Thursday, November 19, 2020

Unused Game Boy Camera stuff I found

A few years ago I found a lot unused content in the Game Boy Camera. Still lots of work to be done with formatting and uploading images. i don't have enough time to properly format these old pages.

The music played while deleting a photo actually lasts 0.9 seconds longer than what is heard in-game. Game Genie code 453-E28-E6E + 454-668-E6E (International, Zelda Gold) 453-B48-E6E + 454-388-E6E (Japanese) will play the full song endlessly at the title screen
(Source: nensondubois)
CoroCoro Comics

According to the game's Japanese Wikipedia page, there was a special CoroCoro Comics version of the game that was never officially released to the public. While this version doesn't appear to be dumped yet, much, if not all of its unique content is still inside the regular Japanese version of the game.

All of this content is based on two manga series: Bakuso Kyodai Let's & Go!! MAX (爆走兄弟レッツ&ゴー!! MAX), written by Tetsuhiro Koshita, and Gakkyuu Ou Yamazaki (学級王ヤマザキ), written by Manavu Kashimoto. Shogakukan were the publishers of both series.

This Japanese text for the copyright screen is present in both the Japanese and international releases. It says:

© Tetsuhiro Koshita • Shogakukan
© Manavu Kashimoto • Shogakukan

To display the copyright message appropriately at the copyright screen, use the Game Genie code 6B2-C88-2AF (International, Zelda Gold) 6B2-7E8-2AF (Japanese).

Six photos from Album B, stored after all the other B album pictures on page B4. Gameshark code 01??D9D5 (Photo ID ranges from 36-3B). Game Genie code 111-ECB-196 will allow you to select the unused photos. Access to the section was disabled and there is code telling the game that 3B is the final photo spot.

Further, if you would like to compose your own photos, use the Gameshark codes 01??F7D7 + 01??F8D7 + 01??F9D7 + 01??FAD7 + 01??FBD7 + 01??FCD7 (Photo ID ranges from 36-3B)

Two "Wild Frames", which can only be selected while printing a photo. Again, these are stored after all the other Wild Frames. Game Genie code 082-DFA-F72 will allow you to select them.

(access method: nensondubois)

Ten stamps and the icon for these stamps. They are located after the Pokemon stamps. Game Genie codes 009-B5A-E6E + 009-CCA-E6E will enable them.

The international version has code to disable the Mario stamps. Game Genie codes 009-5FA-E6E + 009-76A-E6E will enable this code function.

(access method: nensondubois)

Erase All Saved Data?

Hold Select and Start upon booting to enter a menu giving you the option to delete all SRAM. Press A to confirm, or B to cancel.
Delete All Photos

Select Album from the Edit menu. Highlight the delete icon, now hold Select, Start and press Up to bring up an option to delete all photos. Press A to confirm, or B to cancel.
Unused Hot Spot Effects


There are eight additional Hot Spot graphical effect icons, however only two of them have unique effects. Game Genie code 0FD-159-F76 (International, Zelda Gold) 0FD-199-F76 (Japan) will allow you to access the partially finished effects.

The vibrant "S" icon produces a wave top-to-bottom effect. The rest onward produce a quick page flip top-to-bottom effect. It is unknown why the first two were not added.

Monday, August 31, 2020

World's Rarest Video Games! Play Game Boy on your NES without emulation! Retrovision!

 


Ever wanted to play Game Boy games on your NES? Well it is possible via Retrousb NES Retrovision. Sorry, no audio so you will have to hear my fan going because copyright and my NES is not modified for expansion / extension audio. I also forgot to setup the headphone jack to output.

A few things to note:

-No emulation, original DMG hardware CPU B so games are 100 per cent accurate. Triple buffering to prevent screen tearing.

-Graphics are converted to NES format and controller is read fro the NES controller and written to the Game Boy joypad I/O registers. 

-Much like the Super Game Boy, palettes can be set although initially. You are limited to 8 sets of 4 palettes using the internal NES 64 palettes limitation. Game Boy graphics are 2-BIT as is the NES, the format is different enough that they still they need to be converted.

-Audio from the Game Boy can be mono mixed and piped through the NES expansion port using the resistor bridge mod and a 10kohm resistor otherwise you will need to use the headphone jack for stereo audio but this is not easily accessible with the original front-loader NES. Instead, you will need to use an angled 3.5 mm to AV Red and White RCA jack-out. You will also require to attach one Game Genie unit and disable the region lockout CIC otherwise the console will sporadically blink and reset. Using two Game Genies is not recommended due to splitting the voltage differential, but it would allow you to use more common headphone out sources as well as the Game Boy EXT serial port for linking to other Game Boys, the Game Boy Printer, etc.

-The ROM is a modified version of the Famicom Wide-Boy.

-Palette selection is done via pressing Up, Down, left or Right buttons on the second player 2 controller.

-Super Game Boy enhancements such as palettes, special borders, SOUND functions, etc do not functions and are not detected because it is running using original Game boy hardware. The NES would not be able to parse that additional code information as it requires SNES hardware to function.

-Game Boy Color extra RAM and palette data will not be detected for the same reasons.

-Also, here are all 4 border configurations; controlled via pressing A, B, Start or Select buttons on the second player 2 controller.

1. DMG NES Retrovision / modified Famicom Wideboy border

2. Black

3. White

4. Extension of palette 1

-Using a Famicom converter and or clone console such as a Dendy it is possible to play Game Boy games on a Famicom console. There may be some limitations depending on the clone console and I've yet to test this on my AV modded Famicom. Videos soon.

Here is my custom palette list:

.db $38,$28,$18,$09 ;GB Kiosk Wideboy palette 1/8

.db $30,$3D,$2D,$1D ;GB MBL Pocket / black and White

.db $2A,$1A,$0B,$0C ;GB DMG Green spinach

.db $37,$27,$16,$03 ;SGB A-1

.db $30,$16,$1A,$1D ;White, Red,Brown, Black (contrasts well with most games; only 8 palettes so I had to make this work right)

.db $1D,$06,$16,$26 ;Virtual Boy

.db $1D,$1C,$28,$30 ;Reverse CGB GBC Game Boy Color Right + B

.db $02,$21,$18,$28 ;Reverse SGB G-1 SolarStriker default; night space lightning works well with many games)

I have left additional pictures and information on my twitter post:

https://twitter.com/nensondubois_/status/1297989261828947971

Sunday, April 5, 2020

Action 52: Alfredo and Jigsaw are now "playable".

Yesterday I made a post on Twitter: https://twitter.com/nensondubois_/status/1246483734217609217  about researching and accessing the lost two games Alfredo and Jigsaw and how I decided to look into the game's programming to find out why they refuse to work in the first batch revision A cartridges of Action 52 for the NES. I also felt like researching a slightly more obscure limitation presented by the hardware limitations of the console.


I think we all know about Action 52 so I'm not going to waste your time by reviewing the notoriously awful compilation. Here is a picture of the REV A cartridge that has the "broken" games. A small amount of green REV B carts do exist and the issues were fixed in that release as well as a few other "glitches" because in this case that's not a bug, its a feature!
 







All green PCB revision A cartridges of Action 52 will crash upon attempting to load either Alfredo and Jigsaw. This is the result of an erroneous branching instruction that was implemented probably because of an oversight and the code was rushed (really, I don't know how much testing went into the development and I'm really afraid to ask). All black cartridges, including the one I own. Here is a picture of my cart that has both games working by default.






 
 (I can't believe I spent $199.99 on this pile of dogsh*t, I guess I'm a dumbass)







Accessing both games is possible using a Game Genie code; if you actually own a revision A cartridge, a Game Genie adapter and an NES. I'm not sure why you would want to for any reason. Alfredo and Jigsaw work OKOZETNN.


 


Secondly, there is a bonus item I wanted to show. Now you can hear the ... intro music in it's true quality (why would you want to is beyond my understanding?). Your curiosity has been answered for a question you never asked. Took about 2 minutes total. The game streams digital audio sampling at a bit depth of 7-BIT via constantly writing $4011. unfortunately this requires a lot of frames and because other game logic is running, resources are split between game logic and constantly writing to the DAC, this causes noticeable "garbling". This will work using actual Action 52 cartridges and a Game Genie with an NES console. Normally it is not possible to hear the full quality. I have no idea how the word "quality" was formed into that last sentence.






Action 52 (all revisions).nes
Clear intro audio
GZVAZPAX


 


 Clear intro audio "Make Your Selection, Now!"
GZVAZPAX
ZAUAIAAA



 The cart disabled the reset button on my NES at lease twice. That is definitely not a good sign. YEAH... WOO... YEAH... WOO... YEAH... NO