![]() Make sure to replace the file paths with the correct paths to the respective ROM files on your system. Replace /path/to/snes_rom.sfc with the actual path to the Super Nintendo ROM file you want to load. path/to/snes_rom.sfc: Specifies the path to the Super Nintendo ROM file (snes_rom.sfc). Replace /path/to/gameboy_rom.gb with the actual path to the Game Boy ROM file you want to load. gameboy /path/to/gameboy_rom.gb: Specifies the path to the Game Boy ROM file (gameboy_rom.gb). f: Launches RetroArch in fullscreen mode. Replace /path/to/bsnes_hd_libretro.so with the actual path to the BSNES HD core file on your system. L /path/to/bsnes_hd_libretro.so: Specifies the path to the BSNES HD core (bsnes_hd_libretro.so). Here's a breakdown of the command line arguments: Retroarch -L /path/to/bsnes_hd_libretro.so -f -gameboy /path/to/gameboy_rom.gb /path/to/snes_rom.sfc Ok, long story short, I tracked down a list of command line arguments for retroarch, and with a little help from ChatGPT I now have it figured out and thought I would share. Of course we can't be bothered to do that from an arcade cabinet, I want make cake and I wanna eat it to!!!!! Gameboy emulation in a super gameboy with CD audio worked great after finally getting the load sequence right. It is in the main menu listed under subsystems. Turns out you CAN load a gb rom using the super gameboy inside of retroarch. Wait, bsnes is a retroarch core, maybe I can play around with that I thought. It is supposed to have robust support for super gameboy but I couldn't find it. A lot of cores are listed in the libretro docs that simply are not available on the core downloader. I think Gambatte's lead developer (upstream from libretro) has stopped working on it, and support for a whole new device is a fairly large undertaking, so unfortunately it will probably be quite a while before anybody steps in to add Super Game Boy support to Gambatte.Well this was a frustrating one. This is just a long way of saying that Game Boy Color emulation doesn't get you any Super Game Boy features or vice versa, which is why it's missing here on Gambatte, which is (currently) only a Game Boy and Game Boy Color emulator. This means it looks about the same on both devices, but only because the game is designed with basically identical enhancements for both systems the SGB and GBC support are still completely separate features. Pokémon Yellow muddies the water a bit, as it has native support for both Super Game Boy and Game Boy Color colorization. For Pokémon Red/Blue, this gives the player a pair of palettes made up of reds and blues, with more focus on red on Red Version, and more blue on Blue Version. This means that on Super Game Boy, you get full colorization, while on GBC you get the "first-party preset palette" behavior applied to games with no GBC support. Pokémon Red/Blue are Super Game Boy-enhanced games, but not Game Boy Color-enhanced games. But the GBC isn't displaying "SGB support" in any way, they're just both doing similar things in parallel. ![]() On both SGB and GBC, the preset list assigns a palette which makes the background court graphic green, like a typical tennis court. A good example of this is Tennis for the original Game Boy, which has no SGB or GBC support whatsoever as it predates both devices. The Game Boy Color (the real, hardware device, I mean) and successor devices like the backward-compatible GBA models have no Super Game Boy support, colorization on GBC works completely differently to how it was done on Super Game Boy, but there are some similarities in how both systems handle unsupported games (non-SGB games on SGB, non-GBC games on GBC).īoth devices include a list of known titles, compiling basically every first-party Nintendo-made game, and apply a specific palette using that list. No$gmb has Super Game Boy support, that's why colorization works there. ![]()
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