/nensondubois
I had this idea for a long time but never got around to implementing this technically unused display mode. Implementing and activating it in games as an effect was relatively easy. Nintendo could have implemented a SGB command "SCREEN" which could have set up various screen effects. I guess they didn't even think about this possibility. Several SNES games actually do implement mosaic effects for transitioning in and out of areas. Super Mario World more thna likely turned a few heads when it was first seen, and I reckon that is the best widely known example. A Link to the Past is another example. Tetris & Dr. Mario as well.
This mode is possible to display using original hardware. You will need a Pro Action Replay MK 2 or 3 cartridge because they contain and support games with expansion pins, unlike the Game Genie where the effects of this display mode would be hampered by the video signal desynch issues caused by poorly grounded pins.
Now you can play Game Boy games in mosaic mode!
Super Game Boy (J) (V1.0).sfc
0082FA??
00830210
Super Game Boy (World) (Rev 2).sfc
0082FA??
00830210
Set mosaic effect settings (initial booting)
Super Game Boy 2 (J) (V1.16) [!].sfc
0082F7??
0082FF10
? - Intensity in pixels; 0=1x1, F=16x16
? - BG Mode Priority / Layer (02 - border, 03, 04 - Game screen area, 06 = border and game screen, ...)
It is possible to enable the SNES hardware mosaic effect via register $2106 and display it in Game Boy games or outside of the game area screen.
Please rate, comment and subscribe for more content! Follow me on Twitter: twitter.com/nensondubois_ and support patreon: patreon.com/nensondubois also accepting donations via Cashapp at $gremmie256.
Because Twitter is dying, changes need to be made. I'm now over at cohost:
cohost.org/nensondubois
I had this idea for a long time but never got around to implementing this technically unused display mode. Implementing and activating it in games as an effect was relatively easy. Nintendo could have implemented a SGB command "SCREEN" which could have set up various screen effects. I guess they didn't even think about this possibility. Several SNES games actually do implement mosaic effects for transitioning in and out of areas. Super Mario World more thna likely turned a few heads when it was first seen, and I reckon that is the best widely known example. A Link to the Past is another example. Tetris & Dr. Mario as well.
This mode is possible to display using original hardware. You will need a Pro Action Replay MK 2 or 3 cartridge because they contain and support games with expansion pins, unlike the Game Genie where the effects of this display mode would be hampered by the video signal desynch issues caused by poorly grounded pins.
Now you can play Game Boy games in mosaic mode!
Super Game Boy (J) (V1.0).sfc
0082FA??
00830210
Super Game Boy (World) (Rev 2).sfc
0082FA??
00830210
Set mosaic effect settings (initial booting)
Super Game Boy 2 (J) (V1.16) [!].sfc
0082F7??
0082FF10
? - Intensity in pixels; 0=1x1, F=16x16
? - BG Mode Priority / Layer (02 - border, 03, 04 - Game screen area, 06 = border and game screen, ...)
It is possible to enable the SNES hardware mosaic effect via register $2106 and display it in Game Boy games or outside of the game area screen.
Please rate, comment and subscribe for more content! Patreon: patreon.com/nensondubois and also cohost for more fun!: cohost.org/nensondubois
The priot video shows games booting normally with missing frames...
youtube.com/watch?v=UwMd1vLQEKE
Super Game Boy (World) (Rev 2).sfc
Skip "Super Game Boy logo" Animation quick boot sequence. (not needed; optional, used for demonstration purposes. You may want to skip this every time yo play games.)
00AEF88D
Always boot into problematic cartridges (not needed)
00B10505
00B10705
Boot into games without losing frames The Super Game Boy doesn't boot into games instantly; there is a black screen uncontrollable for 29 frames!)
00B0CD00
You probably noticed this, but there is a black screen that appears after booting past the Super Game Boy logo. you hear the game but you can't control the game for 29 frames. Why did Nintendo do this instead of instantly booting into the game? Possibly to avoid screen "garbage" from displaying. Sounds stupid, right? Well it is. The SGB doesn't check for enhancements or compability.
The priot video shows games booting normally with missing frames...
youtube.com/watch?v=UwMd1vLQEKE
Super Game Boy (World) (Rev 2).sfc
Skip "Super Game Boy logo" Animation quick boot sequence. (not needed; optional, used for demonstration purposes. You may want to skip this every time yo play games.)
00AEF88D
Always boot into problematic cartridges (not needed)
00B10505
00B10705
Boot into games without losing frames The Super Game Boy doesn't boot into games instantly; there is a black screen uncontrollable for 29 frames!)
00B0CD00
In my previous entree we looked at the questionable design choice made by Nintendo with the original Super Game Boy and how the games don't actually boot instantly. where 29 frames are missing upon booting. We discussed the possibiility that the decision was made to prevent screen garbage from displaying as soon as game were initiated.
Changes were made with the SGB2 revision causing graphics to be less glitchy, and appears related to the stack read changing from FE to FF in the bootrom used detect between SGB and SGB2 and can cause certain games to behave differentl when booting the first few frames. The first two screenshots show kirby's Dream Land boot sequences on the exact frame with both SGB and SGB2.
Pac-Man is the reverse situation where it is only affected by the SGB2. The first few display garbage frames. Kaeru no Tame ni Kane wa Naru, the Japanese exclusive displays garbage before updating the LCD status to display text with both the SGB and SGB2. There are most likely other game examples.
Boot into games without losing frames The Super Game Boy doesn't boot into games instantly; there is a black screen uncontrollable for 29 frames!)
80B0CA00
Skip "Super Game Boy logo" Animation quick boot sequence. (not needed; optional, used for demonstration purposes. You may want to skip this every time you play games.)
00AEED8D
You probably noticed this, but there is a black screen that appears after booting past the Super Game Boy logo. you hear the game but you can't control the game for 29 frames. Why did Nintendo do this instead of instantly booting into the game? Possibly to avoid screen "garbage" from displaying. Sounds stupid, right? Well it is. The SGB doesn't check for enhancements or compability.
The priot video shows games booting normally with missing frames...
youtube.com/watch?v=UwMd1vLQEKE
Super Game Boy (World) (Rev 2).sfc
Skip "Super Game Boy logo" Animation quick boot sequence. (not needed; optional, used for demonstration purposes. You may want to skip this every time yo play games.)
00AEF88D
Always boot into problematic cartridges (not needed)
00B10505
00B10705
Boot into games without losing frames The Super Game Boy doesn't boot into games instantly; there is a black screen uncontrollable for 29 frames!)
00B0CD00
In my previous entree we looked at the questionable design choice made by Nintendo with the original Super Game Boy and how the games don't actually boot instantly. where 29 frames are missing upon booting. We discussed the possibiility that the decision was made to prevent screen garbage from displaying as soon as game were initiated.
Changes were made with the SGB2 revision causing graphics to be less glitchy, and appears related to the stack read changing from FE to FF in the bootrom used detect between SGB and SGB2 and can cause certain games to behave differentl when booting the first few frames. The first two screenshots show kirby's Dream Land boot sequences on the exact frame with both SGB and SGB2.
Pac-Man is the reverse situation where it is only affected by the SGB2. The first few display garbage frames. Kaeru no Tame ni Kane wa Naru, the Japanese exclusive displays garbage before updating the LCD status to display text with both the SGB and SGB2. There are most likely other game examples.
Boot into games without losing frames The Super Game Boy doesn't boot into games instantly; there is a black screen uncontrollable for 29 frames!)
80B0CA00
Skip "Super Game Boy logo" Animation quick boot sequence. (not needed; optional, used for demonstration purposes. You may want to skip this every time you play games.)
00AEED8D
The next video will show games booting instantly without losing frames.
youtu.be/4q40RB8VuHA
Super Game Boy (World) (Rev 2).sfc
Skip "Super Game Boy logo" Animation quick boot sequence. (not needed; optional, used for demonstration purposes. You may want to skip this every time yo play games.)
00AEF88D
Always boot into problematic cartridges (not needed)
00B10505
00B10705
Boot into games without losing frames The Super Game Boy doesn't boot into games instantly; there is a black screen uncontrollable for 29 frames!)
00B0CD00
Please rate, comment and subscribe for more content! Follow me on Twitter: twitter.com/nensondubois_ and support patreon: patreon.com/nensondubois also accepting donations via Cashapp at $gremmie256.