Talk:Super Game Boy: Difference between revisions
bad info. did a segway write this? |
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I removed the comment about the Wideboy being cased in "smoked plexiglass" - for starters that link said it was '''opaque''' (i.e. solid-coloured), it could be any variety of plastic, different revisions of the Wideboy could have been cased in different materials, and honestly I don't think it's all that important - it seems out of place in such an article. --[[User:Zilog Jones|Zilog Jones]] 16:55, 14 Apr 2005 (UTC) |
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==SGB== |
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A device for playing games on the television. |
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Deleting "The Super Game Boy was favored by software developers and testers because they could use a larger television screen while working, instead of the small Game Boy screen." Cant believe developers used the device itself, instead of a PC based environment. |
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==Super Game Boy Controller== |
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Believe it or not, there is actually a controller designed especially for the Super Game Boy. I saw a picture of it in the March 2006 issue of Tips & Tricks. Does anyone else know about this controller and where I can get a picture of it? ([[User:Plainnym|Plainnym]] 18:03, 16 June 2006 (UTC)) |
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== Picture== |
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A picture of a game of screen would be nice ([[User:Gnevin|Gnevin]] 16:17, 3 October 2006 (UTC)) |
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==What SGB Games?== |
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I see this on the page but it doesn't tell, is there a list of specific games that won't allow you to change the color or border? |
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:Donkey Kong Land 2 for example, won't allow color scheme change. The color scheme button will be dimmed. Game & Watch Gallery 3 won't allow border change. |
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== Controls == |
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What are the controls to play a game on the Super Game Boy compared to the Game Boy's controls? --[[User:PJ Pete|PJ Pete]] |
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:DPad, Y, B, Start, and Select for the actual game; although you can change the control scheme. L+R for Super Gameboy options. --[[User:Notmyhandle|Notmyhandle]] 05:59, 27 April 2007 (UTC) |
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::The default is B and A instead of Y and B. I find that rather silly. --[[User:Libertyernie2|Libertyernie2]] 18:57, 27 April 2007 (UTC) |
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== Save Game Issues == |
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I dont know if this is a widespread issue, so I'm not adding a section to the article about it. But in my experience using two different SGBs, they ALWAYS erase saved games when you save, although they load them fine. I lost quite a bit of Zelda data this way. I have never gotten an SGB to save without wiping that save from the memory instead.[[User:75.7.206.9|75.7.206.9]] 04:23, 6 June 2007 (UTC) |
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:That's unfourtanate :( but I've used my SGB to save on Zelda DX, so I think it's fine. [[User:Libertyernie2|Libertyernie2]] 16:54, 6 June 2007 (UTC) |
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:Strange. I've never had this happen in my years of using SGB with various saving games, so I'm not sure what happened in your case. ::[[User:Travis Evans|Travis Evans]] 08:27, 4 December 2007 (UTC) |
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== Super Game Boy 2 and Game Boy Color == |
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I'm pretty much convinced that SGB2 runs GBC games fine (in GBC, not GB or SGB mode). If there's anyone who can, please confirm this, so the page can be changed. <small><span class="autosigned">—Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:Hippy Tesla|Hippy Tesla]] ([[User talk:Hippy Tesla|talk]] • [[Special:Contributions/Hippy Tesla|contribs]]) 21:34, 28 March 2009 (UTC)</span></small><!-- Template:Unsigned --> <!--Autosigned by SineBot--> |
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== Article Notes == |
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Don't care to edit the article myself, per WP:NOR and WP:COI. |
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I've successfully emulated the Super Game Boy, and I believe that can be used to improve this article. |
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1. "as well as the ability to display special background sprites on the screen as seen in the Mario's Picross title screen" |
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Mario's Picross does not make use of the OBJ_TRN command to place special sprites onscreen. It is using standard sprites, along with custom palette colors, and a specially drawn border to make it look like it's one big sprite. I can tell this by observing the commands it transmits in real-time. I do not know of a game that uses OBJ_TRN at this time. |
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2. "The Super Game Boy plays the audio for games, and the program of the games, about 4% faster than the original hardware." |
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It is 2.4% faster. The Game Boy clock rate is 4194304hz, and the SNES clock rate is 21477272hz. The Super Game Boy uses the SNES rate divided by five, or 4295454hz. 4295454 / 4194304 = 2.4%. This is for NTSC. We aren't 100% on the SNES PAL clock, but it is assumed to be roughly 21281370hz, making it run 1.477% faster. |
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3. "One of the flaws is the system's inability to change borders in some games which have built in borders." |
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I'm not confirming nor denying this, but a citation of games this affects would help. |
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4. "The system menu is accessed by pressing the L and R buttons at the same time" |
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You can also access it with a mouse by clicking both left and right buttons at the same time. This allows you to draw on the screen and such much easier. |
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5. Off-topic vibe |
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I don't see why this article goes into such detail about the Wide Boy, Game Boy Player, GB Hunter, etc. Shouldn't these be discussed in their own articles? |
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6. Screenshots |
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The screenshots appear to be taken from a hacked Super Game Boy BIOS image. They are notably missing the Nintendo logo, and it's not even possible to access the SGB menu at that point; plus the DQM picture has no in-game video. It might be nice to take some new screenshots now that the device is properly emulated. Perhaps showing off the SGB enhancements in the likes of Space Invaders (custom SNES game), Bomberman 2 (4-player mode with the SNES multitap), something with the menu open while playing a game, etc. |
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7. "I'm pretty much convinced that SGB2 runs GBC games fine (in GBC, not GB or SGB mode). If there's anyone who can, please confirm this, so the page can be changed." |
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This is definitely not true. The entire SGB BIOS design can only accommodate 4-color, 2-bpp tiledata. And that says nothing of all the extra hardware available only in Game Boy Color hardware. Many CGB games will work in monochrome mode, but that is it. |
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Anyway, just my notes. Hope this is helpful. [[User:Byuusan|Byuusan]] ([[User talk:Byuusan|talk]]) 21:41, 3 November 2009 (UTC) |
Revision as of 23:01, 10 September 2010
This is the talk page for discussing improvements to the Super Game Boy article. This is not a forum for general discussion of the article's subject. |
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I removed the comment about the Wideboy being cased in "smoked plexiglass" - for starters that link said it was opaque (i.e. solid-coloured), it could be any variety of plastic, different revisions of the Wideboy could have been cased in different materials, and honestly I don't think it's all that important - it seems out of place in such an article. --Zilog Jones 16:55, 14 Apr 2005 (UTC)
Deleting "The Super Game Boy was favored by software developers and testers because they could use a larger television screen while working, instead of the small Game Boy screen." Cant believe developers used the device itself, instead of a PC based environment.
Super Game Boy Controller
Believe it or not, there is actually a controller designed especially for the Super Game Boy. I saw a picture of it in the March 2006 issue of Tips & Tricks. Does anyone else know about this controller and where I can get a picture of it? (Plainnym 18:03, 16 June 2006 (UTC))
Picture
A picture of a game of screen would be nice (Gnevin 16:17, 3 October 2006 (UTC))
What SGB Games?
I see this on the page but it doesn't tell, is there a list of specific games that won't allow you to change the color or border?
- Donkey Kong Land 2 for example, won't allow color scheme change. The color scheme button will be dimmed. Game & Watch Gallery 3 won't allow border change.
Controls
What are the controls to play a game on the Super Game Boy compared to the Game Boy's controls? --PJ Pete
- DPad, Y, B, Start, and Select for the actual game; although you can change the control scheme. L+R for Super Gameboy options. --Notmyhandle 05:59, 27 April 2007 (UTC)
- The default is B and A instead of Y and B. I find that rather silly. --Libertyernie2 18:57, 27 April 2007 (UTC)
Save Game Issues
I dont know if this is a widespread issue, so I'm not adding a section to the article about it. But in my experience using two different SGBs, they ALWAYS erase saved games when you save, although they load them fine. I lost quite a bit of Zelda data this way. I have never gotten an SGB to save without wiping that save from the memory instead.75.7.206.9 04:23, 6 June 2007 (UTC)
- That's unfourtanate :( but I've used my SGB to save on Zelda DX, so I think it's fine. Libertyernie2 16:54, 6 June 2007 (UTC)
- Strange. I've never had this happen in my years of using SGB with various saving games, so I'm not sure what happened in your case. ::Travis Evans 08:27, 4 December 2007 (UTC)
Super Game Boy 2 and Game Boy Color
I'm pretty much convinced that SGB2 runs GBC games fine (in GBC, not GB or SGB mode). If there's anyone who can, please confirm this, so the page can be changed. —Preceding unsigned comment added by Hippy Tesla (talk • contribs) 21:34, 28 March 2009 (UTC)
Article Notes
Don't care to edit the article myself, per WP:NOR and WP:COI. I've successfully emulated the Super Game Boy, and I believe that can be used to improve this article.
1. "as well as the ability to display special background sprites on the screen as seen in the Mario's Picross title screen"
Mario's Picross does not make use of the OBJ_TRN command to place special sprites onscreen. It is using standard sprites, along with custom palette colors, and a specially drawn border to make it look like it's one big sprite. I can tell this by observing the commands it transmits in real-time. I do not know of a game that uses OBJ_TRN at this time.
2. "The Super Game Boy plays the audio for games, and the program of the games, about 4% faster than the original hardware."
It is 2.4% faster. The Game Boy clock rate is 4194304hz, and the SNES clock rate is 21477272hz. The Super Game Boy uses the SNES rate divided by five, or 4295454hz. 4295454 / 4194304 = 2.4%. This is for NTSC. We aren't 100% on the SNES PAL clock, but it is assumed to be roughly 21281370hz, making it run 1.477% faster.
3. "One of the flaws is the system's inability to change borders in some games which have built in borders."
I'm not confirming nor denying this, but a citation of games this affects would help.
4. "The system menu is accessed by pressing the L and R buttons at the same time"
You can also access it with a mouse by clicking both left and right buttons at the same time. This allows you to draw on the screen and such much easier.
5. Off-topic vibe
I don't see why this article goes into such detail about the Wide Boy, Game Boy Player, GB Hunter, etc. Shouldn't these be discussed in their own articles?
6. Screenshots
The screenshots appear to be taken from a hacked Super Game Boy BIOS image. They are notably missing the Nintendo logo, and it's not even possible to access the SGB menu at that point; plus the DQM picture has no in-game video. It might be nice to take some new screenshots now that the device is properly emulated. Perhaps showing off the SGB enhancements in the likes of Space Invaders (custom SNES game), Bomberman 2 (4-player mode with the SNES multitap), something with the menu open while playing a game, etc.
7. "I'm pretty much convinced that SGB2 runs GBC games fine (in GBC, not GB or SGB mode). If there's anyone who can, please confirm this, so the page can be changed."
This is definitely not true. The entire SGB BIOS design can only accommodate 4-color, 2-bpp tiledata. And that says nothing of all the extra hardware available only in Game Boy Color hardware. Many CGB games will work in monochrome mode, but that is it.
Anyway, just my notes. Hope this is helpful. Byuusan (talk) 21:41, 3 November 2009 (UTC)