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Super Nintendo

The Super Nintendo — the Super Famicom in Japan — takes cartridges from your roms/super_nes folder and plays them like any other console here. What makes it worth a page of its own is what goes into its cartridge slot.

Three of RetroXR’s expansion units are Super Famicom cartridges, and each turns the machine into something else:

  • The Super Game Boy and Super Game Boy 2, below.
  • The BS-X, which puts you in the Satellaview’s town — see Satellaview.
  • The Sufami Turbo, which takes two small cartridges at once — see Sufami Turbo.

A Super Game Boy is a Super Famicom cartridge with a Game Boy slot in its roof. Push it into the console, drop a Game Boy cartridge into it, and the handheld’s game runs on your television inside a border.

You spawn it from the Super Nintendo card in SPAWN → Games, not from the Game Boy’s — it is a Super Famicom cartridge, even though what it plays is a Game Boy game. The Game Boy cartridge you put in it comes from your ordinary Game Boy library; there is no separate folder and nothing new to import.

It needs bsnes, and RetroXR switches for you

Section titled “It needs bsnes, and RetroXR switches for you”

snes9x cannot run a Super Game Boy at any price. Its source defines a Super Game Boy game type right beside the BS-X and Sufami Turbo ones, which makes it look supported, but the constant is vestigial: the adapter is not in the subsystem list the core actually advertises, and a load attempt is refused.

So this stack pins bsnes. A Super Famicom is a snes9x machine in RetroXR until one of these goes into it, at which point the stack’s own core wins and RetroXR switches — and downloads bsnes if you do not have it.

The program a Super Game Boy runs is not in the game you put into it — it is the adapter’s own ROM, and you supply it:

Unit File Goes in
Super Game Boy SGB1.sfc libretro/system/bsnes/
Super Game Boy 2 SGB2.sfc libretro/system/bsnes/

Each unit is gated on its own file, so if you have one dump you are offered one adapter. Until the file is there, that adapter is not in the menu at all.

This is not a reskin. The original derives its clock from the SNES and runs the Game Boy about 2.4% fast; the 1998 revision carries its own crystal and runs at true handheld speed. Because the cartridge is the program the console runs, handing the core a different dump is the whole of the difference — a core that emulated the adapter internally would have needed an option toggled instead.

A Game Boy frame is 160×144. A Super Game Boy frame is 256×224, because in SGB mode the SNES is the machine doing the drawing. If your picture is the small one, the adapter is not in play.

Measured against Donkey Kong (SGB Enhanced) with the No-Intro SGB1.sfc: 1596 frames at 256×224, with the arcade-cabinet border drawn in colour around the Game Boy screen.

The border arrives when the game sends its SGB packets, which for Donkey Kong is somewhere past ten seconds — so a blank surround early on is not a fault. A game with no SGB support at all still gets the adapter’s default frame.

The battery is in the Game Boy cartridge, not in the adapter, so the save belongs to the game you put in — which is what RetroXR models.