Nintegageo | 582 Posted June 18, 2021 Share Posted June 18, 2021 As you may know, there are GB cartridges that state 'Super Game Boy Game Pak'. Does anyone know; were these games programmed to play at the proper speed with the Super Game Boy? I had done a google search though didn't see an answer. Link to comment Share on other sites More sharing options...
CMR | 518 Posted June 18, 2021 Share Posted June 18, 2021 I doubt it. The speed difference would have been hardware related. I know the Super Game Boy 2 that came out in Japan had the right clock rate. It was a barely noticeable difference. I think you're only gaining 1 - 2 seconds over a minute. The main reason I think they fixed it was to support the link cable. Link to comment Share on other sites More sharing options...
Tanooki | 4,929 Posted June 18, 2021 Share Posted June 18, 2021 @Nintegageo No I could leave it with that, but seriously, no. And the best indicator of that, Japan got a correction, the Super Gameboy 2. Sure it added a link port and a cool shell, other little extras, but the big one, the SGB runs at slightly the wrong speed to gameboy spec, SGB2 they corrected the hardware. So no, SGB games are not programmed to play at a proper speed because SGB1 doesn't and SGB2 does. All they're coded for is pretty cut and dry in 95%+ of the cases - A border or multiple borders - At least one set of 4 shades of color or more - Using some tricks you can set 4 colors per tile in various spots, duping the system to do more colors** - Digitized audio samples *** - The rare case of hiding an entire extra full game too **** ** Donkey Kong does this not in play, but on the world maps per area, you'll get like a dozen colors. SNK (Takara converted) neo-geo port fighters the player select, various other non-action spaces also get added color *** Again Donkey Kong on SGB Pauline yells HELP HELP! and on Kirby's Dream Land 2 you get wind and other SFX in maps or in play for 2 examples **** Space Invaders SGB -- GB version, Super GB version, or boot a full mini SNES only game hiding on there too. Link to comment Share on other sites More sharing options...
phart010 | 1,705 Posted June 18, 2021 Share Posted June 18, 2021 20 minutes ago, Tanooki said: @Nintegageo No I could leave it with that, but seriously, no. And the best indicator of that, Japan got a correction, the Super Gameboy 2. Sure it added a link port and a cool shell, other little extras, but the big one, the SGB runs at slightly the wrong speed to gameboy spec, SGB2 they corrected the hardware. So no, SGB games are not programmed to play at a proper speed because SGB1 doesn't and SGB2 does. All they're coded for is pretty cut and dry in 95%+ of the cases - A border or multiple borders - At least one set of 4 shades of color or more - Using some tricks you can set 4 colors per tile in various spots, duping the system to do more colors** - Digitized audio samples *** - The rare case of hiding an entire extra full game too **** ** Donkey Kong does this not in play, but on the world maps per area, you'll get like a dozen colors. SNK (Takara converted) neo-geo port fighters the player select, various other non-action spaces also get added color *** Again Donkey Kong on SGB Pauline yells HELP HELP! and on Kirby's Dream Land 2 you get wind and other SFX in maps or in play for 2 examples **** Space Invaders SGB -- GB version, Super GB version, or boot a full mini SNES only game hiding on there too. Didn’t one of the Bomberman games also have support for the SNES 2nd player controller port Link to comment Share on other sites More sharing options...
Tanooki | 4,929 Posted June 19, 2021 Share Posted June 19, 2021 22 hours ago, phart010 said: Didn’t one of the Bomberman games also have support for the SNES 2nd player controller port Not sure, maybe, if it was, it would be Bomberman GB where he looks like Indiana Jones. IT's Bomberman GB2 in Japan, we got excluded from GB3 (and GB became Wario Blast.) Link to comment Share on other sites More sharing options...
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