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gameboy_mister's Introduction

This is port of Gameboy for MiST

  • Place RBF file into root of SD card.
  • Place .gb|.gbc files into Gameboy folder.

Features

  • Original Gameboy & Gameboy Color Support
  • Super Gameboy Support - Borders, Palettes and Multiplayer
  • MegaDuck Support
  • Custom Borders
  • SaveStates
  • Fastforward
  • Rewind - Allows you to rewind up to 40 seconds of gameplay
  • Frameblending - Prevents flicker in some games (e.g. "Chikyuu Kaihou Gun Zas")
  • Custom Palette Loading
  • Real-Time Clock Support
  • Gameboy Link Port Support - Requires USERIO adapter
  • Cheats
  • Fast boot
  • GBA mode for GBC games

Open Source Bootstrap roms

Open source roms are included in the core, adapted from the SameBoy project https://github.com/LIJI32/SameBoy/. These roms have MiSTer-specific enhancements, allowing fast booting and GBA mode to be controlled by the on-screen display.

For maximum compatibility/authenticity you can still place the Gameboy bios/bootroms into the Gameboy folder and load them in the menu with Bootroms->Load GBC/DMG/SGB boot.

For more information see the BootROM README

Palettes

This core supports custom palettes (*.gbp) which should be placed into the Gameboy folder. Some examples are available in the palettes folder.

Custom Borders

This core supports custom borders (*.sgb) which should be placed into the Gameboy folder. Some examples are available in the borders folder.

Autoload

To autoload your favorite game at startup rename it to boot2.rom.

Video output

The Gameboy can disable video output at any time which causes problems with vsync_adjust=2 or analog video during screen transitions. Enabling the Stabilize video option may fix this at the cost of some increased latency.

Savestates

This core provides 4 slots to save and restore the memory state which means you can save at any point in the game. These can be saved to your SDCard or they can reside only in memory for temporary use (OSD Option). Save states can be performed with the Keyboard, a mapped button to a gamepad, or through the OSD.

Keyboard Hotkeys for save states:

  • Alt+F1 thru Alt+F4 - save state
  • F1 thru F4 - restore state

Gamepad:

  • Savestatebutton+Left or Right switches the savestate slot
  • Savestatebutton+Start+Down saves to the selected slot
  • Savestatebutton+Start+Up loads from the selected slot

gameboy_mister's People

Contributors

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gameboy_mister's Issues

Known issues

This is a list of issues that I am aware off:

  • PPU Timing issues ("Super Hunchback" blinking lines, prehistorik man ,street fighter 2 blinking background...)
  • GBC Hicolour mode (probably related to ppu timings)
  • Donkey Kong Country GBC freezing
  • Mega Man extreme GBC unplayable (no ground , mega man falls to death)
  • Missing Sprites (Prehistorik man, super mario 2 dx , xenon 2)
  • Wave channel has noise in some GBC games/demos (e.g.: Bad Apple)
  • General sound crackling in some games (Final Fantasy Legend III and Gargoyle's Quest intros)
  • Test Drive 6, 2001 and Offroad don't show the initial intro and menu but go in-game (by pressing A blindly)
  • Test Drive le mans crashes after the language selection
  • Konami GB Collection Vol.4 (GBC) white screen in intro and graphical issues
  • Konami GB Collection Vol.2 (GBC) white screen in intro and freezes
  • Input not working in Shantae's dance minigame , freezes at the end (Input is working , freeze at the end if 0 gems won is original game bug https://www.romhacking.net/hacks/3785/ )

GB: The Smurfs (USA/EUR) Rev A - Hangs on Nintendo

The Smurfs on Game Boy doesn’t get past the Nintendo logo (alternatively goes to white, blank screen after system boot with GBC bootrom/bios).

Only tested Rev A since that’s the only version I have available. Asked more people to test on MiSTer FPGA Computer Facebook page and at least one other person confirmed the issue.

Left and Right audio are switched

I have been doing some A/B comparisons between MiSTer and a DMG. Happy to report it's really good (even fooled some chiptune producers). The only issue is that using the I/O board, left and right audio channels are reversed from the DMG. Not sure if this needs to be fixed in the core or in hardware.

Here's some recordings:
DMG - https://drive.google.com/open?id=11R-NB4dmdAKJjca-1M1-ANlJHEvbJwWv
MiSTer - https://drive.google.com/open?id=1NIJGMaJxmMwcy1Ih5HfZWV78CT5OIDvJ

Altered Space garbled graphics

Greetings,

The Gameboy game Altered Space features a variety of graphical glitches. Lot of stuff is garbled, and the actual game seems unplayable when it begins. The exact same glitches happens on all versions of the game I could try.

Best regards,

Load / save not working?

I will post this in the MiST version too.

I've composed a bunch of tunes for Gameboy almost 20 years ago - but it doens't work when I load them into SRAM for the Carillon Editor (copying it to the sdcard in saves/gameboy/carillon.sav ). The data doesn't seem to get loaded.

I've attached the .gb for Carillon Editor - and .bin and .sav files for one of my tunes for testing.

gameboy-save-load-issue.zip

The Carillon Editor author Alexi Eeben wrote about this issue:
"maybe it’s ”emulating” a wrong memory controller? The old flash carts were (if I recall correctly) of type MBC5"

In Carillon Editor ...
Load tune = click Start button on LOAD FROM SRAM
Play = click Start twice on BLOCK ORDER LIST
Save tune = click Start on STORE IN SRAM

Any ideas how to make it work?

Donkey Kong 94 freezes after first level

Not sure what’s going on here, but DK 94 for GameBoy has frozen at the same point repeatedly just after clearing the first board. DK takes Pauline up the ladders then Mario chases after her and ... nothing. Bottom half of the screen clears out and game hangs. Is anyone else seeing this issue?

Possibility of hardware link port

What is the possibility of adding support for a link port? I understand it would require a special I/O pcb, but many would probably be interested in having this available. Luckily Gameboy link ports are still being made. If support is added I can design a custom I/O board that has the hardware needed.

Better video configuration for TVs

Hi,

I've been tinkering with the video configuration for TVs on the README and I improved it (at least on my TV :)

With the current configuration the image is in a small square in the middle of the screen, to achieve full screen I set vscale_mode=0, the problem was the image now is too big for the screen. I changed the video_mode slightly to solve that.

This is the final configuration:

[Gameboy]
video_mode=320,8,32,24,215,14,3,31,6048
vga_scaler=1
vsync_adjust=2
vscale_mode=0

Hope this helps!

Return of the Ninja Flicker to black screen

Hello, and thank you for the amazing work!

In Return of the Ninja, a Gameboy Color game, the screen flickers and fade to almost all black excepting the UI items when entering the first stage. It happens on the both the USA and European game (there is no Japanese release to test), and whether the sync buffer is activated or not.

Best regards,

Gameboy Scaling Not following VSCALE Option

Super Gameboy : Off, or Pallette
Scandoubler Fx: (some option enabled.)

results in appropriately sized screen according to vscale_mode.

Super Gameboy: Off, or Pallete
Scandouble Fx: Off

results in screen larger than TV. Image is cut off.

Super Gameboy : On
Scandoubler Fx: Off

results in appropriately integer scaled screen as well as slightly smaller for 'border' allowance.

In short : Only way that GB core will follow my ini setting is with some scandoubler effect enabled.
Seems strange behaviour, but other users have also reported. I'd like to use chosen scaling without scandouble option if possible. also seems strange that Super Gameboy option with fit to screen option first fits to screen, then some ms later exceeds the screen. As it should make it smaller.

Edit = Not VSYNC , intended vscale_mode.

Release 20200510 breaks scaling in general and controls in Alleyway

Compared to release 20200331 version 20200510 outputs a much smaller screen and controls in Alleyway do no longer work. It looks like A, Start and D-Pad left are being constantly pressed, starting the game without user input and locking the paddle on the left side.

Different vscale, vsync and video-modes seems to make no difference in this behavior.

After the core was loaded, the Gameboy-Logo is missing.

Loss of sync on HDMI output

Hi,

Saw the latest patch enabled 15khz output and I was super excited to try it. While dual outputting to a CRT and my crappy flatscreen, I noticed that black screens/blank screens cause a temporary interruption of sync on the HDMI output only. I rebooted the MiSTer with only the HDMI out and saw the issue again. It is pretty easy to reproduce. If you boot up GB tetris and start a game, the screen goes black until the first piece (at speed 0) is halfway down the screen. If you boot up Pokemon Yellow, you'll notice the intro cinematic and any time you enter a battle will cause a loss of sync as well. Forgive me if this is a known issue with the latest patch.

Castlevania - The Adventure (USA) - Time Left Problem

per our discussion brNX, here is the issue. So, the time that displays at the top of the screen, centered, has some glitchiness. Some of the digits will disappear, reappear, then go away entirely. Attached are some screenshots, from Alan's new utility.

20190514_083510-Castlevania - The Adventure (USA)
20190514_083512-Castlevania - The Adventure (USA)
20190514_083515-Castlevania - The Adventure (USA)
20190514_083516-Castlevania - The Adventure (USA)
20190514_083607-Castlevania - The Adventure (USA)

Core doesn't show any picture on my 4K TV most of the time

Hey there,

So I have my MiSTer hooked via HDMI on my Samsung 4K/UHD TV (UN55KU6290). Most of the time, this core will not show me any picture when loading any game, I'll only see the MiSTer interface when I hit the menu button. I'll hear a game play with the sound going through the HDMI, but no picture. It will however display via VGA on an old monitor that I've hooked via the IO board.

So ya, I get a blank image on my TV while the sound passes through but I do get the picture on my monitor. Sometime, after playing around with a bunch of different cores that work every time (SNES, Genesis, PC-Engine), it will eventually display on my TV , but that's on rare occasion.

I get a similar but not as often issue with the NES and Master System core. Any idea of what's going on and how to fix it?

Thank you

Loading B/W games with GBC hardware set results in severe gfx glitches

So, when you load up a standard non-colour game in a real GBC, you get the standard boot intro and then the game loads with a predetermined palette if the game ID is found in the list in the bootstrap rom (https://tcrf.net/Notes:Game_Boy_Color_Bootstrap_ROM). Palettes can be set with a button press when the Game Boy logo loads. Benefit of using GB games on a GBC include that there's actually more colours in play - sprites have a separate colour.

Anyway, it's pretty glitchy on the current core build. I've taken some comparison photos to explain. MiSTer screenshot first, real hardware second:

20190623_104859-Wario Land - Super Mario Land 3 (World)

IMG_20190623_105248

20190623_104918-Wario Land - Super Mario Land 3 (World)

IMG_20190623_105303

20190623_105019-DONKEYKONG

IMG_20190623_105323

20190623_105042-DONKEYKONG

IMG_20190623_105358

Custom color palette selection not saved and/or reloaded

I prefer the GrafxGreen color palette, so after loading it, I chose “Save settings”, expecting it would stick. But the next time I loaded the core and launched a non-color Gameboy game, it did not automatically restore the GrafxGreen palette. I have to go load it manually every time I boot the core.

Final Fantasy Adventure name entry no cursor

In Final Fantasy Adventure (md5: 24cd3bdf490ef2e1aa6a8af380eccd78) the name entry screen is broken as there's no cursor behind the letters on the screen. I've tried the official gbc bios and the dmg bios and the behavior remains the same.
Is this a known issue? If it helps to replicate, this is with the 128mb ram module installed.

SolarStriker: Level completion screen not displaying properly

Using v200331

After you complete a level, “Next Stage” is supposed to display with black text over a white background with your ship in the bottom left corner. Instead, the screen goes black with no text displaying, though, your ship is still correctly shown in the bottom left corner.

[GB] Card Game (Japan) - Issue to start the game

In the mister, we are not able to start this game the button "A, B and start" are not effective.
There is just the button select working, we can go from "1 player to 2 player, to other selection" in the menu.

I tried the same rom in BGB and we can select "1 player" with the start button and go to next selection menu.

Thanks,

unit tests

Hi,

I don't know if you are familiar with mooneye-gb, but that project offers a suite of small .gb ROMs carefully designed to check wether or not emulators can reproduce the exact behavior of real Gameboys.

Here is a direct link to the test suite.

[GB] Games (HuC1) stuck after the nintendo logo

Found those games stuck after Nintendo logo (roms tested on BGB without this issue)

  • Chousoku Spinner (Japan) (SGB Enhanced) (Sha1 : 057a3251bbb7eb4e04b01f786bd2986af5eabc58)
  • Daikaijuu Monogatari - The Miracle of the Zone (Japan) (SGB Enhanced) (Sha1 : 44cafcb56f470881b67e57c0649afbc638cda136)
  • Daikaijuu Monogatari - The Miracle of the Zone II (Japan) (SGB Enhanced) (GB Compatible).gbc (Sha1: 7bf6e2d7fc58e8abe61785e413bcf4150fa8bee5)

Thanks,

SGB - Issues list

Castlevania Legends is unplayable in Super Gameboy mode due to corrupted graphics.

Immediately upon startup the Konami logo doesn't fully display as it should.
IMG_2254

Once the game begins the graphics quickly start getting corrupted.
IMG_2258

After a few seconds all you can see are the health and heart bars. Otherwise it's a totally blank screen. The game is still running but cannot be played.
IMG_2259

Please forgive my poor photos. I'm happy to help troubleshoot however needed. Correct behavior was verified using a real SGB2.

Perfect Dark (GBC) - No PCM Sound

In the GBC game Perfect Dark the PCM sound (which plays a relatively big part in this game) does not work.

Steps to reproduce: press start a few times once the game boots in order to select a new game and have the game automatically create a name for your save file. After the name entry screen, an intro dialog screen will appear. This dialog should be fully voiced via PCM samples, but instead there's silence. Same goes for all the gunshots, footsteps, and various grunts/yells the characters make throughout the game.

Example video with the PCM samples in the intro playing correctly; relevant section starts at about 54sec: https://youtu.be/xeLNNsVPSCA?t=54

Feature request - Support built-in SGB2 borders

On a real Super Gameboy 2, games which do not have their own border are assigned a default one which resembles an original Gameboy. See below:
SGB2

The current MiSTer GB core does not do this so if you have SGB enabled you end up with a tiny gameplay window and no explanation as to why. We should match behavior of the actual hardware. If a game does not have its own defined border we should display the default one.

Additionally, real SGB2 includes several built-in borders for games which don't have their own. These borders even have their own animations.

See https://www.youtube.com/watch?v=JU5OBrDlOR8 starting at the 5:13 mark for in-depth border behavior on real SGB hardware.
See https://www.youtube.com/watch?v=JCjJAcM6hI8 for an overview of all built-in SGB2 borders

If our goal with MiSTer is hardware accuracy, SGB behavior should fully match real hardware (with the exception of features which require a SNES which I know it cannot do). With SGB enabled a border should always be shown (unless palette mode) and the user should be able to change to any of the other built-in borders.

I think this would be a great addition and BIG thanks to the devs for their hard work on this core.

Pokemon crystal-dialogue text breaks map textures

Hi,

I notice that if you play through enough of pokemon crystal to obtain your first 'mon, you'll notice a blanking out of vertical strips of the screen. If you talk to someone outside, it'll paint over a strip as the beige/white background color. If you talk to someone indoors, it'll paint a black strip. The miscolored column will persist until you walk it off the screen and walk it back on.

Thanks

Missing End Level Score In Donkey Kong

After you finish a level, a pop up is supposed to appear showing the levels in the current section and your clear times. This instead shows up as blank.

Most right column of pixels is shown on the most left side

Gameboy_20190928.rbf

In all games I tested (via HDMI), the last column of pixels (most right) is shown on the left side of the "screen" (most left pixels). I think this misplaced pixel column is also shifted down a bit (1-2 rows). If you're already aware of this bug, feel free to delete this issue :-)
If you need to have more info, I will gladly assist and do what I can to help.

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