Languages Size CRC32 Region Serial
Japanese 512K CB176E45 Japan SHVC-SGB2-JPN
Code Filter

00 - Enhanced Border 01 - Super Game Boy 2 02 - Blank 03 - Super Game Boy 2 PC Board 04 - Cartoo ...

00 - Enhanced Border 01 - Super Game Boy 2 02 - Blank 03 - Super Game Boy 2 PC Board 04 - Cartoon 05 - Super Game Boy ruins 06 - Mechanic 07 - Swamp 08 - Dolphin 09 - Olympic 0A - Custom Border

RAW
7E0C03:??
RAW
7E03D1:??
RAW
7EC00E:??

00 - Camera Off 01 - Camera On Used to keep In-game image frozen when out of menu. Theoretically ...

00 - Camera Off 01 - Camera On Used to keep In-game image frozen when out of menu. Theoretically actually freezes in-game image. I have no way of testing the theory

RAW
7E0F4F:??
RAW
7E0196:??

Controller 1 - 00 Controller 2 - 02 SNES Mouse - 01

Controller 1 - 00 Controller 2 - 02 SNES Mouse - 01

RAW
7E0C1F:??
RAW
7E0C16:FF

00 - Disabled 01 - Enabled

00 - Disabled 01 - Enabled

RAW
7E0C4E:01

00 - Disabled 01 - Enabled

00 - Disabled 01 - Enabled

RAW
7E0C4D:01

Now you can program your custom palette into your PAR! (does not work on hardware) Digit 1 - 7ECC ...

Now you can program your custom palette into your PAR! (does not work on hardware) Digit 1 - 7ECC08XX 0-9 = 1=0 9=A (1000-0000-0000) Digit 2 - 7ECC09XX 0-9 = 1=0 9=A (0100-0000-0000) Digit 3 - 7ECC0AXX 0-9 = 1=0 9=A (0010-0000-0000) Digit 4 - 7ECC0BXX 0-9 = 1=0 9=A (0001-0000-0000) Digit 5 - 7ECC0CXX 0-9 = 1=0 9=A (0000-1000-0000) Digit 6 - 7ECC0DXX 0-9 = 1=0 9=A (0000-0100-0000) Digit 7 - 7ECC0EXX 0-9 = 1=0 9=A (0000-0010-0000) Digit 8 - 7ECC0FXX 0-9 = 1=0 9=A (0000-0001-0000) Digit 9 - 7ECC10XX 0-9 = 1=0 9=A (0000-0000-1000) Digit 10 - 7ECC11XX 0-9 = 1=0 9=A (0000-0000-0100) Digit 11 - 7ECC12XX 0-9 = 1=0 9=A (0000-0000-0010) Digit 12 - 7ECC13XX 0-9 = 1=0 9=A (0000-0000-0001)

RAW
7ECC08:??
7ECC09:??
7ECC0A:??
7ECC0B:??
7ECC0C:??
7ECC0D:??
7ECC0E:??
7ECC0F:??
7ECC10:??
7ECC11:??
7ECC12:??
7ECC13:??
RAW
7E0184:03

00 - Draw on Game and Border 01 - Draw on Border Only

00 - Draw on Game and Border 01 - Draw on Border Only

RAW
7E1710:??

These codes modify the crayon and drawing utensil when creating your own border with the graffiti ed ...

These codes modify the crayon and drawing utensil when creating your own border with the graffiti editor. There is even an unused unused you can paint with! You can draw smooth designs with the hand also! 00 - Clear 01 - Red 02 - Orange 03 - Yellow 04 - Yellow/Green Mixture 05 - Lime 06 - Turquoise 07 - Dark Blue 08 - Purple 09 - Brown 0A - Vomit/Puke Pink 0B - Black 0C - White New Crayons 0D - Grass (Unused) Other 0E - Hand Eraser (Not only does this turn the Marker into the luminescent eraser used by the hand but you can now erase with the pen for more accuracy when you erase).

RAW
7E0182:??

Lets you play with some of the Super Gameboy 2 menus using an emulator, or possibly use one without ...

Lets you play with some of the Super Gameboy 2 menus using an emulator, or possibly use one without having a game in it on a real SNES.

GENIE
DD80-6DA7
DF8A-DD04
DD8F-0FDD
D98E-D7AD

To toggle this in any game at any time, use the following DATA_SND commands: 79060F007E010000000000 ...

To toggle this in any game at any time, use the following DATA_SND commands: 79060F007E0100000000000000000000 - Enable OBJ_TRN mode 79060F007E0000000000000000000000 - Disable OBJ_TRN mode OBJ_TRN Code 18 OBJ_TRN. Object Transfer. Command C1. Used to display up to 24 entries of scrollable 8×8 or 16×16 SNES Objects on the screen, comprising a total onscreen palette of 256. Real Bout Special Fatal Fury and Bomberman Quest call OBJ_TRN even though neither game loads data into the SNES VRAM. The official NOA/NOE Super Game Boy programming document actually defines OBJ_TRN as "Use prohibited", and the function is not explained anywhere because it was unfinished. Practically useful for title screens and cutscenes since the bottommost of the Game Boy screen would be used to transfer object data as well. Here are the unused OBJ_TRN caveats. {pandocs} Byte: Setting: 0 Command*8+Length (fixed length=1) 1 Control Bits Bit 0 - SNES OBJ Mode enable (0=Cancel, 1=Enable) Bit 1 - Change OBJ Colour (0=No, 1=Use definitions below) Bit 2-7 - Not used (zero) 2-3 System Colour Palette Number for OBJ Palette 4 (0-511) 4-5 System Colour Palette Number for OBJ Palette 5 (0-511) 6-7 System Colour Palette Number for OBJ Palette 6 (0-511) 8-9 System Colour Palette Number for OBJ Palette 7 (0-511) Palette entrees are ignored if above Control Bit 1 is zero. Because each OBJ palette consists of 16 coluors, four system palette entries (of 4 colours each) are transferred into each OBJ palette. Specific system palette numbers are not required to be aligned to a multiple of four, and will wrap to palette number 0 when exceeding 511. For example, a value of 511 would copy system palettes 511, 0, 1, 2 to the SNES OBJ palette. A-F Not used (zero) The recommended method is to "display" Game Boy BG tiles from F9h-FFh left to right as the first 7 characters of the bottom-most character line of the Game Boy screen. As for normal 4KByte VRAM transfers, this area should not be scrolled, should not be overlapped by Game Boy OBJs, and the Game Boy GBP palette register should be set up to avoid conflicting with the normal in-game palettes. SNES OAM data can be defined in the 70h bytes of the Game Boy BG tile memory at following addresses: 8F90-8FEF SNES OAM, 24 Entries of 4 bytes each (96 bytes) 8FF0-8FF5 SNES OAM MSBs, 24 Entries of 2 bits each (6 bytes) 8FF6-8FFF Not used, don't care (10 bytes) The format of SNES OAM Entrees are: Byte 0 OBJ X-Position (0-511, MSB is separately stored, see below) Byte 1 OBJ Y-Position (0-255) Byte 2-3 Attributes (16bit) Bit 0-8 Tile Number (use only 00h-FFh, upper bit zero) Bit 9-11 Palette Number (use only 4-7) Bit 12-13 OBJ Priority (use only 3) Bit 14 X-Flip (0=Normal, 1=Mirror horizontally) Bit 15 Y-Flip (0=Normal, 1=Mirror vertically) The format of SNES OAM MSB Entrees are unknown. However, 2 bits are used per entry: One bit is the most significant bit of the OBJ X-Position. The other bit specifies the OBJ size (8×8 or 16×16 pixels).

RAW
7E0F0601

Super Game Boy 2 (not tested with Super Game Boy 1 BIOS revisions. The code doesn't work with the Ga ...

Super Game Boy 2 (not tested with Super Game Boy 1 BIOS revisions. The code doesn't work with the Game Genie though it should. Need to figure out why it only works with my PAR MK3 cartridge. Also need to find my notes on this because there are a few glitches with the unfinished OBJ_TRN mode such as the menus only showing once you hold down B or make a selection. Games do not send CHR and display currently loaded SNES VRAM on the screen. Code 18 OBJ_TRN. Object Transfer. Command C1. Used to display up to 24 entries of scrollable 8×8 or 16×16 SNES Objects on the screen, comprising a total onscreen palette of 256. Real Bout Special Fatal Fury and Bomberman Quest call OBJ_TRN even though neither game loads data into the SNES VRAM. The official NOA/NOE Super Game Boy programming document actually defines OBJ_TRN as "Use prohibited", and the function is not explained anywhere because it was unfinished. Practically useful for title screens and cutscenes since the bottommost of the Game Boy screen would be used to transfer object data as well. Here are the unused OBJ_TRN caveats. {pandocs} Byte: Setting: 0 Command*8+Length (fixed length=1) 1 Control Bits Bit 0 - SNES OBJ Mode enable (0=Cancel, 1=Enable) Bit 1 - Change OBJ Colour (0=No, 1=Use definitions below) Bit 2-7 - Not used (zero) 2-3 System Colour Palette Number for OBJ Palette 4 (0-511) 4-5 System Colour Palette Number for OBJ Palette 5 (0-511) 6-7 System Colour Palette Number for OBJ Palette 6 (0-511) 8-9 System Colour Palette Number for OBJ Palette 7 (0-511) Palette entrees are ignored if above Control Bit 1 is zero. Because each OBJ palette consists of 16 coluors, four system palette entries (of 4 colours each) are transferred into each OBJ palette. Specific system palette numbers are not required to be aligned to a multiple of four, and will wrap to palette number 0 when exceeding 511. For example, a value of 511 would copy system palettes 511, 0, 1, 2 to the SNES OBJ palette. A-F Not used (zero) The recommended method is to "display" Game Boy BG tiles from F9h-FFh left to right as the first 7 characters of the bottom-most character line of the Game Boy screen. As for normal 4KByte VRAM transfers, this area should not be scrolled, should not be overlapped by Game Boy OBJs, and the Game Boy GBP palette register should be set up to avoid conflicting with the normal in-game palettes. SNES OAM data can be defined in the 70h bytes of the Game Boy BG tile memory at following addresses: 8F90-8FEF SNES OAM, 24 Entries of 4 bytes each (96 bytes) 8FF0-8FF5 SNES OAM MSBs, 24 Entries of 2 bits each (6 bytes) 8FF6-8FFF Not used, don't care (10 bytes) The format of SNES OAM Entrees are: Byte 0 OBJ X-Position (0-511, MSB is separately stored, see below) Byte 1 OBJ Y-Position (0-255) Byte 2-3 Attributes (16bit) Bit 0-8 Tile Number (use only 00h-FFh, upper bit zero) Bit 9-11 Palette Number (use only 4-7) Bit 12-13 OBJ Priority (use only 3) Bit 14 X-Flip (0=Normal, 1=Mirror horizontally) Bit 15 Y-Flip (0=Normal, 1=Mirror vertically) The format of SNES OAM MSB Entrees are unknown. However, 2 bits are used per entry: One bit is the most significant bit of the OBJ X-Position. The other bit specifies the OBJ size (8×8 or 16×16 pixels).

RAW
00814D07

Border palette is the first palette selected out of the possible four.

Border palette is the first palette selected out of the possible four.

RAW
7E0F0C:01

Palette is undefined black

Palette is undefined black

RAW
7E0F0B:01
RAW
7EC012:??
RAW
7EC013:D8

Enables the secret Super Game Boy 1 borders

Enables the secret Super Game Boy 1 borders

RAW
7E07FF:01
RAW
7E0C18:01
RAW
7E0C43:00

He must be getting paid overtime! Do not use with other border screen savers unless you want them to ...

He must be getting paid overtime! Do not use with other border screen savers unless you want them to be glitchy

RAW
7E1002:03

Just activate the screen savers with L L L R and start playing. Does not work on movie set border

Just activate the screen savers with L L L R and start playing. Does not work on movie set border

RAW
7E0C66:FF

This message is displayed in the first Japanese revision of the Super Game Boy BIOS when attemptin ...

This message is displayed in the first Japanese revision of the Super Game Boy BIOS when attempting to play the cartridge in a PAL SNES console. All later Super Game Boy 1 and 2 BIOS revisions at this region error screen. Nintendo probably came to their senses and scrapped regional incompatibility since the Game Boy is regionally compatible with any game. Nintendo also never bothered updating the screen for the Super Game Boy 2 using the rainbow font. Text for the message can also be found at 0x3F98A

GENIE
D162-04DD
RAW
7E0343:00

00 - Set 1 01 - Set 2 02 - Set 3 03 - Set 4 09 - New Set 1 Any other value higher will give y ...

00 - Set 1 01 - Set 2 02 - Set 3 03 - Set 4 09 - New Set 1 Any other value higher will give you more pallet sets and will even give you a color password for new sets but they will be wrong colors when entered. You can even adjust lightness and darkness settings flawlessly. You cannot swap the colors or they will not be your new color so will need my "Set color as default" code and select the custom color icon to keep your new color. Turning the code off will allow you to swap between other sets with A and B buttons. The reason the Super Game Boy can't handle these new colors is because they are not 1 byte addresses; I cannot change that. Now you can invent a new color in the spectrum!

RAW
7E0C3B:??

In case the description throws you off, this modifies the palette at the end of the pain sucker, tur ...

In case the description throws you off, this modifies the palette at the end of the pain sucker, turkey baser, water pullet or whatever you call it. The default palette is light blue.

RAW
7EC901:??
RAW
7E0FE9:44
RAW
7E0C53:00

Useful for debugging and erasing your custom palettes, custom borders and other volatile settings

Useful for debugging and erasing your custom palettes, custom borders and other volatile settings

RAW
7E02FA:07

Good for keeping the tree border set.

Good for keeping the tree border set.

RAW
7E0025:98

Wrong palette, Invisible curser and Menus never change state.

Wrong palette, Invisible curser and Menus never change state.

RAW
7EC200:E9
7EC006:E2

Any value will give a new set of random palette.

Any value will give a new set of random palette.

RAW
7EC90A:??

00 - Enhanced Palette 01 - 1-A 02 - 1-B 03 - 1-C 04 - 1-D 05 - 1-E 06 - 1-F 07 - 1-G 08 - 1- ...

00 - Enhanced Palette 01 - 1-A 02 - 1-B 03 - 1-C 04 - 1-D 05 - 1-E 06 - 1-F 07 - 1-G 08 - 1-H 09 - 2-A 10 - 2-B 11 - 2-C 12 - 2-D 13 - 2-E 14 - 2-F 15 - 2-G 16 - 2-H 17 - 3-A 18 - 3-B 19 - 3-C 20 - 3-D 21 - 3-E 22 - 3-F 23 - 3-G 24 - 3-H 25 - 4-A 26 - 4-B 27 - 4-C 28 - 4-D 29 - 4-E 30 - 4-F 31 - 4-G 32 - 4-H 33 - Custom Palette

RAW
7E0C05:??

Enables All Menu Options for every game that disables your ability to access palette or controller o ...

Enables All Menu Options for every game that disables your ability to access palette or controller option menus.

RAW
7E0F07:00

Switch off the effects after you've entered the menu, allowing you to make any changes including set ...

Switch off the effects after you've entered the menu, allowing you to make any changes including setting the controller scheme for the entirety of your sitting. This has been tested and works if using an unaltered Game Genie aside from cutting the tabs to allow the Super Game Boy to fit. Untested but Should work if using the original Super Game Boy BIOS cartridge revisions. Games will still swap palettes back if they change.

GENIE
622D-0D0F
6229-6DAD
6228-D7A4
6223-D40F
6238-DFAD

It's easier to see where you are drawing

It's easier to see where you are drawing

RAW
7E0187:01