Showing posts with label Game Boy Color. Show all posts
Showing posts with label Game Boy Color. Show all posts

Saturday, December 14, 2024

The ModRetro Chromatic Review - A High End Alternative GBC FPGA Handheld Solution?

The Game Boy and Game Boy Color systems have had a very active "afterlife." Screen mods, homebrew games and clone consoles are just some of the developments that have gained prominence in the past 10+ years. The idea of cloning a Game Boy or Game Boy Color is not a new one, hardware clones have been around for at least 10 years. More flexible FPGA technology has resulting in two consoles which can play original GB/GBC cartridges, the Analogue Pocket (2021) and the Funny Playing FPGBC (2023). Now a new challenger enters the arena in the form of the Chromatic from a company called ModRetro. Let's see what it has to offer and how it measures up against the competition.

Friday, December 13, 2024

Game Boy Tetris New vs. Old - ModRetro Chromatic Tetris



The company ModRetro has released their Chromatic, an FPGA handheld console which simulates a Game Boy Color and plays Game Boy and Game Boy Color games. It retails for $199, which may seem rather pricey but to attract buyers ModRetro developed a new version of Tetris and bundled it with the console. This version of Tetris can only be purchased with a Chromatic, it is not available separately. Having bought a Chromatic I intended to review both the console and its game, however as the console review was already pretty long and the game review ended up being lengthy in its own right, I decided to split the article into two parts for easier reading. In this article I will review the Tetris games which came before ModRetro's, give an overview of ModRetro's features and gameplay and see how it stacks up against its predecessors and whether it offers good value to the Chromatic package.

Sunday, March 17, 2024

FPGBC - The Budget FPGA Handheld


Portable or handheld devices which play retro video games are very common these days. Companies like Anbernic and Powkiddy make multiple consoles which can emulate some very advanced video game consoles. The Steam Deck and the Nintendo Switch can also emulate or run retro video games. These things are a dime a dozen these days and come in all shapes and sizes, but they all rely on software emulation. Until recently there has been one FPGA handheld console, the Analogue Pocket. In the past several months, a new challenger has entered the arena, the FPGBC from FunnyPlaying. In this article I will give my impressions of the device and review it on its own merits compared to the console it is trying to simulate, the Game Boy Color.

Saturday, April 22, 2023

Nintendo Handheld Console AC Adapter and Battery Chargers Guide

One of Nintendo's greatest strengths with its handheld consoles were their battery life.  Nintendo did not necessarily pursue the most advanced technology that could be packed into a portable gaming device but balanced performance, features, screen type with their drain on the battery technology of the time.  In the beginning, its consoles ran on disposable batteries or via AC to DC adapters.  As time progress and battery charging technology became sufficiently compact, Nintendo started making consoles with batteries built into them.  But in today's blog article I will go over all the official ways Nintendo devised and products Nintendo sold to power its portable gaming consoles.

Saturday, April 24, 2021

Game Boy Link Ports & Cables & Peripherals

When Nintendo released its first handheld console, the Game Boy, it provided a Link Port to allow two players to play games with or against each other.  That Link Port is a simple bidirectional synchronous serial port and was not very fast but it was sufficient to allow two consoles to communicate with each other over a Link Cable.  In subsequent Game Boy models the Link Port became faster but it also took on different shapes.  The Link Port was carried over to the Game Boy Advance, but there were some differences.  In this article I will go over the various cable connectors, the official products which used the Link Port or converted one kind of link port to another and how Link Cables are wired.

Monday, December 28, 2020

The EverDrive GB X7 - The Ultimate 8-bit Game Boy/Color Flash Cart?

EverDrive GB vs. EverDrive GB X7

For too long, the Game Boy and Game Boy Color had been rather neglected by the flash cart builders.  The old cartridges by companies like Bung faded out of existence as Nintendo sued Bung out of existence.  There were a few more recent cartridges like the 64MB EMS Smart Card, but it was really klunky to use and had poor game compatibility.  A few cartridges were more focused on music production than game playing.  In 2014 Krikzz released the EverDrive GB, a flash-based device with an FPGA with enough resources to handle basic games.  I bought one then and was satisfied with it, as I indicated in my review.  Three years later he released the SRAM-based EverDrive GB X-series.  Having finally acquired an EverDrive GB X7, let me share my thoughts and views of the device and try to answer the question, "Is it the Ultimate GB/GBC Flash Cart?"

Saturday, August 15, 2020

Early Efforts at Online Interaction on Nintendo Consoles

We tend to think that Nintendo consoles first entered the online arena with the GameCube, its Modem and Broadband Adapters and Phantasy Star Online.  In the west, this is the case, but every Nintendo home and portable console (except that hunk of eye-straining junk called the Virtual Boy) has had some way to access the non-local world.  Sometimes these methods were first party supported, sometimes third-party exclusives and there was even an unlicensed publisher or two in the mix.  This blog entry will give an overview of the subject.  I will describe briefly each device or method, As this blog entry's purpose is not meant to give a comprehensive review of each of these devices.  I will include links for more information to sites and videos with more information.  

Tuesday, October 29, 2019

Game Boy Interface Revisited

A few years ago, I discussed a piece of homebrew software called Game Boy Interface (GBI).  GBI was written and is maintained by a GameCube enthusiast who goes by the handle Extrems.  Extrems intended to replace the official Game Boy Player (GBP) Start-Up disc for the GameCube which, when combined with the attachment that is fitted underneath your GameCube, allows you to play Game Boy, Game Boy Color and Game Boy Advance cartridges using genuine GBA hardware.  Before GBI, if you did not have the official disc, your GBP attachment was useless.  GBI quickly made the official disc essentially obsolete, but the software has been radically revised since I first profiled it.  Let's return and see what's changed and I will give my own personal take on how I like to use the software.  This will not be a fully comprehensive guide because there are features geared toward hardware I do not own and uses I do not put GBI, but if you are new to GBI you may find something here instructive.

Monday, April 15, 2019

Three High-Quality 1080p Game Boy "Consolizing" Solutions Compared

For some reasons, probably strange, many people like to play Game Boy or Game Boy Color games outside their portable confines.  One reason is that the games are good but the original screens for these devices are terrible to look at by modern standards.  Nintendo has on certain occasions tried to satisfy the need to play portable games as though they were home console games, but those solutions are old.  Pure software emulation can easily take the GB to 1080p and beyond, but software is wholly divorced from original hardware.  There are software emulators with dumping cartridge slots like the RetroN 5 and Retro Freak, but they are only 720p solutions.  A promising new mod called the GBA Consolizer is an FPGA-based upscaling solution for the Game Boy Advance but is limited to 720p output.  There was a mod called the HDMYBoy a few years ago but it never got beyond a few prototype units.  For this blog article, I will focus on hardware-based solutions which I have some ability to experience personally and can deliver a 1080p experience.

Saturday, September 15, 2018

Game Boy Colorization Examples

In a previous blog entry discussed the various tools developers had when they sought to colorize Game Boy games.  http://nerdlypleasures.blogspot.com/2015/01/getting-out-digital-crayons-color-and.html  The two main hardware methods were the Super Game Boy and the Game Boy Color.  In a followup to that blog entry, this blog entry let's talk about and show examples of how each method was used.


Sunday, March 18, 2018

Compatibility Issues within the Game Boy Line

In the beginning, Nintendo released the Game Boy and it took the world by storm.  Since 1989, Nintendo has released no less than 9 major followup products in the Game Boy line sold to the public in the eighteen years to follow.  The Game Boy line has a reputation for rock-solid backwards compatibility, but here we will explore issues with backwards compatibility in as much detail as I can find.

Saturday, May 27, 2017

Rise From Your Grave : The Game Boy Interface

The Game Boy Player (GBP) is a genuine Game Boy Advance (GBA) console that attaches to a Nintendo GameCube (NGC),  It allows you to play Game Boy (DMG/MGB), Game Boy Color (GBC/CGB) and GBA games.  The device fit on one of the expansion ports on the underside of the NGC and could be screwed into it for a permanent attachment.  It was a very popular purchase, essentially the Super Game Boy 1/2 (SGB) two generations later.  Unfortunately, the GBP does not boot or do anything without the Official Boot Disc (OBD) that came with the system.  While the GBP is frequently sold with a NGC, the disc was often lost.  Burning a replacement disc involves finding an image, modding the NGC with a modchip to bypass its copy protection.  Relatively few people have the skill or the inclination to do that.  However, there is an alternative solution these days, and it is a magnificent one.  In this blog entry, I am going to describe my experiences with the Game Boy Interface (GBI) software.

Monday, July 4, 2016

60 Game Boy Color Games Worth Playing

The Game Boy Color is often seen as something of a stop-gap.  Released in late 1989, the original monochrome Game Boy was already nine years old when the GBC was released in 1998.  Color had already come to handhelds with the Sega Game Gear and the Atari Jaguar, but the Game Boy had firmly established its dominance over those competing systems and every other competitor.

The GB had several advantages over its rivals, lower price, Tetris and a much higher battery life.  Nintendo was designing a true 16-bit successor to the GB, but it would take time.  By 1997, the GB's lifespan was already unprecedented in terms of a console generation, and sales and games were slowing.  So in order to extend the life of the basic 8-bit design, Nintendo decided to add color capability.  Instead of four gray shades, you could have up to 56 colors chosen from a 32,768 color palette.  CPU speed was doubled, CPU RAM quadrupled, Video RAM doubled.  A higher speed Game Link connection and an optional infrared port was now available.  Sound capabilities and input remained the same.


Thursday, January 15, 2015

Getting Out the Digital Crayons : Color and the Game Boy

When the Game Boy was released in the U.S. in August of 1989, it had three big advantages.  First, it came bundled with Tetris, the Killer App.  Second, with the console at $99.99 and cartridges at $19.99 the price was right.  Third, the battery life of 20-35 hours was very impressive, especially compared to the competition (Sega Game Gear, Atari Lynx and NEC Turbo Express), which could barely muster 6 hours.  The only disadvantage to the Game Boy was its four-shade monochrome screen, but compared to its predecessors, the Microvision, Game & Watch and Tiger Electronics toys, it was a huge leap forward.  That drawback was not enough to keep people from buying millions of Nintendo's handheld system and few of the competition's handheld systems.

1.  Super Game Boy

Nintendo planned to introduce a successor color console as soon as was practicable, but the monochrome Game Boy could not be quickly replaced.  It took some years before LCD screen technology produced an affordable and practical color screen.  Nintendo's first attempt at color was an add-on for the Super Nintendo, the Super Game Boy.  The SGB could play GB games on a SNES, with SGB providing GB hardware and the SNES providing controller input and audio and video output.  Any GB game could have a 4-color palette set from 32 choices or the user could make up his own palette.  The user could also choose a graphical border from a set of 9 borders.  The borders could have up to 64 colors.  Nintendo's non-SGB enhanced games like Tetris and Metroid II would pick a default palette from these 32 choices.  See here : https://tcrf.net/Notes:Super_Game_Boy

However, GB games could take advantage of some of the SNES's features, such as the SNES's sound chip, input from the 2nd controller port, custom borders and an ability to provide more color to the game than the built-in palettes could provide.  While the GB itself had three palettes of four shades available to the background and sprites, the SGB could not colorize these directly.  Instead, it could apply a 4 color palette to every 8x8 pixel area. 4 color palettes were available with one common color.  Thus at any time, up to ten separate colors could appear inside the Super Game Boy gameplay window.

Beginning with Donkey Kong, games used the Super Game Boy to apply more colors than the built-in palettes.  However, the most colorful screens were typically static screens.  The application of color to a tile was based solely on the tile's position on the screen.  In order to avoid tiles changing color depending on their location on the screen, games with SGB support typically applied a four color palette to the active playfield area.  One exception to this limited color applied to the "window", a hardware feature of the Game Boy's PPU which allowed for stable status bars.  Because the tiles within the window were stable regardless of sprite activity or screen scrolling, window tiles were typically more colorful than the active playfield area. 

Most games released after Donkey Kong would provide some level of Super Game Boy support, but eventually the support was limited to palettes and borders.  These borders and custom colors would not be seen on a Game Boy Color, Advance or Player.

There are games that saw a re-release for the Super Game Boy with support for SGB features.  Centipede, originally released separately, was later released in a multicart with Millipede, is one such game.  Super Breakout was similarly updated when released in a multicart with Battlezone.  Asteroids and Missle Command were released separately as pure GB carts, then in a multicart with SGB support.  Tetris 2 was released first as a GB game, but quickly updated with an SGB compatible version.

2.  Game Boy Color

The Game Boy Color supported a color screen and had a 15-bit palette of colors available.  Each background 8x8 tile can select from 8 palettes with 4 colors each, and each 8x8 sprite can select from 8 palettes with 3 colors each.  Thus up to 56 colors can be shown on the screen at any one time.  However, this functionality is strictly limited to GBC games.

When the Game Boy Color was released, Nintendo allowed for some ability to colorize GB games.  When a GB booted up, the GBC would apply either the default palette entry or a palette entry customized for a particular game or set of games.  The boot ROM of the GBC would compare the hash of the ROM with a table and if there was a match, it would apply a custom palette.  While there were over 1,500 GB games, including variations, the boot ROM table only had entries for 84 of games.  Nintendo's own titles always got an entry, but some third party games also received some entries.  Weirdly, there are several games that will use a custom palette only for their European version.  For example, Mega Man 1,2 & 3 will show a custom palette with Mega Man in blue, but only if the European cartridges are inside the Game Boy Color, Advance or Player.

If there was no match, then the GBC could be told to apply one of twelve palette entries by pressing the A or B button, with or without a directional on the Game Boy Color's boot screen.  The player would have to be quick to do this, otherwise the game would load with the default palette.

This colorization scheme allowed for separate 4-color palettes for the background and two 4-color sprites palettes.  Thus up to 12 colors could be available, but sprites tend to use transparency for one color, thus typically 10 colors are used.  Because the sprites and backgrounds can be directly colored, the GBC can typically show more color than the SGB.  Sometimes, the custom palette would have a detrimental effect.  In Super Mario Land, World 1-3, there are tiles that will fall and hurt Mario.  Because these tiles use a sprite palette, they are colored differently than the background palette, making them easy to spot.  The color combinations and list of games that are supported can be found here : http://tcrf.net/CGB_Bootstrap_ROM

In order to provide software for its new system, Nintendo released several of its games with new colorization using the GBC hardware.  Often these titles had the DX suffix after their names.  Thus there were The Legend of Zelda: Link's Awakening DX, R-Type DX, Tetris DX.  These games provided substantial enhancements over their older versions.

Other re-released games include Wario Land II, Centipede, Frogger, Legend of the River King GB, Harvest Moon GB, Prince of Persia, Space Invaders, Daffy Duck - Fowl Play, Looney Tunes, Ms. Pac-Man, Pac-Man, The Rugrats Movie, Super Breakout!, Titus the Fox. Pokemon Yellow, while it is a Game Boy Color game, hardware-wise, does little in terms of color beyond its SGB features.

Japan received a colorized version of Balloon Fight (Balloon Kid overseas) for the Nintendo Power rewritable Game Boy Pak.  The game was never released as a standalone cartridge.  Konami colorized most of its Game Boy games and released them in Europe in four Konami GB Collections.  Volume 1 contained Castlevania: The Adventure, Gradius, Konami Racing (F-1 Spirit) and Probotector (Contra : The Alien Wars). Volume 2 included Block Game (Quarth), Frogger, Parodius and Track and Field.  In Volume 3 you could play Bikers (Motocross Maniacs), Guttang Gottung (no idea what this is, it might be unique), Mystical Ninja (Ganbare Goemon), Pop'n Twinbee.  Perhaps the best collection was Volume 4, consisting of Antarctic Adventure, Castlevania II: Belmont's Revenge, Gradius II: Return of the Hero & Yie Ar Kung-Fu.  Castlevania II on this cart is interesting because the U.S./European GB version had the holy water as a weapon, but the colorized version found on this cartridge had the Cross, which was in the Japanese GB version.  Interestingly, Capcom had intended to colorize its Game Boy Mega Man games and was going to release them as a Game Boy Advance cart (Mega Man Mania or Mega Man Anniversary Collection), but the cart never materialized.

Finally, there are hybrid games that first saw a release with GBC support in mind.  By allowing cartridges to be backwards compatible with the Game Boy while being able use the full color features of the GBC, Nintendo allowed its monochrome, 1989-vintage machine a few more years of life.  The hybrid games are really GBC games with a black & white option.  Thus the contrast may not be ideal where the color version uses dark backgrounds, as in Mega Man Xtreme.  There may be odd color choices, like the white beard for Arthur in Ghosts 'N Goblins that makes him look like Santa Claus.  The game may not run as smoothly because the GB runs at 4MHz and the GBC runs at 8MHz.  Blaster Master: Enemy Below is one game that is sluggish on the GB where it is fairly smooth on the GBC (the NES game is smoothest of all).  Graphical tricks may not be present in the GB because the GBC has a much better ability to perform "raster" tricks in hardware.  Dragon Warrior Monsters 2 was the last hybrid game released, on September 15, 2001, thus giving the Game Boy (from July 31, 1989) twelve years and forty-five days of continuous support.  That is second only to the Playstation 2 and (perhaps) the Atari 2600.

The Game Boy Advance acts exactly like a Game Boy Color.  The Game Boy Player for the GameCube acts like a Game Boy Advance, even though it is similar to a Super Game Boy.  It does not support any Super Game Boy functions, but it does allow you to play Game Boy Color games on a TV.