Phoneix-Bench / issues /MiSTer-devel_Gameboy_MiSTer_pr52
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Add 511-case data manifest (testbench_verilator, issues, snapshots) (#2)
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# Loading B/W games with GBC hardware set results in severe gfx glitches
- Source URL: https://github.com/MiSTer-devel/Gameboy_MiSTer/issues/45
So, when you load up a standard non-colour game in a real GBC, you get the standard boot intro and then the game loads with a predetermined palette if the game ID is found in the list in the bootstrap rom (https://tcrf.net/Notes:Game_Boy_Color_Bootstrap_ROM). Palettes can be set with a button press when the Game Boy logo loads. Benefit of using GB games on a GBC include that there's actually more colours in play - sprites have a separate colour.
Anyway, it's pretty glitchy on the current core build. I've taken some comparison photos to explain. MiSTer screenshot first, real hardware second:
![20190623_104859-Wario Land - Super Mario Land 3 (World)](https://user-images.githubusercontent.com/52125847/59974730-7e25e300-95a7-11e9-8ad8-79ecc801ee93.png)
![IMG_20190623_105248](https://user-images.githubusercontent.com/52125847/59974732-82520080-95a7-11e9-9693-f160825257d5.jpg)
![20190623_104918-Wario Land - Super Mario Land 3 (World)](https://user-images.githubusercontent.com/52125847/59974733-87af4b00-95a7-11e9-8678-71438ecbf859.png)
![IMG_20190623_105303](https://user-images.githubusercontent.com/52125847/59974736-8b42d200-95a7-11e9-8b7e-81c22e759181.jpg)
![20190623_105019-DONKEYKONG](https://user-images.githubusercontent.com/52125847/59974737-9269e000-95a7-11e9-806d-f74d5e32a20c.png)
![IMG_20190623_105323](https://user-images.githubusercontent.com/52125847/59974738-94cc3a00-95a7-11e9-823f-9bebd26451ae.jpg)
![20190623_105042-DONKEYKONG](https://user-images.githubusercontent.com/52125847/59974741-9bf34800-95a7-11e9-92d5-a84f818cfdce.png)
![IMG_20190623_105358](https://user-images.githubusercontent.com/52125847/59974744-9e55a200-95a7-11e9-9b61-18726e94a60b.jpg)