Notes:Super Game Boy 1 and 2

Starting off abruptly because most of my notes were lost. This page will consist of a few RAM addresses, ROM offsets and general dissassembly information explaining various functions about both of the BIOS revisions. This page will also condense the wiki removing games that have SDK listings slabbed here instead. This will take a while to complete. This is not going to be the work of a single editor, as I have no time. Everyone should contribute in some way.


 * First: List all games that have SDK command listings and all variations. This DOES NOT include games that have game-specific dumied commands.
 * Second: Create a table and delete the pages that have sole listings as their content.
 * Third: Explain all command functions.

All games marked with * have sole SDK content

SDK Game Listing: Animal Breeder Animal Breeder 2 Battle Arena Toshinden (Game Boy) Chou Mashin Eiyuu Den Wataru: Mazekko Monster 2 Beatmania GB Beatmania GB2: Gotcha Mix From TV Animation One Piece: Maboroshi no Grand Line Boukenhen! From TV Animation One Piece: Yume no Luffy Kaizokudan Tanjou! Juukou Senki Bullet Battlers Kuma no Puutarou: Takara Sagashi da Ooiri Game Battle! Money Idol Exchanger (Game Boy) Monster Rancher Battle Card GB

Additional SDK Info
There remains of attribute file register commands and system palette commands. It is possible to construct the screen division and all other attribute settings forming an extremely vague "shadow" image. The second problem is that it is unknown what palettes go where to reconstruct the SDK image which could be anything. Here is the complete SDK listing derived from all the long listings found in various games:

RAM Functions:


 * 7E0F0A:?? - MASK_EN enable (00-01)
 * 7E0F00:01 - Enable ATR_TRN mode
 * 7E0F04:01 - Enable PAL_TRN mode
 * 7E0F06:01 - Prevents the menu from rendering until selection is made.
 * 7E0F07:0? - Enable ICON_EN mode (00 - Enable all; 01 - Disable palette selection 02 - Disable Controller Selection; 03 - Disable all; 04 - wraparound to 00)
 * 7E0F4A:01 - Enables PAL_PRI mode
 * 7E0F4B:01 - Initial border is not forced to load
 * 7E0F4D:01 - Enables PCT_TRN mode

PAL_SET Games


Games that have black and white palettes via PAL_SET command will display an overlay resembling an in-game setting if the first bit is set to any non-zero value, possibly a remnant of the Super Game Boy Tech Demo or SDK. ATTR_TRN must be set to as it is the only valid attribute file that will display the overlay. Setting the file past will load garbage data. This example images sets the palette to. Game Boy Game Genie codes are provided to show the overlay in-game. 5100000000000000000000000000000

Notable games: Super Game Boy ROM Information:
 * Daikaijuu Monogatari: Poyon no Dungeon Room - ??1-C7B-E6A
 * Super Robot Taisen: Link Battler - ??1-C2B-E6A
 * Super B-Daman - Fighting Phoenix - ??1-CFB-E6A
 * Chousoku (SS) Spinner - ??1-C2B-E6A

DATA_SND
Code DATA_SND. Command. Data Sound. Used to INIT custom sound data sent to SNES WRAM. Additionally, when a SNES program is transferred to SNES WRAM and executed, should be written to  of bank. This can be written either by using DATA_SND or DATA_TRN or by using the transferred SHVC program.

Roughly 85 percent of all Super Game Boy enhanced games share the same or slightly differing DATA_SND listing, regardless if they use SOU_TRN giving the game an enhanced soundtrack or custom samples. This is

Altering any of the bits for games that use SOU_TRN upon loading the command will hang the Super Game Boy BIOS indefinitely. The default INIT settings are listed below, likely derived from an official Super Game Boy SDK dev-kit or tech-demo given to developers to showcase the many available enhancements. The Smurfs (Game Boy) and Elite Soccer are the only two games that do not load DATA_SND commands during startup and does not affect the default Super Game Boy sound code. The second listing is used for new music score sent by the SOU_TRN command, and can be used to set the NMI of the JUMP command destination as seen in the GB Memory. 795D08000B8CD0F46000000000000000 795208000BA9E79F01C07EE8E8E8E8E8 794708000BC4D016A5CBC905D010A228 793C08000BF012A5C9C9C8D01CA5CAC9 793108000B0CA5CAC97ED006A5CBC97E 792608000B39CD480CD034A5C9C980D0 791B08000BEAEAEAEAEAA901CD4F0CD0 791008000B4C2008EAEAEAEAEA60EAEA

790009000BADC202C909D01AA9018D00 790B09000B42AFDBFF00F0052073C580 791609000B032076C5A9318D00426868 79210900016000000000000000000000 79000800034C00090000000000000000

PAL_PRI
While not technically unused, this feature is obscure enough to note. Code PAL_PRI. Palette Priority. Command, when bit is set to , palettes switch back to default enhanced palette scheme when directed to by the game when any system palette changes are made. Notable games that used this feature are seen in Kirby's Dream Land 2, Donkey Kong (Game Boy), Donkey Kong Land and others.

ICON_EN
Code ICON_EN. Icon Enable. Command. Primarily used to disables in-game palette and or controller selection schemes which can be disabled by the game developer; however border selection cannot be disabled. Palette disabling would serve games like Uno 2: Small World where custom Super Game Boy palettes are required in order to play. Games may have overlayed the action window with a custom SNES object or in certain instances where switching away from the intricate palette set would make certain elements of the game look glitched-out or distorted. Disabling controller menu selection schemes could have been used to prevent the player from abusing the A-button and cheating in certain games, or may benefit the player preventing them from skipping over answers in quiz games such as Tokimeki Memorial Pocket: Culture-hen: Komorebi no Melody and Tokimeki Memorial Pocket: Sports-hen: Koutei no Photograph, the only two games that solely disable controller selection schemes. Alternatively, palettes can be set to revert back to the original once changed by using Super Game Boy command packet and bit set to.

Secrets
A few small hidden features exist in the Super Game Boy BIOS, and can be accessed with different L and R combinations.

Screensavers
Enter L, L, L, L, R to enable screensavers for borders four through ten. This won't work with the default "Super Game Boy" border, the black border, or Super Game Boy-enhanced custom borders. Animaniacs, both versions of Wario Land II, and Pocket Densha 1 and 2 are the only Game Boy games to disable screensavers via setting the Super Game Boy command ATRC_EN to bit. Different screensavers are available with the new Super Game Boy 2 borders.

Credits
Entering L, L, L, R, R, R, L, L, L, R, R, R, R, R, R, R during gameplay will bring up the Super Game Boy credits. The Super Game Boy 2 features a different credits screen, with new music and flashy neon.

Warning: Game progress will be lost upon entering the credits.

Janitor
Draw whatever you want in the graffiti editor, and wait a few minutes; a janitor will clean up your paint! Press any button, and your custom border will return.

Super Game Boy Borders
Select the black border and press L, L, L, R to access the Super Game Boy borders, complete with their respective screensavers. Enter L, L, L, R again on the black border to access the Super Game Boy 2 borders.

Change the Super Game Boy 2 border palette
Select the Super Game Boy 2 border and press L, L, L, R to cycle through the available palettes: grey (default), magenta, yellow, green, dark blue, dark red, inverted, and back to grey.

Games With Sole SDK Content
Games that have SDK (more than one different SDK are assumed to exist based on differentials in code). It is unknown what revision numbers are associated with each listing.

GO! FAST!

Unused Super Game Boy Features
The game loads the entire table in RAM which is unusual. The table is also stored in a standard ROM listing. They are also loaded in the main table but the game never calls nor reads them from joypad registers.

PAL_SET
Gameshark code will load an unused black and white palette located at. 51000001000200030080000000000000

ATTR_CHR
Located at is a single unused ATTR_CHR command. Loaded at. It is unknown where this could have been used. Game Genie code will load the unused ATTR_CHR instead of ATTR_TRN.

SOUND
Located at and loaded at  is a single unused SOUND command. It is unknown where this could have been used. Game Genie codes will play any internal Super Game Boy sound effect and or BGM setting replacing ATTR_TRN.

MLT_REQ
Monopoly was at some point going to support 4-Player, which would have worked quite well. The MLT_REQ command located at. Game Genie code will load MLT_REQ. Joypad registers for all four controllers will not be initiated.

Tanookieman and Pickle-woodpecker guy. OOOhhh-yeah! Par-tay! Take a train down to Funkytown! Disco in here tonight!

Unused Super Game Boy Commands
Kuma no Puutarou - Takara Sagashi da Ooiri Game Battle! is one of the many games that contains a completely unused set of Super Game Boy commands that are likely remnants of a Nintendo tech-demo or dev-kit given to developers to see the many available enhancements in action. Starting at is the full listing.

eof