#Handheld Cores
1 messages · Page 5 of 1
I noticed pokemon reds sprites are flickering when using sgb enhancements. Is this normal behavior?
As a demonstration
It looks like the pokeball palette is being used for the Sparrow palette. I think that might be a Pokemon bug
R/B are notorious for their bodged code, so I wouldn't be surprised if when the pokeball bar is being loaded/unloaded the sprite palettes are being changed in a silly way.
Does this happen every time, is it reproducible?
I found this nesdev thread on the same issue https://forums.nesdev.org/viewtopic.php?f=20&t=18733
Yes, in every fight. Seems to me it's every time a different palette is loaded, like when you throw out your pokemon, when the hp bar changes color ect.
This vid, according to the description is captured from a snes with a super gameboy via ossc and doesn't show said behavior:
Playing and capturing from SNES + Super Game Boy.SCART cable + OSSC.3x double lines.If you want - sent "hi" in chat ;)Just a casual and not 100% playthrough....
Rival battle starts at 4:20
Could you replicate the behavior? Just to make sure I'm not too stupid to get it working correctly. 😅
May another soul with some time could help, I'm all packed up to move overseas 🙃
I take it this on the GB core with the SGB palettes enabled, and not the actual SGB core?
because yeah I'm pretty sure I've never seen that playing through on real SGB hardware
I tried the usa version of red on the game boy core with sgb turned on and on the sgb core and didn't see anything flickering
Exactly. Didn't release there is a separate sgb core. 😅
Yeah it doesn't happen on the sgb core, though it's a shame still that the palette in the gameboy core doesn't work quiet right, especially since it allows you to disable the border.
Also the ar seems a bit off.
What osd settings are you using on the regular game boy core?
I tried both direct video and 1080p output
I also tried resetting settings
I could try nuking the entire gb core settings file.
Do you have the top level super game boy set to palette or on? I just want to make sure everything matches
Probably just a rt4k issue 
I love when you find a new joke and spam it across all channels 🤣
I tried both, it's just the frame that's different, right? Also, I've tried 1080p output to make sure it's no rt4k thing. Also also, I tried different roms, german and english from blue, yellow and red and all have the same green flicker as shon in the video https://cdn.discordapp.com/attachments/1046941428758102086/1263170127650885735/20240717_182308_1.mp4?ex=669c8e1a&is=669b3c9a&hm=c4a2d6b550497f3274b02d27ee7c7b45143d81d10313162125cb6fbcf6b0a839&
Tried different older versions of the core to the same affect. I'll try a new .ini file when I get home but I'm running out of ideas.
@fathom trail I did a completely fresh install on a different sd card and guess what! It still flickers. Are you, Sir, 100% completely sure that the sprites don't have a green flicker as shown in the video when you have the sgb palette turned on in pokemon?
I can stream some gameplay here for a few minutes if you are free and would like to see
I'm on my mental health walk now, just wanted to make sure since it's so odd. Maybe it's de10 dependent like the grandia flicker on saturn?
Maybe someone else can try it also?
Have a lake
Beautiful photo, you there now?
Robby come join our testing party 
I'm gaslighting quirrin into thinking pokemon red has no problems
Yeah it's where I do my stupid walks for my stupid health.
it's the lake of constance.
Also, pls fire up the gameboy core with the sgb palette enabled to check if you get that green flicker in pokemon red as I do.
Ok, I’ll try to do that today
Thank you so very much. Thoseposers CLAIMS he is helping but I'm not so sure anymore.
Did you try?
So unlike my vid? #1046941428758102086 message
Then it must be de10 specific. I tried different sd cards with different installations, one completely new.
Different roms from different sources and different regions as well.
@rotund flume could you provide me with the .ini file you used when you tested it to make sure it's nothing in there?
@hard sinew Did you try direct from mister to monitor with no scaler?
Yes.
But pls send me your ini as well when you got the time.
I tried once again and now I see it when new text is written?
At about :25 in the video for sure
Yeah you can see it in the trainer sprite and on squirtle
So I'm not crazy after all!
I need to send ini
Did you test with Super game boy set to on and custom palette set to off?
Oh, I tested with the Super GameBoy core
So there is a distinct difference between the sgb core and super game boy setting on the game boy core?
The github says sgb core is based on the snes core
So is the game boy one less accurate?
The Game Boy SGB implementation is missing features such as audio enhancements and other SNES required improvements.
It just gives you the border and custom color palettes.
Yeah but the sgb core doesn't look quite right when it comes to ar and you can't disable the border. I know it's more accurate to oem hardware, but maybe the gameboy core can be fixed so you have more options. (That work correctly)
Likely no since to get that extra functionality it needs the SNES hardware and that core pretty much maxed the de10. The SGB core stripped out SNES core features to get the SGB stuff working.
But I’m no core developer so I dunno 
Maybe still worth a github report. I don't have an account though.
Account creation is free
So is jumping off a cliff but you don’t see us doing that!
Finally gave the Neo Geo Pocket core a shot. And hoo boy that one was not easy to figure out. It's so weird that it's in the arcade folder!
Anyway, it was fun trying out some of the games. Cotton is so weird playing in grayscale. Hopefully we get a Pocket Color core some day, and one that is more finalized in general so it's more intuitive. Obviously this core isn't finished yet though, so I get it.
i'm glad its publicly available but its in a rough state and in the wrong folder. I hope once everything gets ironed out, its updated with the MiSTer framework and added as part of the official repo
Yeah, it being in the arcade folder is super weird. Even just getting games to boot on it took me awhile to figure out.
Can’t see it adopting the MiSTer framework since it’s a JT core and he has his own thing
Someone will maybe just port it to the MiSTer framework
I haven’t read the license of the original, but I wonder what the “etiquette” is there. From my perspective as a user, I think it would be a positive though
It's even weird playing it on an actual NeoGeo Pocket non-color, though on that you can adjust the contrast. It's super weird that the core plays most NGP compatible games, but still doesn't play Pac-Man (which actually is backwards compatible, though still best played on NGPC).
Differences from the color versions isn't as cut and dry as I thought. b/w Puzzle Link is JP only, but looks slightly (and I mean slightly) better on the monochrome Pocket than the color version, which still looks very good on the b/w pocket. Baseball Stars color feels like a newer revision than the b/w version and has a better palette on a monochrome Pocket than the original b/w version (palette is too dark in the original version). Pocket Tennis is an oddity. Color one went all fancy with updated graphics, but is stupid easy. I prefer the b/w version, but it still pales in comparison to Nintendo and Camelot's GB and GBC Tennis games.
I still have no idea why Puzzle Link 2 is color only. It doesn't look as fancy as other color only games.
Nice game, though.
Today on my MiSTer I only played Bookworm on the gba core for 25 minutes. End of report.
How lazy. I died 3 times in resident evil, got annoyed, switched to dragon warrior 3 and found another 2 orbs (no guide and pls don't tell me where they are)
Hey, nice balls
Did you guys know that David Bowie had one blue ball and one Hazel coloured ball?
Anisocoria
This reminds me of collecting the different colored orbs in dw3.
This was a result from a bad round of roshambo with Mike Jaguar.
Need a core for this... 😎
Hi, I did my first approach (Javascript) for my own handheld
https://jbinary.itch.io/hero-and-princess-handheld
(Arrows + Space or just mobile phone touch controls)
I hope you like it. It requires some extra effort on making it beautier, or maybe making it easier (although original machine was not easy).
it's open source, anyone could improve, fork or whatever
Any chance to get that weird green flicker in pokemon looked at when playing with sgb palette? That's on the gameboy core, not the sgb core: #1046941428758102086 message
I'm reading some backlog as I need to understand your issue, and what was already reported by others.
Thank you
That's all I can do, we need a dev for checking the problem.
By chance, we could reproduce it quite easily with the first battle in the game.
It's in every battle I've seen.
I did a romhack of red and first thought I messed something up while testing but the original does it as well 😅
probably worth adding to the issue that it doesn't happen on real SGB hardware or the SGB MiSTer core
so you know, it's clear that it's a real bug with the GB core with SGB palettes enabled specifically
Might want to try on the N64 core using Pokémon Satium and virtual transfer Pak and see if it is present there. Does the GBA core play GB games?
I don't think Stadium has any bearing on this issue, it uses its own bundled GB emulator
Afaik gba core doesn't play gb games. Even on a real gba there are extra chips for the gb games present. There is a little notch on a gba cartridge that isn't on a gb cartridge that hits a switch when inserted to trigger which chips are used.
Also works fine on stadium (which is software emulation on n64 afaik) and the sgb core. Also tested it on jp red, blue green, german red and blue and American red and blue. Also tested it on different core versions (picked 1 per year) and it was there since the very implementation of the feature it seems.
even if it could I imagine the GBA core would play them in CGB mode, not GB (with SGB palettes), as per original hardware, so it would be a different kind of colourisation altogether
True, gbc just assigns colors to the gray scales while the sgb for pokemon specifically does that really weird coloring of sprites dependent on which Sprite is being shown.
Hopefully someone will console-ize the core at some point in the future
Great! So color games are booting now? 🥳
Ok dumb question but does this mean it’ll appear as a regular ass rbf you can launch without the super weird mra work around?
yes i think so
you could used mgl now 🤣
lol that’s what I immediately did, so my complaining has no real purpose because I solved the issue for myself lolol
Yes it will be a console core 🙂
I hadn’t realised. That’s awesome! Jotego never disappoints! 
Can’t wait to jump on this once the colour support gets figured out 😎
Yes, it is a good system 🙂
Insert "It's happening!" GIF!
I never played neogeo pocket or color. What are the best games to get started?
Metal Slug 1st and 2nd Missions, SNK vs Capcom - Match of the Millenium, KoF R2, Last Blade, Samurai Shodown (1 & 2).
Pretty much all the fighting games plus the Card Fighters Clash games.
Maybe Sonic the Hedgehog.
But I don't like fighting games! 😦
I played through Card Fighters Clash on my Switch awhile back, and it was incredibly fun.
No jrpg or nice adventure games?
Mostly sports and fighting games.
Evolution: Eternal Dungeons is an RPG.
Biomotor Unitron too.
FYI the core isn't totally ready at the moment :
- Samurai Shodown freezes on the title screen;
NGPC support is really, really limited with outstanding bugs and no color on sprites and background.
Yeah, I tried it out like a month ago, and it was super rough. Even just getting a game to boot is like solving a riddle wrapped in an enigma.
I've tested a compile of the core from today.
Plus it's weird that it's in the arcade folder and not in the usual place.
Jotego pushes code in increments
So the progress in GitHub doesn’t reflect the actual progress
I know.
This is fixed
I'm just glad that it's moving along. It'll be ready when it's ready.
Noice
Just the initialization that remains weird compared of other cores.
I assume the latest updates are for patreon members only still right?
You need to set up the BIOS and the RTC before launching any games.
NGPC is Patreaon only at the moment when I read the code (beta stage).
EDIT : I've incorrectly recompiled the NGPC core, I had a NGP core that tried to initialize NGPC games before.
Now it's much better, thanks for the reminder @mild glen
Sonic gonna go fast now. 😁
Shout out to jotego for being the arcade core king, I should really try the ngpc core
The NGPC core is quite fun on some games.
I've finished Samurai Shodown Pocket 2, done the 3 first worlds on Sonic & 4 stages on Rockman - Battle & Fighters.
Done some balls on Neo Turf Masters.
Quite solid except some incorrect colored tiles here and there on Sonic.
Some games are failing though : like Fatal Fury when first stage is appearing, KoF R2 freezes when entering the stage too, Capcom vs. SNK - Match of the Millenium fails quite heavily, same for the two Metal Slug in-game.
With a 8bitDo controller, the feeling is quite right (having microswitches on the stick, like on the original console).
I just hope the final issues will be squashed before next Friday. 🤞
Beast Busters Dark Arms has some RPG elements, but it's mostly action based. Weapons level up and can be upgraded. Noise Factory did the game, oddly enough.
How can I edit a palette for the gameboy core?
I too want to know this
I messed around with it and the answer as always is hex editing. Seems the 4 palettes are just hex values in the file. There are tools online that convert your selected color into a hex code you can punch in.
I like my dmg palette just a smidge more contrasty so I customized the standard one to be a bit brighter on the 1st palette and a bit darker on the 4th one.
EDIT : By doing some 'archaeology' from 2023, I've found my technical answer.
Have the tests been run?
Around here for the discussion back then #1046941428758102086 message
Endrift added some SIO tests to the suite 3 months ago and I tried them yesterday night.
All failed on the current core revision.
are they important? SIO sounds like no-care unless for multiplayer
Not important for the core.
As you pointed out, only valid for multiplayer and I was only commenting on the fact that Endrift had added these tests in recent months to the rest of the Test suite.
Suite which seems to have already been tested on the GBA core in 2023 and commented on.
Sorry if off topic. I'm still comparatively new to Discord. I can post in the various core threads but just discovered a new roadblock with not being able to post in the Saturn one. I'm only posting here because I see it is also labeled 'sentient6'. Can anyone kindly help? PM is fine if this space is not acceptable. Thank you!
Maybe it's full like the n64 one was a couple of times? I think @lost glen enjoys removing people.
Also, welcome to mister
Ah, sorry about that. Might be what Quirrin says, the threads have a max of 1000 people in them (thanks for the dumb limit Discord). Give me two minutes and I'll kick some people aside and you can have another try 🙂
I've built custom computers for people, but every day Discord continues to confuse me. I've been gone for 2 months trying to figure out why signing in was impossible...
T goes in the sea it seems. 😄 luckily enough my name starts with an uncommon letter.
I'm only punting people who are offline and white-label (so not very chatty). They can all just go back into the thread any time 🙂
Thank goodness my label is slightly purple!
Merci Jaimie!!!!
i wonder if there is a bot that can auto-kick certain roles from threads after certain periods of inactivity
Hi there! I'm trying to get two different roms to load their own saves on GBA2p (two different pokemon games, for trading purposes) is this even possible?
It just wants to load one save on both
It's possible but a little bit complicated maybe. Could be you need to combine the save files yourself
how do you mean combine? I want player 1 to load one save and then player 2 to load a different one
Copy the save and rename each one to match the name of the game rom
i mean that doesn't solve the issue of wanting to use two different saves?
Oh I misread then, sorry
the 2p cores look at a single save file that is 2 save files concatenated. if you have a windows pc, copy the save files to it, open a command prompt and do copy /b file1 + file2 outputfile
it might work, but i'm not sure
you should be able to SSH into mister and do it also
cd /media/fat/saves/GBA2P
truncate -s 128K whatever.sav
truncate -s 128K whatever2.sav
cat whatever.sav whatever2.sav > 2playersave.sav
then rename the save to match the 2nd loaded rom as per https://github.com/MiSTer-devel/GBA_MiSTer/tree/GBA2P#loading-different-games
oh that's wild! can I then split the saves again after?
sure, split in the middle 🙂
I'm having trouble launching "Metal Slug - 1st Mission" on the new NGPC beta core from yesterday.
And I've seen PCN playing a little with that game on the Analogue Pocket in a earlier live video last week.
But does it work also on MiSTer for you too @left breach ? Just to be sure that's general and not on my hand.
The game never worked for me -stuck on the blue SNK logo -.
I've already verified my ROM file and even redumped my original cartridge after that + checked the CRC32 value against the database (same value as the file on the Net).
Jotego updated the NGPC repo a couple of hours ago.
https://github.com/jotego/jtbin/commit/13013947fdd5a6b363b4b6b7ee59c0dd647ee98f
Maybe run the updater again.
I still haven't updated myself yet (work and whatnot).
I still have the alpha from a couple of weeks back.
I remember it looked like I needed to do a bit of setting up for MiSTer. That's why I went Pocket for the Stream.
Are you on JT or my discord. Maybe ask Terminator 2k2, he may be able to help.
I'm at work this weekend, I have my pocket with me, but very limited time with MiSTer.
I won't disturb you if you're busy, just asking if you had something.
Thanks for your time.
Not an issue, if I'm too busy, I won't be able to respond immediately.
'Will see with the others.
I will try it MiSTer at some point. Hopefully, everything gets running smoothly.
Can’t wait until the core is released to the public!
@torn jay Now that your MiSTer Lynx core has been ported to the Analogue Pocket, and since the Pocket's screen is limited to ~62Hz, I was wondering: since this is an FPGA implementation, why is the "Sync to 60Hz" option cause audio distortion? I mean, shouldn't it simply make the games run slower since the system clock is "hacked" (as in altered to match the 60Hz)?
sure, if games run slower, the audio will also
best for lynx is not synced, but triple buffered
But the audio is not slower when "Sync to 60Hz" is active: instead, it seems to be distorted, but playing at the same original speed.
Maybe just a bug introduced by the porting process?
i guess the issue is that the core will pause for 1 frame every 4 frames, causing the audio samples to not be equally in time distance. Could probably fix that with a buffer that is long enough for 1-2 frames
however, the feature was only added for basic compatibility. Overall i would never use it, but some people (especially with CRTs) really wanted it
Oh, and of course on the pocket you must use it, i guess, as 75 hz is not possible
And maybe not enough memory for the triple buffer? no idea, i haven't looked at the pocket port
I am playing Lynx on the Pocket core without "Sync to 60 Hz". It seems to work fine. I think it might only be needed on the Pocket for some games or demos.
No, I'm talking about the MiSTer core. The behavior is the same on the Pocket and the MiSTer.
Ah no, it does have the triple buffer feature and works as expected. It's exactly as the MiSTer port but... well, portable 🙂
The 1-2 frames audio buffer idea sounds good, it's like 16/32ms of audio latency I guess?
At 60Hz I mean
yes, it would add about 16ms of sound lag, but as you drop every 5th frame, you got 0-16ms video lag anyway
to be honest, i would just not use it if the triple buffer method is available
Triple buffering doesn't seem to work correctly in combination with flicker-blend though, it is showing scanline artefacts moving vertically across the screen. Tested on both MiSTer and Pocket with my 'boing' and 'boing2' Amiga Boing ball demo ports.
None of the games load for me in the NeoGeoPocket core. I assume you need to be a Patreon subscriber to get that working?
The NGP bios does which is neat
it is not easy to load game. You need to select start button to show white screen
after that you can load a rom
and it will go in game
Thanks, it’s working!
I've found my problem on Metal Slug 1st Mission when watching PCN just a moment ago.
You need to use old (dirty) sets of ROMs with save files embedded to the flash memories for those games to work on the core.
Newer sets of ROMs done with a colleague some months ago, with clean save files don't work with the current core.
Seems to be the same problem with The Last Blade, but I will need to retest.
do you know what are the changes of this newer set ?
We dumped fresh new cards and/or save cleaned the flash chips.
So no save inits present inside the ROM files, as the originals cards were keeping save files inside the ROM too (like 3DS Type2 cards).
so maybe an issue to create save in certain cases or the state of the rom is not recognize by the core
Those newer ROM files were working on the previous beta core.
I've left some comment on an issue to Jotego's Github.
Yeah, that's why Miki (at JT) only see a blank screen with newer ROMs and I see the game booting with an older ROM file.
But I will need to check with @left breach in DM later as he seems to be able to boot and play the game normally (and I can't).
I have fixed my issue on some games.
We must use the most older sets of ROM files coming from the pirate scene back then (so, NI set before 2016 and the beginning of the whole redumping process).
And there is an issue for initializing some save process in the current beta core. That's why we need ROM files with save inits already done.
At least for Metal Slug 1st Mission and The Last Blade / Bakumatsu Roman on my tests today.
But triple buffering causes that periodical hiccup, which is very noticeable
I have a .ngp (I think…whatever the standard rom extension is) bios for the ngpc. Can I just rename that to boot.rom for the new core? Or do I have to convert it with something?
Does Jotego plan on including the DVI metadata in the Neo Geo Pocket core? It currently doesn't have any.
Yeah, I can’t play it right now. My retrotink can barely hold a signal
The answer to this is yes
Has JT not updated his FW to support DVI metadata?
seems to only be the neo-geo pocket cores. Both are still in beta I believe
https://github.com/jotego/jtcores/pull/776/files - yeah his fork of the mister framework looks up to date
just did a folder compare, it's all identical where it matters except for him having support for the whole db15 thing
What’s the db15 thing
antonio's 2p sorta-snac thing over a db15 connection
I think it is for that adapter that ultimatemister sells
Antonio has db9
antonio sells the db15 adapters too i think
but yeah it might've been ricardo's design originally
Why not just adopt SNAC?
Not enough pins, so db15 and 2p db9 are not really SNAC
They are using the same pins but it's not direct connecting one pin for one.
Do you guys happen to know why unstable-nightlies for the Gameboy/GBC core always fail to load the GB/GBC bootrom?
Releases work fine, but there's something different with these unstable-nightlies, apparently.
I still get the nintendo logo (or just the ® if no game is loaded) with Gameboy_unstable_20240905_056dfd.rbf
No problem at all for me too.
Me three, on the latest unstable, unhelpfully
What's your boot rom named and where is it located exactly?
'dmg_boot.bin' inside the GAMEBOY folder.
if loading the DMG and GBC boot bin files in the bootroms menu and saving settings doesn't work, maybe try renaming/deleting the GAMEBOY.* files in /config
Using the latest stable release, I don't need/have "dmg_boot.bin" anywhere, and the core works fine.
I did, and latest stable release works, but latest unstable doesn't.
Could it be that stable releases have the sameboy BIOS built-in while the unstable builds don't have it?
Just tried using the NeoGeo pocket core on mister but I don't get the bios start as before. It used to be under arcade folder, now it's under console folder but cannot get anything to start. Just a white screen. I remember testing it ok before it was changed from arcade to console, so maybe something has changed?
I think the one under console requires the beta key?
Oh, but currently the one under arcade wont start for me. Well, it is what it is. Will wait for the one under console to become public.
I don't think the one under console is beta. The NeoGeoPocketColor core is beta, but I think NeoGeoPocket is public
I could be wrong though
Unless it was unintentionally removed then no, unstable builds are built on top of the stable ones (they are built against changes in the main development branch on git that are yet to be released, today’s unstable is tomorrow’s stable, so to speak)
Are you using any custom bootroms/bios?
When you're in the unstable core it might be worth going through the bootrom menu and clearing all bootroms in case they were set to a file at some point.
I thought the stable/unstable builds shared the .ini settings but maybe not...
Otherwise, a hard reset of the config should fix it
I have set update-all to skip jotego beta cores, so public only. I thought I was missing bios and added it to the games directory, but still only got a white screen upon boot.
bios is named boot.rom, yeah?
Yes, inside the neogeopocket games folder. Which changed from the previous NGP folder of the old arcade version.
hrm. and what’s the core doing? just giving you a white screen?
Fixed it, downloading a new bios did the trick. Thanks for your mention of the Bios!
I messed around with it for a few minutes and it does seem there's a difference in behaviour between latest stable and latest unstable
With latest stable, even if I move my BIOS files out of games/GAMEBOY and power the MiSTer off/on, I still get the 'Gameboy ®' splash screen
With latest unstable, it will only show the splash screen if the BIOS files are present
the boot1.bin that update_all gets (GBC BIOS) didn't make a difference, it was my manually copied/loaded via bootrom menu bin files that needed to be there
Perhaps your BIOS files are no good? Mine are:
GB_boot_ROM.bin MD5 32FBBD84168D3482956EB3C5051637F5
GBC_boot_ROM.bin MD5 DBFCE9DB9DEAA2567F6A84FDE55F9680
deleting the /config/GAMEBOY.*, no splash screen in unstable until I manually set it via bootroms menu
presence of /games/GAMEBOY/dmg_boot.bin didnt help
Then there is a difference? You say that there is no splash screen in unstable unless you load a bootrom via the bootroms menu.
Also, where exactly do you have "GB_boot_ROM.bin" and "GBC_boot_ROM.bin"? Aren't these downloaded by update_all?
yes, there seems to be a difference
I copied those BIOS files to '/games/GAMEBOY' and loaded them in the bootroms menu.
update_all gets /games/GAMEBOY/boot1.rom, which is the GBC BIOS
I'm not too sure why, but the unstable core seems to need the DMG BIOS loaded manually to show the splash screen, the stable doesn't
probably related to the sameboy BIOS somehow like you mentioned (I thought that looked different to the stock one, but perhaps not here)
Do you have to load it each time, or can the DMG BIOS path be saved so it's loaded automatically?
just once.
copy the bios over, load it, save settings
There's something else: update_all downloads "boot1.rom" to /media/fat/games/Gameboy/boot1.rom, but that's the Gameboy Color boot rom (dbfce9db9deaa2567f6a84fde55f9680 md5sum).
Isn't that wrong?
I mean, it downloads the GBC boot rom to the GB roms directory, but it doesn't download the GB boot rom anywhere...
I agree, it does seem odd 🙂
Well, releases work as expected, so I guess rising an issue doesn't make much sense
I didn't realise update all downloaded any roms for the gameboy. That's not necessary because the GB, GBC and SGB bootroms are baked into the. rbf file.
Yeah, it (boot1.rom) doesn't seem to do anything unless manually loaded
For me, after deleting config/GAMEBOY.*:
Splash screen shows with the stable release and no BIOS manually loaded (or present in /games/GAMEBOY)
Splash screen doesnt show with unstable release, until a BIOS is manually loaded within the core
I had a the BIOS files copied over and loaded from years back, so the behaviour in unstable seemed the same as stable at first (until I deleted config files to test)
That's apparently on the release RBFs only
If that’s the case then something might have gone wrong? Looking at the changes since the last release nothing looks intentionally related to the bootroms
I think it's something to ask @fierce tangle about then. I just had a quick look and in the build automation script there's this line which might be the culprit
https://github.com/MiSTer-unstable-nightlies/Build-Automation_MiSTer/blob/0969455010281312f3e0a3d33dc4bc92704563e7/repositories.ini#L15
EXTRA_DOCKERIGNORE_LINE="BootROMs"
Is @fierce tangle around often? Also, I don't see that the automatic building infraestructure is his work
I don’t see him a lot here. probably best to tag him over in the actual update_all discord. I’ve seen a few recent update_all issues reported, but his discord is surprisingly quiet
I’d link to it here, but I can’t
They are taking a break afaik. They mentioned they would start working on update_all again towards the end of the year
Thanks again to @larrykoopa64dshacker64, @Smol-bug, and @Pack64 for contributing their time and energy.
This was a good guess, I've just removed the ignore line, let's see if that helps solving that issue @toxic cargo reported
Please somebody ping me if there is any feedback and I'll see it
Does that change generate a new core build? Without one, I can't test the results 🙂
I see there is https://github.com/MiSTer-unstable-nightlies/Gameboy_MiSTer/releases/download/unstable-builds/Gameboy_unstable_20240905_056dfd.rbf but that's the one from 4 days ago
(ie: with the BOOTROM line disabled on the autobuilder)
It'll get triggered with the next update
@fierce tangle Are we sure the bootrom included is the official one, or a homebrew one?
That's interesting that that would be distributed... that's a bit concerning if you ask me :S
I guess the GBC bios is probably so simple that the open source implementation doesn't have any compatibility issues
This reminds me of a small GBA issue I've not yet raised an issue for.
Someone made new events for the GBA Pokémon games writing data that can be sent via e-reader cards. The code is written in some low level programming (thumb or arm, can't remember).
Works on real hardware and "some" emulators. Typically the emulator issue is ensuring the GBA bios file is there.
On MiSTer, with same BIOS, I have issues as is the case for some problem emulators.
I need to document properly, but I wonder is this BIOS use by GBA core, or perhaps some unrelated feature not yet in GBA core
e-reader isn't implemented at all, maybe even base hardware register functionality. So if that is required somehow, it will not work
bios you must provide yourself. The baked in BIOS is...well, it has some issues
(not wanting to blame there, writing a GBA bios that is fully compatible is no easy task and i'm happy we have a opensource one at all)
I'll get some saves together for an issue sometime soon hopefully. From loading the game you can reveal the issue very quickly.
The whole custom events are all open source on GitHub too which might prove even easier to make sense of it you'd already see hardware aspects that are not in the core
If I remember right there are issues with the open source one bundled with the core, and it is advised to use the official one (which is included in the BIOS DB)
Which I now see Robert has also mentioned. 🙂
For GBC or GBA? The conversation was discussing the GBC bios before Mark brought up the GBA discussion
I was talking about GBC specifically
@fierce tangle maybe best not to remove the GBC bios. That's kind of why I brought this up in the first place. There's a reason the core still asks for the bios files.
Incidentally with the GBC bios I was able to do speedrun RNG manips in the Gen 1 Pokémon games, so great to see how accurate it all is ❤️
But regardless, as a rule of thumb best use official BIOS rather than open source, unless there it is confirmed the open source one is better. This isn't the case with GBC and GBA as far as I am aware
so yeah... they are baked but it's the open source implementations which have always had their issues. it's still advised to use the official BIOS
Definitely the GBC BIOS should be included in the BIOS DB, that is the one people should be using, the bundled in one is just in there to get the core working really. If anything it would be better to remove that open source one from the repo and require people to use the official one
GB and GBC bios is far less important for game behavior, as it's "only" a bootrom and can only influce state and timing at the very moment the game takes over.
GBA bios is called many many times in the games as standard library for all kind of functions and therefore will influence state, behavior and timing all the time
The baked in GB and GBC bios is coming from Sameboy and at the moment there is no bug/wrong behavior known with them, so I see no issue in using them
Is there a way to fix GB fast forward from glitching the screen or is that a quirk of FPGA? I have the GB core set integer scaling and when I hold FF it glitches out, randomly switches between that, original and full screen.
set "Stabilize video(buffer)" to on
To put this to bed, the GBC bios/bootrom is very basic and has well understood behaviour in initialising a bunch of registers. The open source reimplementation ensures this is done, while also offering alternative functions such as fast boot or loading games into GBA mode.
Game behaviour should be identical for both the bullt-in and original ROMs.
Feel free to do what you want though.
Late reply, but thanks! Worked a treat.
I noticed that on the gba core the world map in golden sun flickers all the time. The flicker disappears when frame blend is turned on. I know this doesn't happen on a real gba, so I take it frame blend on is the accurate setting?
yes it is, but for many games it looks worse due to the delay and ghost effects. I think golden sun does that to increase the perceived resolution.
@torn jay will we have a preview or a teaser of your new GBA game before Christmas?
hopefully. I'm very busy currently and while i have a playable version, i really need to improve it in some points before i want to share it
Probably a stupid question - are you using your own core to test things? 😅
I develop using my own GBA emulator, but I modified it in a way where I stripped out the emulated CPU, but compile and run the code natively. This allows me to compile it in 1 second, debug it fully on my windows machine like a native program and still have mostly accurate behavior in terms of graphics and audio emulation.
Longer testing sessions I do on Mister with my core and note down things that i want to change. Currently I usually still note down 5-10 wanted changes in 30 minutes of play, so you can see I'm still not fully happy with it.
Sometimes I test with a real, unmodded GBA and that is really a bad experience. I already added a gamma option into the game to allow for brighter colors, but it's still hard to see stuff well enough on the screen, especially when a lot is moving. However, I don't want to scale down gamespeed. Having a fast paced action-rpg like gameplay like modern titles have was the goal and I really want to have it as close as the GBA allows it with it's controls and visuals.
the gamma option will be nice for using on things like the analogue pocket original display modes
That’s a super cool methodology. Thanks for taking the time to explain it 🙂
Is the NGP core working? I'm getting visual glitches upon boot and can't seem to load games. I had it working at one point but still had visual glitches.
It does work for me. You need to manually place the bios on the games directory.
What does the file need to be called?
I just called it boot.rom
This might have to do with the bios your running? I think the old version of the core (that was in the arcade folder) was using a Neo Geo Pocket bios. But I haven't been able to fine one of those online, and I'm using a Neo Geo Pocket Color bios now. And some of the color-based games that used to run on the core before now either don't run, or do with glitchy visuals. Probably because the bios is trying to boot them in color mode now. At least that my theory anyway. No clue if I'm right.
Just found a Neo Geo Pocket bios (not color), and yeah that fixed the visual corruption I was seeing in some of the color games. So the Color bios definitely was the problem on my end. That said, the new black/white bios seems to have introduced issues of its own? Like control just seems to not work when booting up a lot of games, and when this happens, it also kills control even within the bios menu. It requires a full reboot of the core to fix it. Very odd.
I haven’t read JTs patreon posts for a little while, but seems like the core still has some work to go
Try with some older dumps.
You beat me to it. I was gonna mention that 😄
Hope JT manages to get that issue fixed after you pointed it out to him
I had the problem with Metal Slug and Last Blade, the clean dump don't work on inputs.
The 'dirty' dumps with a save already initialized work on the core.
Overall compatibility is still low though, right? Or is that just because people were using the newer dumps?
Both.
Some games have issues, like Fatal Fury as it needs some IRQ work on the core.
Some don't boot like Pac-Man.
I’m not sure if anyone has said this, but I’m really glad you take the time to test these cores and provide your input - it really seems to help move things in the right direction 🙂
I appreciate it 🙂
I'm not a powerful player in general, but with years of experience now in bea testing programs and also software emulators, I know quickly what we need to test and how.
So with some quick screening methods, I could sometimes even be faster than automated tests.
The work you’ve done testing the Saturn core and linking up the developer of the SCSP tests has almost certainly accelerated things there
I know, I see it also as a challenge, for myself. For helping a project that I care, even with my small part.
But, simply as experience with my real job, I know that testing efficiently could help speeding up processes for developers.
And we need bidirectional trust.
Communication is an important key.
There are so many roles that support any effort, often it’s a lot of the background stuff that goes unnoticed, but it’s hugely important
I've at least completed : Metal Slug 1st Mission, Metal Slug 2nd Mission, Sonic Pocket Adventure.
And played many times without major issues with Neo Turf Masters, The Last Blade, Samurai Shodown Pocket 2, Cotton, Evolution, Puzzle Bobble and Rockman - Battle & Fighters.
So the core could work even partially. I've seen software emulators for that console 'working' in a way poorer shape.
Just been testing GBA core rumble using a GBA/DS style Rumble Pak (in this case the DS Pak in a GBA using "GBA As Controller" homebrew with GameCube Link cable, via a WiiU GameCube to USB adapter)
#controllers message
After testing, I'm wondering if the rumble is being sent as on/off osciallations N64 TPak style, or if this is tuned to more modern controllers.
The novelty of using the hardware Paks is great, and feels fine. But swapping between DualSense and GBA/DS Rumble Pak revving the drill against a wall in Drill Dozer, I'm not sure if it is the same.... On dualsense the weak to strong effect is clear, but with the GBA not so much. Curious if this is potentially an implementation thing, or I could just be noticing incorrectly!
The next version of the NGP/C core will finally skip the settings menu.
Always the problem with more niche systems sadly. Which is why I'm grateful these FPGA cores exist to pick up the slack.
Something to potentially keep an eye on. https://x.com/OneBitOnePixel/status/1835652064879206626
The microcontroller from the Pocket Pikachu has been decapsulated. It turned out to be an 8-bit Mitsubishi M37520M5, with 20KB ROM, 512B RAM, and a 6502-compatible CPU core (like the NES/Famicom). Unfortunately, I can't read the ROM of this chip :( https://t.co/K2zgSo9SZb
@wraith magnet ^
Oh Interesting
how are you going to do step counters with ur mister
Just map it to a button I guess
In theory could a handheld MiSTer make use of the accelerometer?
In theory, yeah
Carry the MiSTer in your pocket, duh.
Pocket Sakura will likely be very possible too
that prolly ran on the same chip as pocket pikachu 2
i have an idea for it, hook into the api of your smart watch or smart pedometer, upload the step count to a save file that the core loads

Or just input it manually and promise not to fib.
Anyone know if there's a dedicated discord for the Analogue Pocket or Analogue in general, or are we free to discuss handheld fpga products in this sub-channel as well?
We have a dedicated thread for other FPGA platforms here: https://discord.com/channels/647909397477195803/737505421148815380
the general fpgagaming discord server is better for other projects tbh. they have a channel for the pocket that's pretty responsive
afaik there isn't an analogue specific server
I'm unable to find it, do I need to receive an invite somewhere? I'm still a bit of a discord noob.
Just sent you the link
Thanks, much appreciated!
Paul is Paul again, out of nowhere implementing a long wanted feature 🙂
It is great 🙂
He is awesome.
whattt different rom loading for gb2p core?! amazing!
Lots of pokemon are going to be traded now. 😅
no need to use rom hacks with all pokemon from all generations 😅
I still prefer those tbh. There is no meaning behind trading other than making more money for Nintendo back in the day and making you replay the same game for a few different monsters.
Yeah the advertisement should be you need to by all our games to complete all quests ^^
The meaning is that you find new friends to trade with and in doing so not only have your pokemon grown but so too have you as a person 
#notmyPokemon
The real monsters are the friends you make along the way
I finished Dragonball the legacy of goku. What a drab game.
Was it at least a short game?
Like 90 minutes start to finish
Oh that's not bad then
Appearently the sequels are way better and the legacy of not dying to wolves patch took out the grinding that would usually be necessary especially in the beginning.
Dragonball Z is such a rich IP that’s perfect for gaming, yet all the games (and there’s a ton) absolutely suck. Like how do strike and miss with a formula that’s perfect for fighting games, RPGs (they literally level up in the show), action/adventure… shit they could even do a racing game. Yet it’s all trash.
Arguments could be made for budokai 3 and a couple others, but still! Mostly shovelware.
Yeah even dbz kakarot was pretty underwhelming tbh.
The only anime based game I thoroughly enjoyed was aot2. And that's pretty just the musou formula with titans. Wish there was a 3rd game with the complete story.
huh, i hadn't looked at the GB2P stuff before. are these... cores that let you run two virtual Gameboys connected to each other?
Yeah it’s great. Lets you enjoy two player games on the same screen!
alex kidd is a good dragon ball game
Dragon Ball Shenron no Nazo is a bad Alex Kidd game.
That's the Bandai slop machine for you.
There's actually several good Dragon Ball games. The Western made ones are usually trash though. Attack of the Saiyans on DS is awesome imo.
Do you guys happen to know what should I add to filter = in downloader.ini to prevent the NeoGeo Pocket core being downloaded by Update_all?
Last time I tried only the neogeopocket under arcade can be filtered, not the one under the console. You can add !arcade-jtngp !arcade-jtngpc !neogeopocket according to GitHub. But only works for the ones under arcade.
Ah. I see, thanks. I was trying filter the one under _Console.
Hows the NGP core coming along? I thought it was just for the monochrome (not color) and skipped it originally 🤣
Idk if you need a special patreon version for latest compatibility
the color core is in rough shape (but in beta). the bw core should be done?
The B/W core is definitely not finished. Still has pretty major issues.
Ahh, well it's out of the patreon beta. But maybe Jotego is still working on it
Jotego is actively working on it right now.
Does anyone knowing they’re going to be two cores or will Jotego just have the one?
The plan is to have one core
Nice!
I can't get a single game to work on the NGP/C core myself. Can someone tell me where the BIOS files go and what they're supposed to be named?
No intro roms?
if yes you have to use htgdb roms or similar
it has trouble with the most recent No-Intro roms (something to do with the flash memory saves)
thank you for sharing the name of a set that works, but yeah, I haven't been able to get anything working either. As was discussed before, it sounds like the issue is that "clean" roms with no save initalized don't work at the moment, so older dumps that aren't cleaned up do work
That's what I've left to Jotego through the issue log some weeks ago.
We redumped the whole NGP/C set some years ago with two other collegues in the preservation community.
The core does not like these files with uninitialized save flags at the moment.
The core needs to add the support for saving games correctly in the future, like how other software emulators and flashcards work nowadays.
My BIOSes are inside a "ngp.zip" file, under 'mame' folder & organized like that.
That should cover NGP and NGPC games with their corresponding BIOS.
Why under mame folder? I thought bioses should be placed in the games directory, I have mine inside the neogeopocket folder.
The NGP public core is already correct with the NeoGeoPocket folder.
That needed an exception under the JT framework from what I remembered, as all other works from JT were under the 'mame' folder.
The NGPC core isn't ready (yet ?) with the correct folder, if my memory goes well.
As long as it works like that since months on my systems, I've not changed anything.
Weird how one uses an underscore and the other doesn't.
And it's required to have that kind of hierarchy?
Under the MAME folder??? I appreciate his work, but I'm not a fan of how he does this.
The NGPC core is under heavy WIP, there is not uniformisation at the moment.
When you follow the history of the dev time, you can understand partially why it's like that and a remain that needs to be cleaned later.
Jotego will move it once it’s out of beta. Needs to be in the mame so it works with the beta key
In regards to games that use an RTC like Pokémon. Do I need the RTC add-on board for the mister?
Afaik the mister gets the time from the network if you have it connected via wifi or cable. The rtc module is only necessary if you want it to be able to tell the time without a network connection.
Sweet, ok thank you 🙂
Does anyone have any experience using the gba core on a crt? Every time I try to use it the screen starts to scroll.
GBA core works great on my CRT TV. Since the resolution is smaller it doesnt fill the whole screen. But it should work.
Only reason I could think of why it would scroll on your TV is if you have scandouble FX on. But since you have a scrolling picture not sure how you can check
CRT TV or monitor?
Could try deleting any files starting with GBA in /config on SD card to reset the core's settings
It’s a crt tv, a Sony Trinitron, I forget which model
Maybe try the "sync core" option in the OSD?
Using the MiSTer core for some VERY NORMAL fossil revival RNG testing
That GB palette lowers my blood pressure. It's really nice.
I did manage to filter the neogeopocket core by adding !console to the filter under jtcores. No idea why adding !neogeopocket fails to do anything but at least I have a solution for now.
I finally got it working, thank you
While I like the sepia look of the screenshot, I can't help but think, shouldn't it be greener?
pea soup
exactamundo
depends on the model. the dmg was greenish, but the pocket was a warm grey and black like this.
I like the Same Boy palette.
It's the right amount of green so it sits in the middle ground of being practical and authentic.
guess my mental memories have green programmed in even though I also had a pocket
ah, thanks! thats great to know!
Curious what the method is to read/write to the gameboy palette (.gbp) files.
Mainly looking to replicate my childhood GAME BOY pocket (which I thought GrafxGray.gbp was closest too).
I do like it, but I don't think there is any attempt at the pocket directly in the list..... Is there?
I think it needs to be a bit more.... brown? Not sure. Need a built in MiSTer contrast dial too so you can keep subtly changing it depending on the game and real world lighting conditions 😄
Speaking of Gameboy Palettes: I made a varient of the DMG palette that's a bit brighter on the brightest color and a bit darker on the darkest one. That makes it look a bit cleaner on a flat panel imo.
You can give it a try if you want to.
I don't know what the proper way is but you can simply hex edit a palette. There you have 12 Values in hexadecimal which correspond to the 3 colors of the 4 grayscales. There are internet sites which let's you convert colors or rgb values into hexadecimal.
Ahh sweet, thank you. I'll try that!
For testing I like the q5 dmg screenmod from funnyplaying, as it let's you adjust palettes in real time.
guys, how accurate is the gba mister core? i'm looking to ditch my gamecube in favor of a modded wii, only problem is i lose access to the game boy player in doing that
I haven’t noticed any difference in the games I’ve tried at least
Obviously will need a cart dumper for your saves though if you’re using carts with your GBP
I think the only "inaccuracy" is the missing link cable support.
Thanks very much for the help @hard sinew.
Been experimenting and got a GAME BOY pocket palette that is at least close to my eye.
All with Video Processing -> Core Specific Preset -> Game Boy.
Without the LCD filters the look is very different, even just picking the colours.
In order;
1 - No custom palette
2 - DMG
3 - GrafxGray
4 - GBpocket
For anyone looking for a rough GAME BOY pocket palette
GrafxGray always seemed close enough (by memory/nostalgia rather than reality) to act as a GBP palette for me
That’s not to be dismissive of your work though. Super cool that you made this. Have you considered doing a pull request to get it merged in with the official distribution?
Hadn't yet no.... I could try to learn how to do that I guess.
I was surprised not to see GB pocket anywhere else in the existing filters. Did mine by eye, but it's at least a lot closer to my screen (contrast slider notwithstanding of course)
One area of a clear difference to GrafxGray is the non-zero black level
Regarding GBA SNAC, I didn't follow all the previous conversation, but curious if I understand correctly that the existing GB SNAC connector would work as is some day? Excitedly planning (just in case it gets added) to look at getting some link cables
If (that is a massive "if") the GBA gets SNAC support, then yes the current GBC SNAC board would work
But Robert has said he wouldn't work on this, and nobody else seems has said they would be interested in working on it
Would be interesting to see a potential GBA core rewrite with the knowledge Robert got when developing PSX and N64
That would be interesting to see what benefits there could be there. I assume if he did it would be as a stepping stone to doing a DS core on a future board. Either that or a major refactor before implementing the elusive "Shrek mapper" 😉
Thanks for the answer moondandy. For sure only wondering on the off chance it would happen someday, certainly no expectation there. The hardware potential is great to have in the back pocket though.
My understanding is GBA SNAC would be a lot more complex to implement than GDC, but I am no expert. @steady wasp may know more, he is an expert on all things SNAC.
yeah I was hoping the existing GB snac would also work with GBA. I had some linking in gba working with it. I got sidetracked and never finished it though. Robert wrote some support for linking in his GBA2P core, it wasn't perfect or complete. I just used that as a base.
I would say it's probably more complex than regular gb linking because there's alot of different modes, and it handles 4 devices instead of 2.
Not sure if that would make it any easier, but even if it was limited to just 2p would be great so that you can trade your Pokemon away 😄
If the link port worked, how about using it connected to a GameCube? All sorts of nonsense might be possible 😄
i would be too. The design of the gba core is not good by todays standards. Still, the core has only some minor issues so the pressure is low
shrek is really only a mapper and anyone can do that without touching the core itself. It could be done as remppaing of the rom address bus outside the core like it is done in the .gb core
But it seems no one is interested in doing this mapper just for shrek
i will do it. i will rise to the occasion.
just for shrek is such a sad phrasing
A face only a mother could love
Needs more layers of N64 vasaline
He was looking kinda dumb 😦
Shrek already has enough layers!
Trying to get the sgb border for crystal clear to show up but I’m guessing since it’s a gbc game the core might not be seeing it like bgb or other sw emulators can. Patched it with sgb mode enabled, and have the gbc core with sgb on and sgb + gbc on. Any tips/confirmation that it wouldn’t work?
(It’s got a dynamic sgb border depending on game state, so I’d lose out on all of that fun jazz if I decided to make a static one)
There's a separate core dedicated to the Super Game Boy. Try using that instead.
It blackscreens on that core, and crystal clear is gbc exclusive.
oop, misremembered. Doesn't blackscreen, just throws up the gbc-exclusive error.
Does that rom hack work as intended on original hardware? I guess a ripped cart into a Super Game Boy?
It does not work on a super gameboy, it is gbc-exclusive. I'm guessing it works by still accepting SGB communications even though it's in GBC mode, and some emulators support that.
Since there is no SGBC there's no hardware for it to work on :p I was hoping the sgb+gbc mode of the gbc core would allow the border to come through
Ahh, sorry, my bad, I guess the Super Gameboy only boots GBC games that have GB mode, I'd not thought how the GBC exclusive worked even though you mentioned it
I guess I was only wondering if there is any specific use case the rom hack designed a border for? Wondering if it could be emulator only by virtue of how it was coded, without any intention of meeting some real hardware requirement at all
Yeah game itself requires gbc specs to run. The game sticks your party members and badges in the border, and colors it according to your dex color settings
It's not Stadium 2 compatible is it? Not even sure how that would work.....
The sgb build isn’t
Non sgb build works in PS2 on hardware but doesn’t have a custom border
I wonder is the border just not behaving in line with any hardware then so would make sense if MiSTer doesn't support it perhaps
I would expect it to work with sgb+gbc option turned on, is the odd part. It’s definitely not a huge surprise to me if it just won’t work with the core as it is today.
Ah, that's interesting, it looks like other folks have had it working correctly in the past (barring some minor visual issues that should be resolved now) https://github.com/MiSTer-devel/Gameboy_MiSTer/issues/161
I wonder did anyone test back then? No idea how many revisions the mod goes through, but might be worth testing one around the date of the fix noted in that issue. Nice one to spot the game specifically checked in that GitHub issue
Unfortunately testing older versions of the hack is difficult, SS doesn't leave previous revisions public AFAIK. Tested the latest CC on a variety of GB core versions (including the one linked in the issue) and no dice, going to solicit help from the CC discord
It’s CC’s devs stance that it’s the core’s fault. He intends to try and fix it for bgb (latest version of bgb broke compat with how he does sgb border) but if that doesn’t fix it or he can’t figure out a way to fix it, he’s not going to put any effort into it.
I’m guessing a change made in an older rev of cc broke the sgb border behavior in the mister core, but improved behavior in emulators.
(Not to say I think he’s lazy for not wanting to dig into this, he’s openly stated that he has moved on from CC and will only be doing critical bug fixes where necessary, instead focusing on other ventures)
I mean if all other games work but his doesn’t, it’s pretty clear the issue is on his end.
Well, it's not exactly a real standardized feature and he acks that the way his game does it is exceptionally shenaniganny.
Guessing from recent bgb breakage and comments in the gh thread, the root cause might be the lack of wait period in the romhack after sending the sgb update command. Not sure how to port the Ips patch forward since I don’t have a copy of 2.4.0 to compare it to
Figured it out. It doesn't work in the mister core for the same reason it stopped working in the latest BGB I presume - the game doesn't wait long enough after requesting an SGB update to move on. Adjusting the timer to be longer (first tested with FFFF and it worked in both) made it load right. I've let the developer know, hopefully he gets a hankering to cut a release with the timing adjustment in it
Damn, way to go dude!
For what it’s worth, I appreciate you putting in the effort. 🍻
IPS patch for 2.4.0 build gave me a huge hint, I sort of just bumbled my way through bgbs debug menus to find something that looked like a wait cycle near an sgb transfer command 😎
The fact that the patch only modifies one value made it a lot quicker to narrow down where that logic could exist in a newer version
There’s still an odd issue where, on the mister core and allegedly mgba but NOT bgb, leaving the Pokédex garbles the sgb border. Pressing select with the main menu open re-sends the border and fixes it though.
Probably another timing issue where the palette used to draw the border is modified too soon before the request is sent to refresh it (leaving the Pokédex updates the borders colors to match your dex settings in CC)
Just read back to the start of the month, but surprised about the lack of neo geo pocket discussion. Does that have a separate section or there is just not that much interest (yet)?
Probably not much interest while it's still locked behind the beta key.
And it barely works right now
Not a complaint, but it surprises me that it’s taken Jotego so long, given how quickly he/his team pump out new arcade boards. I guess the hardware must have been quite complex, or it was such a significant departure from his usual workflow that he had to make significant changes
Yeah, I'm not sure what's going on. He usually is much faster than this ¯_(ツ)_/¯
Maybe it’s just not been fun
And/or we’ve just become spoiled by how quickly he manages to put out arcade boards 😅
Ah i thought it was out after seeing monday’s mister updates by Lu retro. My mistake then ☺️. Although in the past you would get a ‘key required’ msg. Now i just got a white screen..? Anyways def not in a rush. Cheers all!
Consoles cores are much complex than arcade most of the times and there are roadblocks on how the JT framework could perform + motivation/understanding of the system from the team.
At the moment, I've seen some regressions on the last update, as The Last Blade and Neo Turf Masters can't work anymore.
Most probably some updates are needed on the save functions and how the core should keep them in memory/write them on the SD card.
NGP core had some regressions that carried over from the NGPC core like borked inputs on some games.
Borked inputs could be related to save functions.
The NGP/C games have a tendency to lock out when the save file couldn't be created/read, like a copy protection (I don't say it's one for sure).
I've seen that when we begun to redump the games on the two systems with clean/just opened box games, without any save flags initialized on some older emulators.
Same with some previous versions of the NGPC cores, I've left a note to Jotego on the issue tracker.
Now, even some save initialized games don't reply anymore with inputs at all, same issue than with the clean dumped games files before on the previous core revisions.
i can confirm this combo works on the gba core
i couldn't get my rumble cartridge to work though i think that's prob the adapter
ah so cool. i even got rumble to work
Very cool to see someone else try this!
I think there might be something going on in how rumble is implemented, but I wanted to do more testing to confirm.
If anyone has like Drill Dozer to confirm how it rumbles, but I think it might be implemented in a modern controller way (working with a Dualsesnse) but missing some rumbles with a GBA hookup (or N64 Rumble Pak?). I'm guessing perhaps the core isn't sending the rumble as on/off pulses as I believe N64 core does.....
Need to test more to ask a better question of a core developer!
well i was playing drill dozer with the inside gadgets pack and the official gamecube controller (both via the gbros) yesterday and the rumble now seems perfect with those
it's really good with the cube controller
i mean i guess it should be tho
I'll have to test later tonight. IIRC, the fainter rumbles I could feel on Dualsense (or probably Gamecube, I could try that too) were absent on the GBA setup
the gba pack is quite subtle, even my insidegadgets one which is supposed to be stronger (i don't have a way to compare them just going by reddit...)
i also deleted my mister and linux files recently so my settings might be newer. i'll have to retest the nso n64 controller and switch pro
It's a interesting one to test.
Sadly without a cartridge Drill Dozer readily to hand, you'd struggle 100% to know what it "should" do
I found it very odd testing my PSX SNAC (without voltage correction), that not only was it weaker, but would also just not represent some rumbles at all due to that weakness I guess.
But also, MGS played on my PS2 rumbled differently to the apparently correct PSX core. Never would have guessed there was a difference there! 😂
maybe psycho mantis read your mister
i gotta say playing gba on mister with the og gba just feels right
I love that you can do this, but meanwhile I’m so happy to be able to use my SNES controller for these games instead, haha
really the snes controller is fine too
I wonder if it would be possible to integrate the gba controller rom sending into the mister core. Like it’s not difficult to set it up but for people who don’t own a flash cart or want one
Is the interframe Blending in the GBA core comparable to that of the Original AGB-001? Or is it closer to the more ghosty AGS-101?
Additionally, how much input latency is added with the stabilize video option for the GB/GBC core?
some lines
So looking at the blending in the gba core, it looks so much more ghosty than an actual AGB-001.
the main reason for it being there is to fix the blending of two consecutive frames for e.g. the map in f-zero or shadows in some games. For that it works fine.
There was no analysis of how many % old vs new image should be in the blend that i know of, otherwise we could adjust
Yeah i understand and it does work but the image becomes ghosty, way ghostier than an original AGB-001 (original Non-SP model GBA) which has a fairly okay pixel response though the intended effects in F-Zero games and Golden Sun still work there.
I suppose the core's ghostiness in the frame blending option is closer to the ghostiness of the AGS-101 (GBS SP brighter) which has a worse pixel response than the original GBA model.
Reference
https://youtu.be/KM0w4USono0?t=3m50s
I decided to grab all official GBA handhelds to make some comparisons, and I made some findings that I'll likely explore further in the future.
I noticed I completely forgot to mention my methodology in the video. I used my iPhone at 240fps and recorded myself pressing a button as quickly as I could, then counted the frames between pushing the ...
So I'm not the only one that thinks the ghosting on the core is too aggressive.
It must be hard if you’re trying to add artificial ghosting to a modern panel that already has some inherent ghosting
And that’s going to vary by panel
Is the NGP core updated?
I didn't see it mentioned in the patreon update
well it can't be like the " AGS-101 (GBS SP brighter) " as they mentioned in the video it blurs together multiple previous frames, which the core is not doing. It's only current + previous frame 50%/50%
https://github.com/MiSTer-devel/GBA_MiSTer/blob/master/rtl/gba_gpu_drawer.vhd#L2149-L2151
the issue is that if you don't do 50/50, it will still flicker for games like f-zero and then you can get "burned in" pixels on your LCD ( i had this one time, where the fzero map was visible for multiple hours after leaving it on for 5 minutes, thankfully the screen got back from it)
but if you want, you can experiement:
- add a 4th options here: https://github.com/MiSTer-devel/GBA_MiSTer/blob/master/GBA.sv#L254
- add a "elsif (interframe_blend = "11") then" condition
- change the ratio of current and previous frame to e.g. 75/25%
hey, even chatgpt can do that change for you. Core developers are not needed anymore 🙂
From now on we will also begin our questions and requests to you with "Hi dude". 🤣
"Hey dude!" you call him. You're speaking to the new Gods, you mere mortal, show some respect! 😄
But yeah, it seems they do Verilog/VHDL as of today, awesome
Let's see when chatgpt can find the lines to be changed in the whole code base, that's when it will really get interesting.
Do you think it would it be possible to implement a turbo feature to prevent slowdowns?
which core do you mean?
The Game Boy core.
no, you will suffer super mario land 2 as it was intended by god
The big difference between GB and GBA for turbo is that GB depends a LOT on correct timing. So many games have issues with wrong timing even with single digit % differences from the original speed.
because of that, turbo would lead to issues or crashes. in many games.
GBA is much more forgiving, that's why it has a turbo option(about 2.5x cpu) in the core and still being able to run most games.
You are always such a pleasant sharer of knowledge, I appreciate the deeper insight that you provide.
@torn jay I was wondering if ChatGPT could also be asked about the video refresh on the Lynx core so it matches the phisical video refresh frequency?
https://github.com/MiSTer-devel/AtariLynx_MiSTer/issues/22
i doubt it: the example above shows that is it possible to create code if you already know what to do, but in case of the lynx that is not clear.
But feel free to try it. In worst case you learn something yourself 🙂
It’s not an official core and it’s locked behind a paywall which results in minimal conversation.
I am a big NGPC fan so I’m waiting patiently until the core has been polished up and released to the public. I hope it becomes an official part of the repository in the future so more people can enjoy it.
Oh everyone answered his question already lol
pls do not the core
Testing the waters of a potential feature request, a border option for the GameBoy core.
In attempting to get decent colour samples of my GameBoy Pocket (looking un-naturally green here), I noticed that on the core and most everywhere else, there is no representation for the little border of I guess always off pixels.
I added 6 pixels top/bottom/left/right for the example, makes it look a bit more like my GameBoy I thought!
Could be either the lowest palette colour (as GB Pocket, don't have an original GB), or black (to give the GB Color impression)
can we make it slightly wonky too like how it often was on original gameboys :p
Also, looking at custom palettes, are the existing ones like DMG with backed in Gamma (before the seperate MiSTer video processing feature), or designed to work with the core specific GB presets (like gamma_170)?
What are we here for, if not to capture the wonkiness of our youth!
I really like this!
Still appreciate it! The thing that threw me off was that in other JT beta’s i’d get a ‘key required’ message and a pop up message about it being in beta, now i just got a white screen making me think it should work if set up properly. I guess one thing doesn’t rule out the other 😂. But will be patient till it properly releases. Actually not a big handheld gamer myself, though i have a thing about stuff i didn’t play back then. Curious about the fighters and metal slug in particular.
can anyone fill me in about why some handheld cores play in fullscreen over analogue and some don't?
Atari Lynx runs in fullscreen for instance
that's not the case for GB or GG
is it a matter of resolution or how the core upscale?
I suppose NGP runs in a window? It currently doesn't support analogue vidoe so I can't test it
also is there a way to play 2player GBA using two CRTs?
The Lynx is 160x102 normally, so if you consider a 2x scale that's 320x204, fitting in 240p
GB and GG are 160x144, too tall to fit in 240p
ah makes sense then
I suppose its the same for NGP
at least some games from GG have been patched to work on SMS
That uneven scaling for Game Boy titles is also why the Super Game Boy has the borders. They knew that trying to upscale the resolution would of cut off the image, so they instead kept the original resolution and compensated with borders surrounding the game.
Funny that 2x144 = 288p, perfect for PAL 😄 If only you then could keep the rest of the image correct, or at the right refresh rate I guess
What's bad is the SNES's 256x224 means the SGB is a stretched image on CRTs, but it is what it is
that's why I prefer playing GB/GBC games on GBP on Gamecube
superior to both Super Game Boy and Mister
Swiss is just too awesome of a software
How is it doing that?
Too powerful
GBI software: https://www.gc-forever.com/wiki/index.php?title=Game_Boy_Interface
Swiss for GC: https://github.com/emukidid/swiss-gc
MiSTer: https://ultimatemister.com
CLI settings for GBISR (save to GBISR.cli)
--zoom=2.53125:3
--scan-mode=non-interlace
--vfilter=.5:.5:.0:.5:.0:.5
--format=custom,offset=0,scaled-size=0
--no-overlay
Optional ...
analog out and hdmi->directVideo should work?
is there a way to output HDMI from something like a PVM? that would probably solve it
i would assume someone here has already output gba via hdmi->directvideo adapter
so no special CRT is needed
can also go pocket + analogizer
I recall the timer was the same on the actual system as it is on the Lynx core but, why is it that the timer for CA Games event surfing never starts at the same time no matter what?
Not sure if this has already been shared here, but this may be a good option for use with the WonderSwan core: https://github.com/zwenergy/swantroller
that's cool. i mentioned this just recently but the 8bitdo lite (original version) is a good option too as you can map the X buttons to the arrow buttons and the rotated d pad to the second d pad and hold it upside down when the system switches into portrait mode. it's perfectly comfy too
here i've made a diagram. maybe it can be helpful to pin it as i found it a bit confusing at first
Thank you!
Clever. I don't know if I could bring myself to use it like that though. Fortunately (or not, given the usage I've had from it) I've got a real wonderswan 😄
i find it to be more comfy than the other option i tried (n64 controller). i'm not sure how i would play something like klonoa on a regular controller with the way mister handles it
This is really cool, something I never considered before, but I suddenly see the true reason the Lite controller exists. Might have to get one now! 😄
Trying to rack my head to come up with anything different I could put together with bits in the house, but got nothing so far.....
tbh i may have been looking for a reason to justify owning it, i mostly just bought it bc i thought it was cute
It is too. Is it a nice controller to use in general?
surprisingly yes
like it's not switch pro controller nice or anything but there's nothing wrong with it and for it's size it's as good as your average handhelds controls
Sounds decent alright then. I guess the intended use is for two different "d-pads" at once, one traditional d-pad as you'd expect and the Switch style button taps rather than a d-pad...? Even in their little trailer nobody seems to be using the "right stick d-pad". So odd looking
Mind if I share that image elsewhere? I know a Klonoa fan that would get a kick out of it!
(Just via a discord that is. If you are social media inclined, that's a hot post for yourself waiting to happen right there! Get all the wonderswan fans to come out of the woodworks)
lol go ahead but bear in mind that the mapping might not make sense as i used the way mister describes it to make it easier for us
in practice it is like this, not like the mapping diagram bc the core rotates and swaps controls around automatically (assuming i didn't make a mistake... its confusing)
My go-to Klonoa expert seemed to think it looked fun, after having their brain twisted at first (same here!).
Her previous strategy was to hot-swap controllers when the orientation would change, which is probably the typical user option without this controller I imagine
klonoa was the game i was messing about with testing it
and judgement sword or whatever it's called
the way the analogue pocket handles it is probably simplest but this is probably a bit better as you can slam down l and r in final fantasy games to run from battles like on psx
What does the analogue pocket do?
I guess it is swapping automatically detecting whether horizontal or vertical?
yep
That change for Final Fantasy run-away is a fun one. I guess the Y buttons do get use even in Landscape. I've barely touched the core at all, feeling the itch now looking into all these details
damn i gotta say tho i wish the ff games had good wonderswan translations the soundtracks are much nicer than the downgraded snes gba ones
well ff4 anyway i didn't try the others
wonderswan color: https://youtu.be/cbRk2Y7zGaE?list=PLa6zbcXw6zM3WczLsr6xd8B99kY9cn7xf
visually almost the same too
@torn jay In the issue we discussed some weeks ago (this one: https://github.com/MiSTer-devel/AtariLynx_MiSTer/issues/22) you said that the core video out is trimmed to 59.2 Hz, while the core is faster internally.
What's the internal refresh rate of the core then? Wouldn't it be possible to simply change 59.2 Hz to the internal core refresh rate?
Also, why 59.2 Hz? Is it because 59.2 Hz is "standard"?
the reason is that you must hit some frequency that allows analog out to work properly
unlike e.g. GBA, the refresh rate of the Lynx is not fixed anyway, so it will be hard to get it perfect through all the available games
Maybe for a pure HDMI out mode, but together with analog out it will be a big pain and a lot of work (and testing)
I’m curious how the pocket will handle lynx with its built in core (using the adapter I think has yet to ship). It will have to conform to its display which is pretty standard frequency I think whereas lynx is not?
as far as i know the display cannot do 75hz, because it wasn't able to do that with the wonderswan core. So it cannot do that for lynx as well. Best possible is triple buffer then
Then, at least I could forget about analog output and simply set a different frequency for HDMI-only builds, right? Wouldn't that be easier? (I mean, for personal HDMI-only builds that move smoothly)
yes that would be relativly easy. However, if you want to stay completly in sync with the lynx you would need to adjust to the current update rate of the game, which will likely cause a sync loss every time it's changed
Oh, so it's simply not changing a 59.2 on the sources for something else...?
And also, can you point me to the number I should be changing in the core code to adjust refresh rate? (I can do my own builds to test, but even if I can do fluent C, I can't do Verilog at all)
it's not that easy, because the video clock is different from the core clock, so it would be pll + hsync + vsync timing
some games use 50 hz, some 60, some 75 and even weirder refresh rates, so having it fixed will always lead to not perfect results unless the video out directly changes to whatever the game wants
we could add that mode, as i said, but it will lead to screen resync whenever the refresh rate changes and some games change it e.g. from menu to ingame
could still be an improvement for many games
Isn't that what many PSX games do, for example?
It isn't very problematic on digital displays, at least from what I have seen.
well, psx games do that but keep the overall timing. Only 240p<->480i has issues but could be solved with the sync 480i hack. For lynx with completly disjuct refresh rates, it would be like 240p<->480i without sync 480i.
Haven't seen anyone with a screen that can keep sync for that with vsync adjust 2
speaking of Lynx. One of the coolest thing about that core is that it's probably the only handheld that outputs full screen on a CRT
I see. Well, if you tell me what I should change in the core's code, I will do my own builds and make my own tests 😄
it's not that easy. the display_dma module would have to generate video out timing directly without the framebuffer at top level
you can try to feed some generic vga timing generator with the clock of the module...
thankfully the hdmi scaler is very friendly and will basically accept anything that makes sense somehow
Did anyone try this Super Mario Bros Mini for GBC? Doesn't work properly on Mister. Well, mine, anyway https://github.com/Mico27/SuperMarioBrosMini/releases/tag/2.0.6
Yeah worked fine for me. Didn't play much though.
Weird. Mine was all in grayscale & most of the sprites didn't show up. I wonder why
I've had a couple romhacks behave this way in the past
did you play through a CRT or HDMI?
Hdmi with direct video
maybe you have set the gb type to forced gb classic?
oooh maybe, I'll check
Just tried it myself as well, and it works fine on my end.
This update definitely improves the game a lot. Still pretty jank in a lot of areas, but it's better now at least.
It's actually quite broken on normal gameboy, it runs but the second level is almost invisible. You have to play it as a gameboy color game.
It is on forced GBC mode 🤔
Did you try other gbc games? Do they work fine? Did you copy the file via filezilla?
other GBC games are fine. I copied over the file via WinSCP
ooh it might be that binary setting
Winscp is usually fine with that.
ok. well its already set to binary transfer anyway
at this point I'm less worried about playing this game than figuring out whats up with my core lol
I played the game on a dmg and color as well, via everdrive. So works on real hardware definitely.
Maybe redownload and see if there is a checksum you can verify?
was your rom .gb or .gbc?
I don't remember to be honest. I think it was gb but I changed it to gbc so the core would automatically load it as gameboy color
But if you set the core to gameboy color instead of auto before you load the rom it should work just the same
Ok so that was it, I just renamed it from .gb to .gbc
fixed it
curious why it's defaulted to .gb
On most things it doesn't matter, but mister uses the file extension to load the correct gameboy version
Learned that when my romhack didn't work on mister.
I guess since mister is hardware emulation it needs to know as which gameboy to boot before loading the game.
Ah I see, good to know thanks
I didn't do anything. 😅
You helped me along as I was thinking out loud here haha
Your welcome 😋
Just playing some WonderSwan for the first time, fun system!
Wonder, is there a way in INI or something to set the HDMI screen size to be the same for horizontal/vertical orientation? V-Integer scale seems to fit a different scale each way! Would be reducing the horizontal size, but figured it might be nice for any cases of frequent switching.
Also curious what exactly "Video Timing for YC" does if anyone minds sharing. I've enabled this mode and play on CRT is great. I've left "Buffer video" off, and not noticed tearing to my eye
i had wondered about the same thing i don't think there is any way though it is a bit jarring how much smaller things are on my tv in vertical mode
there's a border option but it's for the vertical size not the horizontal
i suppose many games are gonna be just one or the other orientation so maybe it's best just to deal with it
Anyone know if there’s a fix for “Dragon ball GT transformation” on the GBA core? On both mister and Analogue pocket the game tells you it “must be played on official equipment” once you get to the 3rd stage
interesting, the game uses the same sram test as the other dragon ball games but is not listed here:
https://github.com/MiSTer-devel/GBA_MiSTer/blob/master/GBA.sv#L667-L672
if(cart_id[31:8] == "ALG" ) begin sram_quirk <= 1; end // Dragon Ball Z - The Legacy of Goku
if(cart_id[31:8] == "ALF" ) begin sram_quirk <= 1; end // Dragon Ball Z - The Legacy of Goku II
if(cart_id[31:8] == "BLF" ) begin sram_quirk <= 1; end // 2 Games in 1 - Dragon Ball Z - The Legacy of Goku I & II
if(cart_id[31:8] == "BDB" ) begin sram_quirk <= 1; end // Dragon Ball Z - Taiketsu
if(cart_id[31:8] == "BG3" ) begin sram_quirk <= 1; end // Dragon Ball Z - Buu's Fury
if(cart_id[31:8] == "BDV" ) begin sram_quirk <= 1; end // Dragon Ball Z - Advanced Adventure
All that must be done is to add a line for it with the correct game code and it should work. You might have to start a new game however if your save file does contain sram data (check size of file)
Is it possible to make the Gameboy core play the Super Gameboy audio for Donkey Kong '94? Or is that restricted to the SGB core?
That's only doable in the sgb core
Thought so, thanks.
Tried a few things to get WonderSwan scaling to be the same for horizontal/vertical orientation switching. Wonder if it is worth adding a feature request?
My TV would take up to 1440x1080 (with issues), but I couldn't force a square aspect through to solve the scaling. Other than the vertical border in option (you'd need horizontal), couldn't find anything else that seemed useful.
Maybe a 4x option, almost like the 5x option on a bunch of cores only here to keep inside the display but reduce the horizontal size... Hard to think of something more general
That sounds promising: can you point me to that "clock of the module", please?
I've uploaded a build but I don't have time for testing completely.
Leaving the eventual users testing it.
The whole game code is BT4E, and we are testing only the 3 first parts of the code if I understand well when I read the core source code.
thank you so much! would be great if @fleet scroll would try it
Once I get back from work I will
thank you. Be aware to check if your save file is 8kbyte or larger. If 8 kbyte, you can keep it, if larger you probably must delete if it still occurs.
Also don't use existing savestates, otherwise the issue might already be inside
For a game like klonoa I think it would be nice. If something was set up it could also be useful for lynx
I guess perhaps a scale in value would do it generally, rather than per core
I wonder if that would have been attempted/discounted when 5x was added to various cores
Not sure if this makes any difference in terms of MiSTer compatibility or function, but the game Dragon Ball: Advanced Adventure doesn't have a Z in its title.
It's just a comment, no big deal.
I'm playing surfing in CA Games on Lynx again and wanted to see if anyone knows... I recall the timer was the same on the actual system as it is on the Lynx core but, why is it that the timer for CA Games event surfing never starts at the same time no matter what? It'll always start on random time, 1:30, 1:28, 1:29, without fail. You could reset, choose surfing, 10 for 10, it'll be a different starting time. It's one of those weird things I've never found an answer to. 🤷♂️
Shower thought - what if it relates to the 75Hz title screen and the 60Hz game play that cause desynchronization?
Thank you for clarifying!
Starts at 1:30 every time here, also in 60Hz sync mode.
Is it me, or latest GBA nighly build (https://github.com/MiSTer-unstable-nightlies/GBA_MiSTer/releases/download/unstable-builds/GBA_unstable_20241105_05f8c7.rbf) has glitched graphics?
GBA logo shows strange vertical lines, as do all the games.
I thought it was my TV screen showing signs.
I will check later, I'm busy right now, maybe something could be improved as I don't remember those lines with my previous personal compile.
Which I didn't kept. Joy...
That's what I thought, too, that my TV was having HDMI connection issues. But going back to the previous version, the vertical stripes went away. So it's the build, for sure.
I've tested my build, gimme some seconds.
The last autobuild was borked, as the core needs some specific parameters like a seed set at 10 instead of 1 (& a more aggressive parameter for the timings).
cc @rotund flume for a pin.
maybe someone can try vga out with it. We have seen such behavior in the past and it seems to me that it is the scaler causing it even with timing fulfilled
This one works perfectly
So... the building automation process should be adjusted somehow I guess?
I can try VGA output in december, I dont have VGA capable monitors here
sorry, mistake by me, i mean analog out. Best would be HDMi and analog to crt at the same time to see if the glitches are only on the HDMI path
what do you want tested?
i have analogue out
- latest unstable build for gba:https://github.com/MiSTer-unstable-nightlies/GBA_MiSTer/releases/download/unstable-builds/GBA_unstable_20241105_05f8c7.rbf
- load a game and see via HDMI out on a LCD screen that it shows glitches
- see if the same glitches are there via analog out
Wonderswan core seems to do odd (understandable!) things with controls when the screen rotates.
From experimenting, it seems when "auto" screen rotation would kick in (regardless of setting), whatever is mapped to D-Pad in the core (X1-X4) becomes Y1-Y4 instead.
Is there any way to disable this? So you could map X1-X4, Y1-Y4, A+B and have those buttons stay consistent, regardless of screen rotation?
Playing Klonoa and was trying to map controllers I could rotate in my hands as the wonderswan does, but I don't think you can do that currently. Even using secondary mappings, the problem is X1-X4 should be "MiSTer D-Pad" horizontally, but loses assignment seemingly when the game goes vertical.
Is this correct? Trying to understand before making a request on GitHub
yeah the way it works is weird
thats why i posted the graphic on mapping the 8bitdo lite
I was using yours to make sense of it yesterday!
I wondered if any DEV is around that might confirm what is happening with some of the auto orientation switching. Saw a request is already up for a button to change the orientation (that would be neat!).
I think it's only changing the D-pad in those cases......
Not so familiar with the library but if there are other games that either require switching orientation often, or optionally to play any time, they'd make for a good test case
Hello! I have been having issues running MBC3/5 games. Mostly just attempting to be able to play Pokemon games via the GB/GBC/SGB cores, but the games either crash off bootup/BIOS(Gameboy verification screen) or fall apart quickly after and can't even get to gameplay.
I also noted that there seems to be no obvious MBC5-specific mapper support in any of the (S)GB(C) cores.
Games I have tried and gave issues:
-Pokemon Red/Blue/Yellow
-Pokemon GSC
-Wario Land 2
-LoZ: Oracle of Seasons
Adding G&W Gallery 2 to this. Gallery Corner is broken, but I was able to play a couple of the minigames. So, that's another MBC5 to the list.
If MBC5 is incompatible, is there any particular reason?
I’ve played a pretty significant amount of pokemon yellow, crystal clear (based on crystal), and OOS with no issue whatsoever
Very strange, then. For it to be all of these, I had assumed it wouldnt have been from my roms, especially since they've worked on any other emulators/devices I've had. But, not out of the question
Could be a hardware issue, or you could be seeing issues due to being out of date. What mister stack are you running, and have you run update_all recently?
I just ran update_all again this morning. I'm running the Taki Mega Pack(128MB+USB+Fan+Analog Video board)
What ROM pack are you using and did you copy using FileZilla? If so did you have it set to binary?
I was running the No-Intro set for GB stuff since I don't have an Operator yet for my carts. And, I just transferred things directly to my SD using my PC
Can you get any games to run properly? Did you let update all add the BIOS files for you?
Yes, some games run properly. I have been trying to see if it's specific to mappers or not.
I am 90% sure I have the BIOS search/update setting on for update_all, but I will double check real quick
Checked and I did have BIOS updating enabled. There was also an option for bootROMs as well. Can try that as well.
Still no dice, it looks like
Very odd. It shouldn't effect anything, but are your ROMs zipped?
Yeah, my thoughts exactly. Shouldn't be, will double check
I am out of ideas, but be good if someone with a Taki board could confirm they can play these games OK
One idea, are you using the "Game Boy" core, or say, GBC core. Not sure across the board, but for a few, it seems those deviation core versions might not pull the bios using update_all
I believe the gbc “core” is just an mgl that loads the gameboy core and points to the gbc folder
If past experience like the WonderSwan colour core is anything to go by then, it points to the colour folder, and perhaps finds no bios there. That can be an issue, not to say it is the case here, but has happened to me
I did above
When mine is delivered. I can test whatever aslong as its achievable. (Not requiring me to do a 20 hour playthrough or something)
I've been playing yellow for a few hrs without issues
I've already finished these games on the GB(c) core this year :
-Wario Land 2
-LoZ: Oracle of Seasons
So not a problem with the core itself, but there is a problem elsewhere with the configuration.
@heady gull Could you try with the latest 'unstable' version of the core ? If not already done.
#unstable-nightlies message
...forgot to say 'on my taki-board 🙂
Is there a MiSTer core for this?
the two game & watch cores come close?
Where's my Etch A Sketch MiSTer core?
I'm noticing separate ROM folders for GB, GB2P, and SGB. What's the logic?
Super Game Boy is a separate core entirely. So that's needed. Not sure how the 2 player GB core works, as I never tried it.
I know they're all different cores but the ROM sets should be the same.
I'm super impressed by the idea of the SGB core
Nah. Where's my LJN Video Art Mister core?
They are all separate cores
Right. But it should be the same roms
You can do that on your own
Because they are different cores they will have different folder structures
You can use symbolic links to have the GB2P referencing the same folder as GameBoy
I was concerned there might be a reason not to do that but I'll give it a shot. (assuming I don't fry my board trying to hook up my pi for mt32)
I’m sure it’s fine
that makes 1 of us lol
Are you mining bitcoins
Turning my Pi 3 into a MIDI device to get sound quality out of DOS games that I have never experienced LMAO
yeah I did that with the zero 2w lol
Monkey Island does sound really nice
I forgot what else does MT32, a few more computer cores though
x68000 is supported. Castlevania time
Yah that game sounds awesome with it
just give me leisure suit larry
Apologies for taking a bit to get to this.
I have the unstable dropped onto my SD now, but I decided to try other tests first before going to try it(about to do that now)
But, I went ahead and tried some other things first, just in case. Those were:
A- Trying a different ROMset
B- Manually placing my backup BIOS files onto the SD
It seems like A alone has done the job, but I forgot to try just new ROMs before then moving the bios files over, so I am unsure if it's A or B fully.
Still, testing the old ROMs again, they're messing up after the boot/bios screen even after assuring I've loaded the correct bootrom, so it must just be some oddity with the other set
Weird, never knew specific romsets for that system could be busted.
I've had that one set for so long that I don't remember what base it was from. But, I still need to check the No-Intro one now as well.
The ones that I tried first are from the Cyle's pack
Can you checksum your ROMs and BIOS?
@heady gull
Is there a tool for that?
Wondering if anyone can give me a little Wonderswan help. Installed it via update all, but after I try to launch any game, I get this weird mini gamelist window for a moment and then just back to the white rectangle
Lots of programs can do it. 7zip can if you're on Windows. It's just a mathematical operation on the bits of the file that returns an apparently random string of letters and numbers, but will return the same string if the files are the same. That way we can verify that the files aren't the issue
Well, that wasn't much of a tutorial or guide to exactly -what- I should be doing 😅
But, I suppose I figured it out?
And, according to at least CRC32, they do not match.
Fair enough, it's just hard to give a tutorial when I don't know what hardware you have. Sounds like you figured it out, though. The two files aren't supposed to match because they're different files. I'm asking you to share them here so we can compare them to ours
(the checksums, not the files, that's illegal)
Well, just being like:
"in 7zip, just navigate to the file you want to check, right click, and use the CRC option(any tbh) to check both different files and see if they're the same value" would have been all that's needed!
Googling also led me to the fact that No-Intro actually has a checksum database that you can use to verify as well
Which would assume you use a Windows machine 😉
Considering it's a file operation, I'm surprised there's not just a program that can do it.
It's a pretty standard command line option. That's how I do it, but I use Linux.
Anyways, do the files match?
My office/workbench machine was Debian, but is just Ubuntu now. But, I am also not in the office right now 💦
^
I didn't waste any time doing any of the other operations given the CRC32 didn't match
oops
But yes, they did not match.
The database?
The one that was correct and actually worked on the core matches No-Intro's database. The one that was different was just something else entirely
Still have no idea how it happened, but do appreciate all the help. Just means I have a lot of cleaning out of seemingly corrupted files now
Happy to help. It's definitely one of my favorite tools for diagnosing these issues
Is there any way to have RTC working for GBC/A games? I'd assume that's difficult since the mister doesn't have a battery, but I was wondering if there was any sort of pseudo-following when checking change in time since last startup
You can buy an RTC module for the mister
lemme see if I can scare up a link
here a uk link https://ultimatemister.com/product/mister-rtc/
I can't find a US seller. Maybe someone else has one up their sleeve
Misteraddons
Very cool! Thanks!
I couldn't find it there 😦
If you are connected to the internet then you don't need the board
I have an rtc module, works great! Rtc also works without it if you have your mister connected to the internet
I like to have one, in case the world ends again and it's me and my mister in the apocalypse.
*and your pokemans
Huh, @shell dew are rtc modules no longer available?
Thanks to @larrykoopa64dshacker64 , @Smol-bug , and @Pack64 for their brilliant work remastering and recreating assets for this project.
Freshly dumped on my side.
Works perfectly on the core.
Is the game good? I mean it being a good version of the game.
Chromatic
Quite good for my taste.
Some QoL over the original and DX versions.
yeah that
Wait, what is that version of Tetris?
New version for the Chromatic (Game Boy FPGA clone).
The cards are compatible with the Game Boy Color.
I took a chance to dump it earlier and play it on the core.
#fpga-platforms message
Anyone know what’s going on with the Neo Geo Pocket core? I don’t have Patreon.
nothing as far as I can tell.
Jotego isn't working on it at the moment I don't think
Damn, thats one of the cores I was looking forward to.
they are pushing out this bubble bobble predecessor and then some mystery game from the 90s
Samn man, same
I just want to play card fighters clash again
I’m excited for the mystery 90s game
But also getting the NGP tied up would be nice
it really feels like NGPC is being done begrudgingly. Like Jotego would rather be working on other things (and is)
I agree. Doesn’t seem like he’s really enjoyed it a great deal
Probably because he hasn’t played card fighters clash.
Makes you realise how lucky we are to have any of the cores though. Even when you get a talented dude like Jotego who seemingly “struggles” to keep up the motivation to really get something over the line. (I hope it’s not too critical to say that - I think he’s said as much himself)
Oh totally
I think the only thing that's a bummer is that, because jotego is "working on it", it's likely no one else will
I dunno. There aren’t a whole load of devs in general. The most obvious candidate is busy doing other things 🙂
But if it does sit idle and it’s open source, I’m sure someone will pick it up. Look at things like the Jaguar core which people thought was dead
Seriously! That game is fantastic. Played through it on Switch a couple years ago, and I was thoroughly addicted.
yes. I got super addicted to that, ended up replaying both versions on the NGPC itself.
Started playing the translation of the second game too.
There's a lot of Pokémon ROM hacks isn't there. Not sure whether to go with a ROM hack for my first time playing Yellow
I prefer romhacks tbh. Pokemon games are designed to be incompletable and create fomo in a way. I've heard good things about yellow legacy. If you're partial to red&blue there is an insanely popular red romhack, DX violet, that comes in both original graphics and a color version that uses gold&silver sprites.
DX Violet is really good. Wish I knew who made it so I can thank them for such a cool rom hack.
I feel the same about doom 2016. Such big dick giga chad energy. Reminds me of my dad. 
I'm probably around an hour into Pokémon Yellow. But I've just found out about a romhack called Yellow Legacy.
Seems to be more vanilla +
Depends on what you want from your romhack, really. The legacy series has changed most move pools, stats and some events to feel more modern and streamlined. Other romhacks just added qol changes to preserve the original experience while lifting restrictions like event and version exclusive pokemon.
Yeah, I'm just going to do more research. I wouldn't mind something that has qol changes, but only them.
There seems to be a lot of romhacks so I'm bound to find something
DX Violet is worth playing
Yellow doesn't have too many romhacks, probably because they can't beat lets go pikachu anyway. 
That’s a weird way of spelling Eevee
You must be the rival then.
I ordered both because I couldn’t decide, eventually I stuck with Eevee
I got eevee as I was really craving pokemon gen1 then and there weren't good romhacks of it out at the time. And I didn't know about mister.b
And now you have so many games that you can’t possibly play them all 😂
That's more of a problem for predatory publishers that want to sell me addictive loot box games and can't compare to 30 year old software.
Loot boxes or the same game over and over
But you have reminded me that I need to finish my play through of blue
A friend of mine is doing red at the same time. We live far away, but plan to meet up at some point and do some trades 😅
Similarly he has gold so I’m gonna play through silver
Pokemon is a bad RPG that way, as RPG players want to sit depressed in a dark room and play a slow game.
I need to look into pokemon romhacks again, mostly for a fresh GBA experience. Still, most I see are geared towards meta competitive and I just wanna have fun and play a simpler more enhanced base game
Pokemon emerald legacy released yesterday, that could be what you're looking for.
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Download the Patch:
➤ https://drive.google.com/drive/folders/1KwIWjNj98UVpbK4vkfXfEPn9uHJi-tmJ?usp=sharing
Rom Patching Tool:
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For the gen1 remakes on gba I like to play ultra violet.
What CPU revision of the GBC is referenced for the core?
How many CPU revisions are there?
5 cpu revisions across 6 gbc revisions https://bennvenn.myshopify.com/pages/gbc-cpu-revisions
Warning! Super geeky content! Proceed with caution! I've always found slight inconsistencies when coding software or developing hardware for the GBC. What works well on one system is occasionally buggy on others, and is typically temperature sensitive. A few reports have come through regarding my ElCheapo SD V2.0 cart,
Wow!
Sorry, I guess I could’ve looked that up lol.
Np I happened to know Benn had an article on it
iirc, there are music issues with games like Final Fantasy Adventure and Prehistorik Man on earlier revisions, which got fixed on later revisions.
It’s a really good question. I’ve got no idea myself but I also didn’t even know there were CPU revisions haha.
sounds like nintendo was selling me crap years ago
I would have thought you'd take a katana in your selfportrait
The Topic of console revisions fixing or introducing bugs is fascinating. The Sega Mega drive have games like those as well as the PS2. PS1 has very few of those too
For GBC, those buggy games pertain to original monochrome gb games but as mentioned, at least some of them got fixed in later GBC revisions
Hi is there a configuration that turns possible to play the gameanswatch core on a 15khz crt? The gamenwatch core of pierco I was able to do that
I found this article by retrorgb quite interesting about the fact that the chromatic is using the misterfpga core. Huh.
They open sourced the code and their changes. Kind of a bummer it's lacking features and basically an inferior representation of it though.
I think that a bit more public attribution would have been the decent thing to do, as well
Yup
Still glad there are anal pocket alternatives though.
Anal pocket? Ehmm... where are you inserting those GB cartridges exactly?
Analouge pocket... sorry I'm just lazy.
It was a bad joke, don't worry 😄
And I stick'em up my bum of course 😅
I have a Pocket myself, and the MiSTer GB core runs perfectly there. It's my go-to handheld system!
Yeah but I'd like to have the indigo version and they never have it because their business is based on fomo! So I just play on my modded gbc/gba.
That's true I guess... I have a red one.
the mister gb core can run carts on the pocket?
Apparently the IR is better on the Chromatic than the Analogue Pocket. I have a friend that is super into bomberman and one of his games uses it.
Does the chromatic one only play from cartridges or also from an internal storage?
just cartridge right now
I guess if it's open source, might have some work done for IR compatibility. We just need an IR SNAC too I guess....
No, I'm almost sure it can't (I don't have any original games to test)
I think it says directly on their site
I know it now is on the github, had not previously heard it was on their own site! THanks for correcting me, I'll have a gander!
Under attributions
You are right! Thanks! Although, I'm still of the opinion it would have been nicer if it wasn't as hidden as it is, but, you are completely correct.
And it seems they plan to open source some more of their hardware too, which is nice too
Yeah it could be more visible
Just encountered a consistent crash in Apotris (the Tetris clone) on the GBA core. Every time you go into the graphics settings menu and try to change the background color, the game crashes every time. Tried the same thing on my Analogue Pocket and it doesn't crash there. It's only reproduceable on the MiSTer core. Anyone else able to test and see if it happens on their end?
Same. It does change color, then hangs, but mister menu still opens
2/2
GBA version 240409 btw
(I did not test anything other than the mister core)
Hey guys. Playing around with the Super Game Boy core and love it. Definitive way to play the OG Game Boy games as well as in GBC Mode. The only issue is that it's missing the frame blend option that the standard Game Boy core has. There are probably more examples, but Wave Race and Chikyuu Kaihou Gun ZAS have non-stop flicker. Is it possible to add frame blend to the Super Game Boy core?
can't emulate that feeling!
The thing that caught my attention with this is how the Modretro has a 160×144 resolution screen
What's the rational why the original gbc and gba screen work in opposite ways in terms of lighting
Hey everyone. Could anyone please tell me how to enable sgb borders on supported Gameboy games?
Wario land 2 for instance is completely black and the game is shrunk into a small square.
Any ideas on how to make it load the intended SGB border?
It's the super gameboy 1/2
There's a separate Super Game Boy core that has the proper Super Game Boy functionalities.
On the regular Gameboy core you can scale the Gameboy graphics to your screen or use a border. Super gameboy core you can't scale but you do gain the extra features like added sound effects etc. In some games
Ohhhh thank you!
Yeah I found out that wario land 2 on the Gameboy coresometimes showed the border. But the border would flicker. So I'm going to use the sgb core instead
That's odd
If you don't know you can get custom Super Gameboy bios too with different palettes and such and they work on the core
I really like the vaporwave one
Gameboy core also has a bug in pokemon if you use the sgb palette, where the mons flicker green at the start of combat. On the sgb core it works as it should.
Is there a single location for all the Mega Man World DX hacks? Note that I'm not looking for the roms just the patch files
Nevermind, I got them
Gottem!
I guess bc the GBA screen was closer to the hands so the body of the player would block that light source more whereas the GBC you'd be more likely to hold a bit more vertically
or maybe nintendo just didn't give a shit
since they used a non backlit screen AGAIN
I have so many false memories of the screens on both gbc and gba being quite decent. Guess as a kid I was happy that there were any games at all.
Looking at those screens now I dunno how I could ever recognize anything on them.
Unfortunately, that has the effect of the GBA screen being darker than the GBC
I never grew up with the original GBA (I only ever saw backlit SPs growing up) but as someone who got an original GBA a nit recently, the GBA screen is very legible outdoors or in windows. You don't even need to be in direct sunlight
https://youtu.be/cfIRMzGJ45c
【Game Boy Advance】 Castlevania: Harmony of Dissonance | キャッスルヴァニア 白夜の協奏曲 ~Title/Opening
// Credits:
https://www.mobygames.com/game/7232/castlevania-harmony-of-dissonance/credits/gameboy-advance/
// GBA AGB-001 reflective screen
// Playlist
【GBA】Game Boy Advance Scenes
https://youtube.com/playlist?list=PLmns9yRfAA-KoKOMhpjviiDmOb3zoGmHH
For the GBC,. outdoors and with okay lighting indoors the gbc is legible.
Unfortunately for the GBA, you need lots of indoor lighting to look sufficiently legible cos otherwise, it looks quite dark. The GBC in comparison is easier to look at
【Game Boy Color】 The Legend of Zelda: Link's Awakening DX | ゼルダの伝説 夢をみる島DX ~Intro/Title
// Credits:
https://www.mobygames.com/game/4268/the-legend-of-zelda-links-awakening-dx/credits/gameboy-color/
// GBC CGB-001 reflective screen
//【GBP】The Legend of Zelda: Link's Awakening | ゼルダの伝説 夢をみる島 ~Intro/Title
https://youtu.be/A1UPMfqClCk
// Pla...