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<blockquote data-quote="N7Kopper" data-source="post: 9717462" data-attributes="member: 353188"><p>It's worth noting that there are no actual GBA "enhancements".</p><p></p><p>What happens is that different Game Boy models set a certain byte (I'm fuzzy on the exact one) differently on start-up.</p><p></p><p>There was one for the Game Boy (and Pocket and Light), one for the Super Game Boy (the inferior original or superior second version), one for the Game Boy Colour, and one for the Game Boy Advance (/Player). I don't think anyone knows what the Wide Boy CGB and AGB do, but I would assume they're identical to the Colour and Advance/Player respectively.</p><p></p><p>While the SGB and GBC needed this for the extra things they could do, GBA exclusive features were a marketing gimmick. The GBA has no special backwards compatibility enhancements. Even the Game Boy Player can't use its enhancements in compatibility mode. (Game Boy Interface can use SGB palettes, but the GameCube does all the heavy lifting there, and it needs to be manually set) The only appropriate uses of this were palettes (pre SP and Player) and locking out features or games due to a lack of infrared or sound inconsistencies.</p></blockquote><p></p>
[QUOTE="N7Kopper, post: 9717462, member: 353188"] It's worth noting that there are no actual GBA "enhancements". What happens is that different Game Boy models set a certain byte (I'm fuzzy on the exact one) differently on start-up. There was one for the Game Boy (and Pocket and Light), one for the Super Game Boy (the inferior original or superior second version), one for the Game Boy Colour, and one for the Game Boy Advance (/Player). I don't think anyone knows what the Wide Boy CGB and AGB do, but I would assume they're identical to the Colour and Advance/Player respectively. While the SGB and GBC needed this for the extra things they could do, GBA exclusive features were a marketing gimmick. The GBA has no special backwards compatibility enhancements. Even the Game Boy Player can't use its enhancements in compatibility mode. (Game Boy Interface can use SGB palettes, but the GameCube does all the heavy lifting there, and it needs to be manually set) The only appropriate uses of this were palettes (pre SP and Player) and locking out features or games due to a lack of infrared or sound inconsistencies. [/QUOTE]
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