Super Gameboy ROM access
Moderator: Moderators
Forum rules
- For making cartridges of your Super NES games, see Reproduction.
Super Gameboy ROM access
Is the GB cart mapped into the SNES's memory space when using the SGB (either directly, or indirectly through some MMIO)? I.e. can the S-CPU access whatever is stored on the GB cart that is plugged into the SGB?
No, the SNES has no access to the Game Boy cartridge. Otherwise it'd be a neat way to dump Game Boy games.
The SGB boot ROM inside the Game Boy portion transmits the Nintendo copyright logo for bootup verification, but that is it. Basically the Game Boy side can send data over as it sees fit through either JOYP packet transfers or VRAM block transfers, but it has to initiate the action.
One could hypothetically design their own Game Boy program to act as a Z80-based SNES coprocessor, but there are better coprocessors for that sort of thing.
The SGB boot ROM inside the Game Boy portion transmits the Nintendo copyright logo for bootup verification, but that is it. Basically the Game Boy side can send data over as it sees fit through either JOYP packet transfers or VRAM block transfers, but it has to initiate the action.
One could hypothetically design their own Game Boy program to act as a Z80-based SNES coprocessor, but there are better coprocessors for that sort of thing.
Depends on which flashcart you're using, The neoflash cart has a connector on the back since it lacks a CIC of its own. I think the ToToTek carts had a similar solution, though the difference is that they had a hardware switch, while on the neoflash cart you can map the boot cart into ROM space through software.tepples wrote:But then you'd have to pak-swap the flashcart with the Super Game Boy.
Through the controller port.tepples wrote:And how would one get the data out of the Super NES?
http://byuu.org/snes/serial/
- marvelus10
- Posts: 243
- Joined: Fri Feb 09, 2007 5:01 pm
- Location: Nanaimo, BC Canada
Also most of the GB ROM "header" (or information sector or whatever), if I might add.byuu wrote:
The SGB boot ROM inside the Game Boy portion transmits the Nintendo copyright logo for bootup verification, but that is it.
Thus, the SNES is able to determine name, mapper etc. of the inserted Gameboy game.
Very.tepples wrote: How well does the SGB tolerate pak swapping?
Pulling the GB cartridge while it's running will of course crash the SGB, but after inserting another cartridge, all it takes for the SNES to reset the SGB is to strobe a register bit and presto.
In practice, I found that if one removes the GB game with the system power on, the saveram gets corrupted. Even worse, I did that with a 100%'d Kirby's Dream Land 2.d4s wrote:Also most of the GB ROM "header" (or information sector or whatever), if I might add.byuu wrote:
The SGB boot ROM inside the Game Boy portion transmits the Nintendo copyright logo for bootup verification, but that is it.
Thus, the SNES is able to determine name, mapper etc. of the inserted Gameboy game.
Very.tepples wrote: How well does the SGB tolerate pak swapping?
Pulling the GB cartridge while it's running will of course crash the SGB, but after inserting another cartridge, all it takes for the SNES to reset the SGB is to strobe a register bit and presto.
I'd say that every game cartridge that doesn't implement some sort of write protection for its savegame memory(as opposed to the SA-1 or most types of flash memory) is prone to have its savegames corrupted if the system crashes or the cartridge is removed while the system is running.whicker wrote: In practice, I found that if one removes the GB game with the system power on, the saveram gets corrupted. Even worse, I did that with a 100%'d Kirby's Dream Land 2.
This is not solely a SGB issue.