![]() Unfortunately, unless someone makes a SGB core for the minis, you won't be able to have true SGB emulation. You can also add your own borders to any game, however, instead of the borders being true to the original (squared, bordering the gameplay image), they are instead stretched to fill the screen. I believe the GBA core you are using allows you to assign palettes to mono games, but I don't know if you can assign a different one per game. So you either have the SGB border with a brownish palette, or you play with colors without the border. So check your emu's setting and make sure games are loading in SGB mode so it loads the border, but it will not play in Game Boy Color mode because the SGB doesn't support the GBC. You only get the border if you play it in SGB mode. But for that you need real SGB emulation because the actual Kid Icarus cart does not contain any palette programming.īlaster Master: Enemy Below is a Game Boy Color game. The real SGB hardware was programmed to give a custom palette to certain Nintendo games, and Kid Icarus was one of them. To set your own custom colors you need real SGB emulation. Any enhancements you see are things already included on the Game Boy cartridge and is not emulating or simulating the SGB at all.ĭarkwing Duck and Adventure Island II are mono games, those will not have borders or custom palettes because the SGB didn't even exist back then. Let me see if I can explain it.įor the minis, here is no true SGB emulation, as you noted. If this is not what you mean then if you can tell me the filename of the affected border and I will fix it and re-upload.You seem to be confused as to how SGB enhancements work. Here is a screenshot from bsnes showing this. Do you mean the embossed effect on the mario picross border? If so that is how it's supposed to look, it actually lines up with the picross title screen to complete Mario's face - not a good idea in my opinion but it is how it was made. ![]() Regarding the watermark - not sure what you mean. I fixed it for the 4:3 fill since i am using it.īet that was a lot of work, shame the borders aren't named in a way that would allow an automatic solution. The light gray one that is also in mario picross. There is a problem with one of the default gameboy screens. I did mess up on several that i had to go back and fix. Took me forever to make all the individual config files and then test them all to make sure i didnt mess up some of the. Here's a few examples of the said in Super Gameboy Border overlays - complete just thought i would let you know i am using the 4:3 fill. I haven't tested it yet but if you add the following to the config files I think it should work (I'll double check later).Įdit: Tested on retropie with 1080p resolution and works perfectly with the config additions below. ![]() You will need to edit the retroarch.cfg file for gameboy/gameboy color to make sure that the viewport matches the window in the borders. PCSX ReARMed, RetroArch, SameBoy, Stella. The Game Boy palettes that have been received an update are: Super Saiyan God, Super Saiyan Blue, Super Saiyan, Super Saiyan 3, and AKB48 Pink. I've only tested them on windows so far but they should work on retropie just the same. Change Border Option Changed the hide border option to add a new border size. The only dowsnside is you will have to select them manually in retroarch for each game but you should then be able to create a per game config so it loads the next time automatically (you'll need to change some settings in retropie for per game configs I believe). There are 850 pngs in total and each one has an associated cfg file to enable them to work in retroarch. Below is a link to download them from mega. ![]() I found a complete set of Super Gameboy borders at vgmuseum and have used some batch tools/scripts to create overlays for use with retroarch. ![]()
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