Super Goomba 2.0

Asaki

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I don't know if this is still of interest to anyone, but after many, many years I've added some updates to my old Super Goomba fork (which then got added to Kuwanger's fork, and now I've forked it again!).
I'd always wanted to make some modifications to the default borders available, and last year, I decided to finally sit down and do that.
  • Black - just a regular, old, pure '0 0 0' black border
  • bg0, bg1, bg2, bg3 - set to match the ROM's background layer palette colors
  • gap - I know it's a terrible name, but it's a bg3 colored border with a four-pixel margin around the screen. It really gives some games a little breathing room, like on a real GameBoy.

  • I also updated the 3DS Virtual Console palette to use the actual values, dumped from internal 3DS files, before the shader file (?) dims them. I've added that ugly green 3DS VC palette too.
  • I added a palette from the official Nintendo GB dev kit, as posted on Frank Cifaldi's Twitter.
  • And last, but not least, I added a palette that's based on official JPG screenshots of Link's Awakening from the 35th Anniversary Legend of Zelda Game & Watch. I would have liked to source the actual internal values, but I haven't been able to track down any files online, and I can't be bothered to try hacking my own. If anyone can help, that would be great.
Note: This is the original Goomba, not Goomba Color.

goomba_raw.gba is quite barebones
goomba_with_all_palletes.gba has the SGB and GBC palettes appended to it

There are too many other combinations to include the custom borders as well, but it's simple to do yourself:

Code:
copy /b goomba_raw.gba+BORDER_FILENAME.bin+PALETTE_FILENAME.pal goomba_NEW_FILENAME.gba

https://www.mediafire.com/file/up42xs1w1vmcr2f/goomba241.zip/file

I was going through quite a bit of brain fog at the time, and I'm afraid I've made quite a mess of the source, and I apologize to anyone who might poke through it.

super-goomba-1.png


super-goomba-2.png


super-goomba-3.png


super-goomba-4.png
 

Asaki

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Nice - I had long been meaning to capture a better standard green palette than the pea soup one.
I like Pea Soup a lot, but the G&W palette is really nice too.
The 3DS VC palette has a nice GB Pocket feel to it.
 

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Asaki

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what are the commands for linux I'm on arch (steamOS3)
That's a good question, maybe someone else can help.
I just did a bit of searching, and it doesn't look like anyone has ported the frontend to any other platforms.
Straight from Dwedit: "all you do is concatenate GB files onto the end of goomba.gba."
Which sounds like a very Linux way to do things =)
 

VomBut

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Hi!
I saw that you support Goomba GBA. I really want to overwrite the Chinese cartridge for Pokemon Red. But the saves don't work. I can't use gbata2 sram patcher. And the original save doesn't work.
Quicksave (save to the last save state of the current rom) works very strangely - it resets after a while, does not work after reboot. The emulator settings are also not saved after reboot.
Maybe you can tell me how to solve this problem.
Anyway thanks
 

Asaki

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I saw that you support Goomba GBA. I really want to overwrite the Chinese cartridge for Pokemon Red. But the saves don't work. I can't use gbata2 sram patcher. And the original save doesn't work.
I'm not the person to ask =)

Are there any advantages to using this for gb over goomba color?
My copy of Goomba Color is a bit out of date, but last I checked, it didn't have Kuwanger's custom palette support, didn't have any borders at all (though it can load a SGB border if one exists in the game), didn't have my palette switch hotkeys, IIRC SRAM support is broken (you can only use quicksaves), some games are glitchier, and IIRC link support got a bit broken as well.
And of course, it won't have these new features I just added.

I went to check to see what features the current version boasts, and..........there's no readme file.............

I've always just packed my ROMs into whichever emulator they worked best with. I understand newer flash carts like the EverDrive might do things differently.
 

4d1xlaan

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My copy of Goomba Color is a bit out of date, but last I checked, it didn't have Kuwanger's custom palette support, didn't have any borders at all (though it can load a SGB border if one exists in the game), didn't have my palette switch hotkeys, IIRC SRAM support is broken (you can only use quicksaves), some games are glitchier, and IIRC link support got a bit broken as well.
And of course, it won't have these new features I just added.

I went to check to see what features the current version boasts, and..........there's no readme file.............

I've always just packed my ROMs into whichever emulator they worked best with. I understand newer flash carts like the EverDrive might do things differently.
Latest goomba color works fine for my needs, no problems with saving. I'm just not sure if goomba (or your forks) has any advantages that makes it better for dmg over goomba color
 

emcintosh

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Latest goomba color works fine for my needs, no problems with saving. I'm just not sure if goomba (or your forks) has any advantages that makes it better for dmg over goomba color
Goomba (non-Color) can have an invisible window layer, letting you see more of the game's background. It's not proper widescreen as no sprites will appear outside the standard screen area, but better than nothing.
But obviously it won't support colourised games. So you have a trade-off when playing games that support / have a patch for colour.
 
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Asaki

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I'm just not sure if goomba (or your forks) has any advantages that makes it better for dmg over goomba color
Sure, it's not for everybody, I just have a lot of nostalgia for the Super Game Boy, since it was my first Game Boy. It's kind of fun to have some of its features in your pocket.
Honestly I don't even use Goomba much anymore, now that I have a EDGB. I'm sure most people feel the same way. But I figured it was better to release it than to just have it collecting dust on my hard drive (which actually got wiped out right before I released it).

I did not know SRAM support finally got fixed in Goomba Color. I might have to upgrade.

Goomba (non-Color) can have an invisible window layer, letting you see more of the game's background. It's not proper widescreen as no sprites will appear outside the standard screen area, but better than nothing.
I was actually going to add that as a feature in this fork, and have the border size customizable so you could adjust it per-game. But I tested a bunch of games, and it seemed like the most you could get (without glitchy sprites) was maybe 8 extra pixels on each side, and it didn't really seem like it was worth that much effort.
 
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emcintosh

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[‘Border=none’ widescreen]
I was actually going to add that as a feature in this fork… But I tested a bunch of games, and it seemed like the most you could get (without glitchy sprites) was maybe 8 extra pixels on each side, and it didn't really seem like it was worth that much effort.
It definitely works for some games e.g. Mario Land 1 (even with enemies appearing outside the original screen area - I guess the game originally rendered more than a screen’s worth at once). IIRC Metroid II works OK as well.
 

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