![retroarch gameboy border retroarch gameboy border](https://i.ytimg.com/vi/VzRDzKV6lLQ/maxresdefault.jpg)
Unfortunately, unless someone makes a SGB core for the minis, you won't be able to have true SGB emulation. You can also add your own borders to any game, however, instead of the borders being true to the original (squared, bordering the gameplay image), they are instead stretched to fill the screen. The gameboy-pocket non-console border shader I like to use still has the one pixel line. I believe the GBA core you are using allows you to assign palettes to mono games, but I don't know if you can assign a different one per game. I just tried tried dmg-5x.slangp and didnt see any garbage in the border, but then I loaded gb-pocket-5x.slangp and got this: Using the latest NVidia drivers with the latest RetroArch nightly with a fresh pull of shaders from this repository. So you either have the SGB border with a brownish palette, or you play with colors without the border. So check your emu's setting and make sure games are loading in SGB mode so it loads the border, but it will not play in Game Boy Color mode because the SGB doesn't support the GBC. You only get the border if you play it in SGB mode. But for that you need real SGB emulation because the actual Kid Icarus cart does not contain any palette programming.īlaster Master: Enemy Below is a Game Boy Color game. The real SGB hardware was programmed to give a custom palette to certain Nintendo games, and Kid Icarus was one of them. To set your own custom colors you need real SGB emulation. Any enhancements you see are things already included on the Game Boy cartridge and is not emulating or simulating the SGB at all.ĭarkwing Duck and Adventure Island II are mono games, those will not have borders or custom palettes because the SGB didn't even exist back then. Let me see if I can explain it.įor the minis, here is no true SGB emulation, as you noted. You seem to be confused as to how SGB enhancements work.