Running code through Super Game Boy

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Running code through Super Game Boy
by on (#176767)
Reply to Edizius

Space Invaders for Game Boy has an option to send a native Super NES version of the game to the RAM of the Super NES by copying 4K chunks of code through the Super Game Boy's video output. But only games that completely fit into RAM can be started using the Space Invaders method. This doesn't include any full-size commercial Super NES game that I'm aware of, as I don't think Nintendo made Super NES cartridges smaller than 256K.
Re: Running code through Super Game Boy
by on (#176769)
Your own SNES code that you start executing could keep downloading more code periodically from the Game Boy cart, the same way the BIOS does it. But it would be a pretty miserable way to ship an SNES game and probably not a very fun experience.
Re: Running code through Super Game Boy
by on (#176771)
I suppose there's the dubious advantage that you get four more voices of polyphony (right?), even if the game boy's PSG is extremely incongruous with the SNES's wavetable synth.
Re: Running code through Super Game Boy
by on (#176778)
tepples wrote:
as I don't think Nintendo made Super NES cartridges smaller than 256K

It would have to be smaller than 128K, not 256K.
Re: Running code through Super Game Boy
by on (#176788)
As for 128K vs. 256K, I figured that if most of audio RAM and VRAM are constant throughout execution, those could be sent first. So maybe 208K might be more realistic.
Re: Running code through Super Game Boy
by on (#176801)
Oh, whoops, I missed that bit from the previous topic. Figured you were thinking of the SuperDisc's 256K or something.