GBC2GBA
GBC2GBA is a front end to the GB Bridge, useful for using a GBA flash cart as a GB cart. This, like Goomba, is useful for storing many Gameboy carts around in one flash cart. The creation of Goomba, however, has left my GB Bridge to be something of a paper weight (Goomba Color having now made it near a door stop). However until that time, I worked on expanding the frontend to offer more palette choices and options than are available normally. To that end, I learned enough Z80 to do some neat line drawing tricks.
In any case, these advances are primarily only useful on non-GBC (Gameboy Color) games, as only non-GBC games are unaware of the many new settings available with the GBC, so only they will not modify them. Assumedly this is the same trick Nintendo used to add paletting support to GB Mono games on the GBC/GBA. And if one wonders why it is the case that one couldn't use that functionality to set the palette, one has to know that the GBC (and GBA in GBC mode) does an initial check to see if a ROM is GBC compatible or not. If it isn't, then it'll pretend it's a regular GB (even to GBC games). Because the menuing system is run first and must support regular GB and GBC games, the menuing system has to fake being a GBC game. As a result, one loses out on the built-in ability to set the palette.
GBA2GBA, source and all
My GBC2GBA Project History
- v1.9.9 - October 18, 2003
- - Just another internal redesign. Never trust what you see to be what is. :) (aka, you can use the scroll feature to select what line to display through clever hblank tweaking).
- v1.9.8 - October 15, 2003
- - And the flicker is back. Never trust an emulator to tell you how real hardware performs.
- - All the graphics glitches should be gone.
- v1.9.7 - October 14, 2003
- - Probably fixed some bugs.
- - Should remove all the flicker present in moving up/down.
- - Back to auto-repeat for d-pad.
- - Attempts to save power.
- - Note: After a lot of toying around, I have *no* idea how to make a nifty smooth scroll-effect for the color selection. If you do, please comment on how.
- - Note2: I still haven't touched the game selection code much. It really doesn't much me too much, now. If there is something that bugs you, let me know, and I might actually get off my butt to fix it.
- v1.9.1 - October 6, 2003
- - Found and squashed bug. vblank_clear, not vblank_wait :)
- - Switched to a required release for most buttons.
- v1.9 - October 6, 2003
- - Alpha release prior to a final release. This does work, far as I can tell, but there's a small issue of the time between selection to game start taking 8-9 seconds. And that I sort of need to fix. :)
- v1.6.4 - October 1, 2003
- - Okay, actually this is a more appropriate drawing for objects. :) Color 0 is ignored, so 1, 2, and 3 are the ones that should be shown.
- v1.6.3 - September 29, 2003
- - Now with more appropriate
drawing for objects
v1.6.2 - September 26, 2003
v1.6.1 - September 26, 2003
- - Fixed typo.
- - Updated README
v1.6 - September 26, 2003
- - Added what should be an easier to use color selector.
- - Use Left/Right to step by one. Use A+Left/A+Right to step by eight.
v1.5 - September 24, 2003
- - Now you can color the window differently (the gb has two backgrounds, one scrollable and one not; but a game selects which memory area is which, so this is just based on the assumption that $9800 is for scrollable and $9C00 is for non-scrollable -- watch what happens with the Metroid Queen)
v1.4 - September 19, 2003
v1.3 - September 11, 2003
- - Defined some actual palettes for EE and FF.
- - Fixed an apparent bug in slot 8 sometimes
hanging.
v1.2 - September 10, 2003
- - Even slightly more verbose.
v1.1 - September 9, 2003
- - Include more verbose information on screen.
- - Update make file to work better.
v1.0 - September 9, 2003
- - make, link to a rom, copy usable contents from 0x3000 to gbc2gba.gb
- - copy pal.txt to 0x2800
- - select enables/disables double speed
- - a/b selects glitch mode (color glitch correction for just about any game other than Super Mario Land)
- - press up/down, left/right to select color as follows:
- Colors are vga palette 0 to 15
- ABCD
- AB == background color, from A to B
- CD == object color, from C to D