That is not true SGB emulation, it only runs vanilla GBC with borders and palettes used for SGB.
While that'd be nice, I'm much more interested in seeing the implementation of a global/general config file for all games instead of one per game before jumping into more features@FateForWindows Any news on the SGB support? I wanted to replay the GameBoy Donkey Kong
You're getting confused with Lameboy, the other, older GB emu. http://www.racketboy.com/retro/nintendo/gameboy/best-gameboy-gbc-emulator-for-nintendo-ds-lameboyThat is not true SGB emulation, it only runs vanilla GBC with borders and palettes used for SGB.
Still no SGB emulation, it even doesn't use the SGB rom/bios.You're getting confused with Lameboy, the other, older GB emu. http://www.racketboy.com/retro/nintendo/gameboy/best-gameboy-gbc-emulator-for-nintendo-ds-lameboy
Still no SGB emulation, it even doesn't use the SGB rom/bios.
Just out of curiousity: If the emulator uses the SGB borders and the SGB color palette, why would it be important if it is "real" SGB emulation? Oh and the games also detect the SGB (GameYob DSi), you can see the SNES controller on games like Game&Watch Gallery. Is there a benefit of a real SGB emulator?
It may not make much of a difference in some games, but there are additional enhancements in a handful of Super Game Boy titles. One example: Donkey Kong '94, which adds voice. You hear "Help, help!" from Pauline as Donkey Kong drags her away in each level, rather than a high-pitched squeal. (Her voice is kind of obnoxious, though, so it's not a big loss.) Space Invaders goes that extra mile and offers a Super NES version of the game on the cartridge, which is only playable with the Super Game Boy. Of course, they released the game as a standalone Super NES cart a few years later, so once again, you're probably not missing much.
Did you make sure to check the in-frame palette changes setting?Just noticed a graphical issue in Kirby Super Star, when you fight Dyna Blade, the background around her turns black (when she's in the background, not the foreground) when she's flying towards you. Even when you defeat her, she goes flying downwards in reverse and the background remains black when it shows the cutscene of Kirby pushing out her nest of babies. So far, I've encountered no GFX issues with Kirby's Dream Land 3 or Super Mario RPG. Just that game. I made it to Moleville in SMRPG and the 5th world in KDL3 and no GFX issues, unlike with the RetroArch one.
Yes, it's enabled.Did you make sure to check the in-frame palette changes setting?
On N3DS or O3DS? I don't know what you mean by that unless you mean the constant writing to SRAM, which is easy enough to fix by setting the SRAM auto-save delay to Disabled.May i ask something? How long it will take for making SMario RPG fully playable? (without the skipping)
Old3DS, Speaking of which, what are these SRAM auto saves?On N3DS or O3DS? I don't know what you mean by that unless you mean the constant writing to SRAM, which is easy enough to fix by setting the SRAM auto-save delay to Disabled.
check the options on the bottom screen, you need to disable "sram auto save delay" for some games to get rid of the stutterOld3DS, Speaking of which, what are these SRAM auto saves?
Go into the bottom menu, hit options and scroll down until you find "SRAM Auto-Save Delay". Disable it.Old3DS, Speaking of which, what are these SRAM auto saves?