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Description |
The Super Game Boy is a game accessory that plays original monochrome Game Boy games as well as black Game Boy Color games using the SNES console as an input interface with audio and video output display to the TV. The focal point was allowing players finally being able to play Game Boy games on a more accessible bigger screen, as well as having the ability to assign all 4 of the monochrome palettes to a 15-BIT value.
Games could also be developed to take advantage of the additional functions of the SNES, though they were almost completely wasted in games. Most developers just opted to throw up a border and palettes that were often incomplete and weren’t very good, as well as often locking out the player from changing palettes and or controller settings. Games could allow up to 4 players to play limited modes by plugging in a SNES Multitap accessory allowing Bomberman deathmatches, Street Fighter 2 tournaments and even the more obscure turn-based board games would be setup to work without passing a single controller to other players.
A small number of games offered alternate soundtracks using the SGB sound driver, games even uploaded their custom own sound samples and that was much less common. Only one game, Space Invaders actually uploaded an early version of the game running in the SGB’s RAM. The ability to write custom hooks in both RAM and ROM were also possible though never actually used in any meaningful way.
All official Nintendo system palettes spanning their various emulators, demo units and Game Boy handheld models and revisions are included in this modification of the Super Game Boy / 2 palette selection.
The idea is to port all of the official palettes that Nintendo used in their official Game Boy hardware and emulators as accurately as possible within the limitations of 15-BIT RGB.
Palettes for games that were assigned to them were not changed because it would break consistency and compatability with the games. Games affected are Super Mario Land, Tetris, etc.
This patch does not specifically focus towards the Game Boy Color palettes because all settings are not possible due to the fact that the SGB cannot disaply OBJ assigned palettes that is possible with the GBC. One GBC palette is included because there was space for only one additional palette; the GBC Reverse palette was chosen because the SGB includes a single dark or night palette and adding a second setting was perfect.
A Virtual Boy palette was also included because there was only one more palette and it seemed appropriate since only three shades of red and one black was possible for the final palette setting.
A list of palettes that have been ported and implemented are included in the readme file; additional palettes listede were not included in this set because of the limited number of palette slots available (32). |
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