$palettes_pad = New-Object byte (128-$palettes. $palettes = Get-Content "snes.palette" -Encoding Byte -Raw $tilemap_pad = New-Object byte (1792-$tilemap.Length) $tilemap = Get-Content "snes.map" -Encoding Byte -Raw $tiles_pad = New-Object byte (8192-$tiles.Length) $tiles = Get-Content "snes.tiles" -Encoding Byte -Raw Start-Process -FilePath ".\superfamiconv.exe" -ArgumentList "-v -color-zero #00000000 -in-image $input_file -out-palette snes.palette -out-tiles snes.tiles -out-map snes.map -out-tiles-image tiles.png" -Wait -NoNewWindow $output_file = $input_file.Replace(".png", ".sgb") Whatever you do, I'd appreciate it very much if the Libretro core gets that as well as I'm a huge RetroArch fan and user.Code: Select all Set-Location -Path $PSScriptRoot The borders were made available to download, and intended for Retroarch (the '4x3 with borders' folder), but my hope is that someone more familiar (than me) with image/file conversion would be willing to assist in making these compatible with GameYob.You would only have to think about the scaling. So if I have a Dragon Quest Monsters.png where the middle is alpha (so the game screen can be displayed there) and I have a rom called Dragon Quest Monsters.gbc it should be loaded automatically. Overlays should be named as the roms then I guess. We could search the internet for SGB borders for every rom while mGBA plays them in color (either by a simple color sheme for GB games or their real colors for GBC games). However: If you do overlays, all problems would be solved. was almost the same question, sorry about that. (10-12-2017, 03:46 PM)endrift Wrote: All you have to do is boot it as a GBC game (it's in settings) while using the GBC bootrom. GBC is generally superior, but doing both isn't possible without doing terrible hacks, and I'm not inclined to do those terrible hacks, sorry.
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