Gameboy core
Re: Gameboy core
yeah ,
the gameboy color is quite a capable machine, 15bit "rgb" colors (the mixing is weird) , 8 color palettes for BG and 8 for sprites, and some games even change them at hblank to show more colors.
the gameboy color is quite a capable machine, 15bit "rgb" colors (the mixing is weird) , 8 color palettes for BG and 8 for sprites, and some games even change them at hblank to show more colors.
Re: Gameboy core
Hi all,
in the latest release there's a save fix that turns the old saves incompatible with the new ones. Data was repeated every 2 bytes, now the saves should be compatible with emulators and probably flash cards.
Do a save backup before using the new release, a solution to convert the saves can be found, or at least part of them and you still can use them on older releases.
in the latest release there's a save fix that turns the old saves incompatible with the new ones. Data was repeated every 2 bytes, now the saves should be compatible with emulators and probably flash cards.
Do a save backup before using the new release, a solution to convert the saves can be found, or at least part of them and you still can use them on older releases.
Re: Gameboy core
I won't do bug reports (because you aren't asking), but wanted to say compatibility on the GBC is great! Sure not perfect but it's such a great progress from where the core was some months ago. Well done!
Re: Gameboy core
Thanks, I will probably slow down development a bit, but will continue to work on it in the future.
After implementing fast mode (8mhz cpu clock) , the BG priority bit and probably check for overflows on the HDMA feel free to send reports.
After implementing fast mode (8mhz cpu clock) , the BG priority bit and probably check for overflows on the HDMA feel free to send reports.
Re: Gameboy core
I'm trying to get gameboy color to work with no luck. I got the boot1.rom file and put it first in where the bgc roms are with no luck. Then where the cores are with no luck. Can't find anything on Google about where to put this bootrom.
Re: Gameboy core
So mine - works - here's how:
1. Make sure the folder is called GameBoy
2. put the boot1.rom in that folder
3. Select Gameboy color from the menu of the gameboy core.
That's works here.
If not check it's the correct bios file
1. Make sure the folder is called GameBoy
2. put the boot1.rom in that folder
3. Select Gameboy color from the menu of the gameboy core.
That's works here.
If not check it's the correct bios file
Re: Gameboy core
It's in the readme https://github.com/MiSTer-devel/Gameboy_MiSTer , scroll down.robfish wrote:I'm trying to get gameboy color to work with no luck. I got the boot1.rom file and put it first in where the bgc roms are with no luck. Then where the cores are with no luck. Can't find anything on Google about where to put this bootrom.
Create a Gameboy folder on the root of your sd card.
Cheers
Re: Gameboy core
Tittle screen on "Super Hunchback" still has blinking lines, etc. This tittle screen requires precise timing so when it looks right, I believe the implementation can be considered pretty much "perfect" regarding timing! 

Re: Gameboy core
Hi,
Is it the good bootrom for the GBC ?
renamed + moved to the good folder did not help... so I guess it is not...
Thanks !
Is it the good bootrom for the GBC ?
Code: Select all
Filename [BIOS] Nintendo Game Boy Color Boot ROM (World).gbc
Filesize: 2304
CRC 41884E46
Thanks !
...8bits are enough...
Re: Gameboy core
same crc as the one I use. should be ok , did you toggle gameboy color in the osd ? the GB color splashscreen/bootscreen should pop up after reseting , even without game rom.Shazz wrote:Hi,
Is it the good bootrom for the GBC ?
renamed + moved to the good folder did not help... so I guess it is not...Code: Select all
Filename [BIOS] Nintendo Game Boy Color Boot ROM (World).gbc Filesize: 2304 CRC 41884E46
Thanks !
Code: Select all
Name: gbc_bios.bin
Size: 2304 bytes (2 KiB)
CRC32: 41884E46
CRC64: B1DA2790DEA10D35
SHA256: B4F2E416A35EEF52CBA161B159C7C8523A92594FACB924B3EDE0D722867C50C7
SHA1: 1293D68BF9643BC4F36954C1E80E38F39864528D
BLAKE2sp: C92BDF58CC4512A664CB898AFF6FE86139649275359C570E4BAD046E2891DC5B

Re: Gameboy core
Yeah, black screen when switching to color mode. With or without a gbc rom.brNX wrote: same crc as the one I use. should be ok , did you toggle gameboy color in the osd ? the GB color splashscreen/bootscreen should pop up after reseting , even without game rom.
edit: btw , I like your location
(Note: not any more there but still a cretin

...8bits are enough...
Re: Gameboy core
even after loading a rom/resetting after the switch ? sdcard:\Gameboy\boot1.rom ?Shazz wrote:Yeah, black screen when switching to color mode. With or without a gbc rom.brNX wrote: same crc as the one I use. should be ok , did you toggle gameboy color in the osd ? the GB color splashscreen/bootscreen should pop up after reseting , even without game rom.
edit: btw , I like your location
(Note: not any more there but still a cretin)
Re: Gameboy core
yes...brNX wrote: even after loading a rom/resetting after the switch ? sdcard:\Gameboy\boot1.rom ?
Code: Select all
# pwd
/media/fat/Gameboy
# ls *.rom
boot1.rom
# ls -al boot1.rom
-rwxr-xr-x 1 root root 2304 Dec 24 1996 boot1.rom
# md5sum boot1.rom
dbfce9db9deaa2567f6a84fde55f9680 boot1.rom
# sha1sum boot1.rom
1293d68bf9643bc4f36954c1e80e38f39864528d boot1.rom
...8bits are enough...
Re: Gameboy core
Where do i get the boot1.rom file ?
Re: Gameboy core
the instructions are in the readme, I will not post rom links in this forum (haven't checked but I'm preeeetty sure it's against the rules).stepea wrote:Where do i get the boot1.rom file ?
@Shazz no other files in the gameboy folder ? I will try to reproduce the "bug" so any additional info is helpful.
cheers
edit:
if you're familiar with terminals (e.g.: termite , putty, cutecom etc.. ) connect a usb cable to the mini usb port between the ethernet port and the usb-otg port, connect using 115200 bps you should see something like this when loading the GB core:
Code: Select all
Loading config GAMEBOY.CFG
Found config
get cfgstring 0 = GAMEBOY
get cfgstring 1 = (null)
get cfgstring 2 = -
get cfgstring 3 = FS,GBCGB,Load ROM
get cfgstring 4 = OB,System,Gameboy,Gameboy Color
get cfgstring 5 = -
get cfgstring 6 = OC,Inverted color,No,Yes
get cfgstring 7 = O1,Palette,Grayscale,Custom
get cfgstring 8 = F,GBP,Load Palette
get cfgstring 9 = -
get cfgstring 10 = R9,Load Backup RAM
get cfgstring 11 = RA,Save Backup RAM
get cfgstring 12 = -
get cfgstring 13 = O34,Aspect ratio,4:3,10:9,16:9
get cfgstring 14 = O78,Stereo mix,none,25%,50%,100%
get cfgstring 15 = -
get cfgstring 16 = O2,Boot,Normal,Fast
get cfgstring 17 = -
get cfgstring 18 = R6,Reset
get cfgstring 19 = J1,A,B,Select,Start
OSD is now invisible
get cfgstring 20 = V,v190110
get cfgstring 21 = (null)
FileOpenEx(open) File:/media/fat/GAMEBOY/boot0.rom, error: No such file or directory.
Selected file GAMEBOY/boot1.rom with 2304 bytes to send for index 0.1
.
FileOpenEx(open) File:/media/fat/GAMEBOY/boot2.rom, error: No such file or directory.
FileOpenEx(open) File:/media/fat/GAMEBOY/boot3.rom, error: No such file or directory.
FileOpenEx(open) File:/media/fat/GAMEBOY/boot.rom, error: No such file or directory.
Re: Gameboy core
Strangely after the last release, the issue disappeared (I promise I changed nothing ^^). So, that's all good!brNX wrote: @Shazz no other files in the gameboy folder ? I will try to reproduce the "bug" so any additional info is helpful.
...8bits are enough...
Re: Gameboy core
Shazz wrote:Strangely after the last release, the issue disappeared (I promise I changed nothing ^^). So, that's all good!brNX wrote: @Shazz no other files in the gameboy folder ? I will try to reproduce the "bug" so any additional info is helpful.

the crc/sha1 etc and my last post should help others find out what's wrong. glad it's working, enjoy.

Re: Gameboy core
the instructions are in the readme, I will not post rom links in this forum (haven't checked but I'm preeeetty sure it's against the rules).brNX wrote:stepea wrote:Where do i get the boot1.rom file ?
I can't see it in the Gameboy github readme !! Am I looking in the correct place ?
Re: Gameboy core
Place the Gameboy color bootrom into the Gameboy folder and rename it to boot1.romstepea wrote:the instructions are in the readme, I will not post rom links in this forum (haven't checked but I'm preeeetty sure it's against the rules).brNX wrote:stepea wrote:Where do i get the boot1.rom file ?
I can't see it in the Gameboy github readme !! Am I looking in the correct place ?
bootrom a.k.a. bios.
Cheers
Re: Gameboy core
brNX wrote:Place the Gameboy color bootrom into the Gameboy folder and rename it to boot1.romstepea wrote:the instructions are in the readme, I will not post rom links in this forum (haven't checked but I'm preeeetty sure it's against the rules).brNX wrote:
I can't see it in the Gameboy github readme !! Am I looking in the correct place ?
bootrom a.k.a. bios.
Cheers
Thanks
Re: Gameboy core
Hey thanks for the tip (the game stays in the title screen so it's very handy), this is now next on my todo list, this and checking IRQ timings in general. I'm more or less happy with the state of the GBC implementation, some bugs to iron out but will work on them as I go (shantae not working, DKC crashing, the megaman xtreme suicide thingvanfanel wrote:Tittle screen on "Super Hunchback" still has blinking lines, etc. This tittle screen requires precise timing so when it looks right, I believe the implementation can be considered pretty much "perfect" regarding timing!

Cheers
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Re: Gameboy core
could you possibly add a mappable control for pallette changes? so we could cycle through pallette files with one button press and quickly find our favorite for that particular game/scene. cheers
Re: Gameboy core
The way MiSTer handles files in cores is unfortunately not built with that kind of behavior in mind. Maybe someday if that situation changes.bitfan2011 wrote:could you possibly add a mappable control for pallette changes? so we could cycle through pallette files with one button press and quickly find our favorite for that particular game/scene. cheers
Re: Gameboy core
It's possible just concatenate many palettes together an load them at once. Then core will handle it internally.
With proper palette handling as RAM, you don't need arrays like it's now, so can use BRAM with loadable palettes.
With proper palette handling as RAM, you don't need arrays like it's now, so can use BRAM with loadable palettes.
Re: Gameboy core
I've made an attempt to backport the MiSTer changes to MiST. But I realized that something is odd with sprites, e.g. in Xenon 2, many of the enemies are invisible with the MiSTer version (easy to see at the first stage, e.g. the worms here:
https://youtu.be/ZR9Va4090Nk?t=109
Totally invisible, but kill you.
Is it OK and I made a mistake during the port?
https://youtu.be/ZR9Va4090Nk?t=109
Totally invisible, but kill you.
Is it OK and I made a mistake during the port?