bsnes-libretro/docs/notes.md
Tim Allen c557d68ec4 Spell-check the documentation.
Changes include a few typos, a few capitalization changes, and a lot of hyphenation of compound words that were not as widely used as I thought.
2017-08-31 14:48:52 +10:00

7.3 KiB

The consoles that higan emulates are similar in many ways, but some of them do have particular quirks of their own.

Music and Sound Effect Volume on the Mega Drive

The Mega Drive has two different audio-generating chips:

  • the SN76489 or "PSG" chip inherited from the Master System, mostly used for sound-effects
  • the YM2612 or "FM" chip, mostly used for music

With two different sound sources, it's important that they have similar volumes or one kind of sound will drown out the other. Sega did not do this, and different hardware revisions used different relative volumes.

higan currently sets the PSG volume to 125% of the FM volume, based on a Sega Genesis model 1 VA6 that byuu owns. If you feel sound-effects in higan's Mega Drive emulation are too loud or too quiet compared to the music, you may be comparing it to a Mega Drive calibrated to a different scale (or to an emulator tweaked to match such a Mega Drive).

Playing Game Boy Color games in Game Boy mode

Games for the original Game Boy came in solid grey cartridges, and only supported four-shade grey-scale graphics. ROM files for these games typically have filenames ending in .gb.

The Game Boy Color played all the original Game Boy games, but extended the hardware to support colour graphics. Games that required the extra hardware in the Game Boy Color came in transparent cartridges, and had a slightly different shape to prevent them from being used in original Game Boys. ROM files for these games typically have filenames ending in .gbc.

However, there were also some games that could use colour if it was available, but would stick to grey-scale if it wasn't. These games came in black cartridges. ROM files for these games typically have filenames ending in .gbc (since they are genuinely designed for the Game Boy Color) or .gbb.

Sometimes people ask for higan to include these backwards-compatible Game Boy Color games when asking for a Game Boy game to load. However, this would make higan much more complex for not much benefit: it's just the same game as in Color mode, but with bits chopped off. You might as well play backward-compatible games in Game Boy Color mode and get the full experience the developers intended.

If you really, really want to see what a particular game's backward-compatible mode looked like, change the filename to end with .gb (instead of .gbc or .gbb) before importing it. If you want to experiment with loading in-game saves from colour-mode in monochrome mode or vice-versa, you can import the game once with .gb and once with .gbc, then manually copy files between the game folders in the "Game Boy" and "Game Boy Color" sub-folders of the Game Library folder.

Do not expect save-states to be compatible between Game Boy and Game Boy Color.

In-Game Saves and the Game Boy Advance

For most of the consoles that higan emulates, in-game saves are simple: the cartridge contains some battery-backed RAM that the game accesses like any other memory, and the game's internal header usually contains some hint about where in memory the save data appears and how large it is.

The Game Boy Advance is different. By the time of the GBA, many save-storage technologies were available, most with a more complex interface than plain memory. Frustratingly, the GBA's internal header does not describe which storage variant the game expects. Therefore, when importing a GBA game, higan must guess which storage type to use and sometimes it guesses incorrectly.

If higan guesses incorrectly for a game you want to play, you will need to override the automatically-generated manifest. See Ignoring manifests for details.

For more discussion of the GBA save type mess, see What's the deal with... GBA save files?

Rumble compatibility for Game Boy (Color)

The Game Boy and Game Boy Color did not natively support any kind of rumble or force-feedback system, but some game cartridges (such as Pokémon Pinball) included a rumble motor within the cartridge itself.

Because higan does not currently support game-specific controller features, to experience the rumble effect in higan you'll need to configure the console:

  • Open higan's Input settings
  • In the list of consoles, select Game Boy, or Game Boy Color depending on which console you want to use to play the game
  • In the list of inputs, double-click "Rumble" or select it and press Enter
  • Press any button on the gamepad that should shake when the game turns on the rumble effect.

Rumble compatibility for Game Boy Advance

The original Game Boy Advance and the Game Boy Advance SP did not support any kind of rumble or force-feedback system, but the Game Boy Player add-on for the GameCube allowed Game Boy Advance games to use the rumble feature in GameCube controllers.

Because rumble is a feature of the Game Boy Player, to experience the rumble effect in higan you'll need to configure the console itself:

  • Open higan's Input settings
  • In the list of consoles, select Game Boy Advance
  • In the list of inputs, double-click "Rumble" or select it and press Enter
  • Press any button on the gamepad that should shake when the game turns on the rumble effect.

As well as the Game Boy Player rumble feature, some Game Boy Advance cartridges included a rumble motor within the cartridge itself. higan does not support this rumble technology, but that's not a big deal: the only two such games are Drill Dozer, which can use Game Boy Player rumble, and WarioWare: Twisted, which doesn't work anyway because it requires gyroscope hardware that higan does not yet emulate.

Game Boy Advance rotation

Some Game Boy Advance homebrew games, as well as a bonus mode in Dr Mario + Puzzle League, expect the player to physically rotate the device so the screen is tall rather than wide. higan supports this feature with a Rotate hotkey.

When the user presses the Rotate hotkey, the console's video output is rotated 90° anti-clockwise, and the directional-pad controls are also rotated so that (for example) pushing the button for "up" sends the signal "right" to the emulated console, so that the player character moves "up" on the rotated screen.

WonderSwan rotation

The WonderSwan hardware included multiple sets of buttons so the player could hold the device vertically or horizontally. Makaimura for WonderSwan includes a level that requires the player to repeatedly rotate the device as they play. higan supports this feature with a Rotate hotkey.

When the user presses the Rotate hotkey, the console's video output is rotated 90° anti-clockwise, and the X and Y button cluster mappings are adjusted to match.