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PostPosted: Thu Sep 07, 2017 9:24 pm 
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I would like to see a Game Boy Color cart/game using VIN expansion audio to be plugged into a Super Game Boy 2, also utilizing the SPC700 audio to full extent and somehow using the SGB border as an active element of gameplay.


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PostPosted: Fri Sep 08, 2017 12:03 am 
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I'd like to the SNES push a 160x144, 15bpp framebuffer every frame too. :|

Okay, you could try and have the SNES emulate GBC video rather than copying a framebuffer off of the cartridge, But there are many hiccups you would run into, like 4bpp instead of 2bpp sprites, and 2bpp BG layer palettes all using color 0, which means you'd have to use 4bpp graphics for BG layers too. I guess you could deal with this if the SNES can upload 2x as much graphical data into VRAM in one frame.


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PostPosted: Fri Sep 08, 2017 6:21 am 
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Joined: Sun Sep 19, 2004 11:12 pm
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Location: NE Indiana, USA (NTSC)
B00daW wrote:
I would like to see a Game Boy Color cart/game using VIN expansion audio to be plugged into a Super Game Boy 2, also utilizing the SPC700 audio to full extent and somehow using the SGB border as an active element of gameplay.

The Super Game Boy 2 was never released for the Super Nintendo Entertainment System. It was exclusive to the Super Famicom; use with the NTSC Super NES requires modification of the console's Game Pak slot, and I doubt it works with the PAL Super NES at all.

Espozo: I think the Super Game Boy 2, specifically 2, was mentioned because 2 added a Game Link port. The idea is that the GBC and SGB2 would be connected through Game Link, running a GBC-mode master program on the GBC and a monochrome slave program on the SGB2 that uses the SPC700.


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PostPosted: Fri Sep 08, 2017 10:40 am 
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An SNES engine should allow the ability to switch between Mode-7 and normal modes mid level, so I'm thinking about arranging VRAM like this:

Code:
$0000-$3FFF, mode 7 layer or normal gameplay 4bpp BG tiles
$4000-$5FFF, sprite patterns
$6000-$6FFF, tile maps
$7000-$7FFF, 2bpp BG tiles, and/or 4bpp BG tiles during split screen mode-7 sections


...and a way to sweep VRAM while transitioning between parts of the level.


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