A little while back, I made a post where I had some help figuring out how to get Super Game Boy running through CLI. Now that I’ve got the gist of it figured out, I thought I might provide a list of the issues I’ve run into while using the Super Game Boy in RetroArch, most of them being relatively minor, along with examples of games where I’ve noticed these issues; I’m not sure if these issues are exclusive to these games (as I’m only documenting them based on my own experiences) or if they’re widespread across the Game Boy and Game Boy Color library (discounting GBC-exclusive titles, which cannot run on original GB hardware like the kind found in the SGB cartridge).
- Save States: Certain games crash RetroArch when I try to create or load a save state, while others seem to implement them perfectly fine. Games I’ve seen suffer from this problem include Wario Land: Super Mario Land 3 and Super Mario Land 2: 6 Golden Coins.
- Border and Color Glitches: Select Game Boy titles have special SGB palettes and borders built into them that can be switched on and off via the SGB menu. Some of these games either have corrupted borders (i.e. Pokémon Red & Blue and Gold & Silver), or in some cases don’t load the borders or palettes at all, being mistaken for an un-optimized Game Boy game (as is the case with Pokémon Yellow). The default borders are not affected, so I can still switch to them and play the game no problem, but with Yellow I’m stuck using what the SGB alone can provide.
- Video Playback Errors: When Donkey Kong '94 boots up, the video feed freezes when the Super Game Boy ROM tries to load the game’s special border. However, the audio feed runs as it should on an actual cartridge, indicating that the game is still properly running aside from the frozen screen.
- I can’t really put a name on this next one, but Super Mario Land 2 resets when I try to enter certain worlds such as Tree Zone or Turtle Zone
- This one also doesn’t have a name since it’s exclusive to one ROM, but Super Game Boy 2 doesn’t boot up at all; attempting to load the SGB2 ROM simply causes a black screen to pop up; this was the main issue I was trying to bypass when figuring out how to run SGB mode through BSNES, and while I managed to fix it in the case of the original SGB, SGB2 still hasn’t been resolved. I know this is not an issue with the command lines I’m using because the black screen issue still occurs when I boot up the SGB2 ROM through RGUI, which in the case of SGB1 simply brings up the “no game inserted” screen as it should. Both ROMs are run through bsnes, the only core that supports SGB mode as of right now.
While Super Game Boy mode is a pretty cool thing to use in RetroArch, these issues mar the experience for the games affected. Maybe this can be fixed in an update for bsnes, maybe other cores can implement a more accurate SGB mode in the future. But for now, it seems that these are just the issues that have to be contended with. Are there any other issues you guys have noticed with SGB mode, and is there any way to fix any of the above-listed ones?