Please run make help
to see more information.
最新 Game Genie 以及基于 Game Genie 基础之上的 PCE Rom Patcher 已经可以支持中文化。从 https://github.com/olderzeus/game-genie-codes-nes/tree/zh_cn 可以查阅或自定义相关文件。
❗❗❗ 任何时候都 不要 连接 stlink 的 VCC 和 Game & Watch 主板的 VDD 脚 ❗❗❗
一般情况下只需要连接 GND,SWDIO,SWCLK 3个针脚即可。
来自apple524的 ubuntu 刷机攻略: Game & Watch 刷机完全教程
來自maxxkao的刷機攻略:
Zelda Game & Watch Dual System 薩爾達機刷雙系統完全攻略
Now NewUI used BANK as undocumented size 256k by default, It's required patched version of openocd to work. You can set BIG_BANK=0
disabled it to use 128k BANK size.
❗ 128k internal is too small to enough Coverflow UI | i18n | multi font and program more game rom, So patched version of openocd is recommend.
make CODEPAGE=lang
Sets codepage to configures default display language.(default=1252 as English);
Expert UICODEPAGE=lang
set the ui display language, default UICODEPAGE=CODEPAGE
;
- 1252 : English
- 936 : 简体中文
- 950 : 繁體中文
- 949 : 한국어 (translation by Augen(히힛마스터))
- 12511 : Russian (translation by teuchezh)
- 12521 : Español (translation by Icebox2)
- 12522 : Portuguese (translation by DefKorns)
- 12523 : Français (translation by Narkoa)
- 12524 : Italiano (translation by SantX27)
- 12525 : German (translation by LeZerb)
- 932 : 日本語(Wait for translate support)
You can set [OPT]=[0|1]
to include or exclude some language, List of OPT
parameter:
EN_US
English; ES_ES
Español; PT_PT
Portuguese; FR_FR
Français; IT_IT
Italiano; ZH_CN
简体中文; ZH_TW
繁體中文;KO_KR
한국어; JA_JP
日本語; DE_DE
Deutsch; RU_RU
Russian;
other : Wait your support to translate
make COVERFLOW=1 JPG_QUALITY=(90)
set COVERFLOW=1
to support show cover art. support .png
.bmp
.jpg
file which filename same as rom's filename and same floder. CFW will convet it to jpg format file .img
and pack it into firmware, you can custom jpg's quality use JPG_QUALITY
.
Here some other features you can edit the rom define file to custom by youself.
Before you run make flash
, please run make romdef
then you can get some romdef file in roms
folder as gb.json
nes.json
..etc. Edit this files then you can custom the follow feature.
Use make ROMINFOCODE=[ascii|?]
to set charset of rominfo sourcecode to enabled local language support.
- Game display title(Set
name
value, title's charset be must your custom language supported) - Pack or don't pack rom to firmware (Set
publish
to1
or0
) - Enable save for single game even
STATE_SAVING=0
(Setenable_save
to1
, ifSTATE_SAVING=1
all games will be save enabled) - Emulator system cover image size(Set
_cover_width
and_cover_height
, 180>=_cover_width
>=64 and 136>=_cover_height
>=64)
make romdef
is run patched mode for *emu*.json
if the file already exist, each time only append new rom's information when command execute.
This is a port of the retro-go emulator collection that runs on the Nintendo® Game & Watch™: Super Mario Bros. system.
Supported emulators:
- Amstrad CPC6128 beta (amstrad) (check Amstrad CPC6128 Emulator section for details about the Amstrad CPC6128 emulator)
- Atari 7800 (a7800)
- ColecoVision (col)
- Gameboy / Gameboy Color (gb/gbc)
- Game & Watch / LCD Games (gw)
- MSX1/2/2+ (msx) (check MSX Emulator section for details about MSX emulator)
- Nintendo Entertainment System (nes)
- PC Engine / TurboGrafx-16 (pce)
- Sega Game Gear (gg)
- Sega Genesis / Megadrive (md)
- Sega Master System (sms)
- Sega SG-1000 (sg)
- Watara Supervision (wsv)
- Emulator collection for Nintendo® Game & Watch™
Buttons are mapped as you would expect for each emulator. GAME
is mapped to START
,
and TIME
is mapped to SELECT
. PAUSE/SET
brings up the emulator menu.
By default, pressing the power-button while in a game will automatically trigger a save-state prior to putting the system to sleep. Note that this WILL overwrite the previous save-state for the current game.
Holding the PAUSE/SET
button while pressing other buttons have the following actions:
Button combination | Action |
---|---|
PAUSE/SET + GAME |
Store a screenshot. (Disabled by default on 1MB flash builds) |
PAUSE/SET + TIME |
Toggle speedup between 1x and the last non-1x speed. Defaults to 1.5x. |
PAUSE/SET + UP |
Brightness up. |
PAUSE/SET + DOWN |
Brightness down. |
PAUSE/SET + RIGHT |
Volume up. |
PAUSE/SET + LEFT |
Volume down. |
PAUSE/SET + B |
Load state. |
PAUSE/SET + A |
Save state. |
PAUSE/SET + POWER |
Poweroff WITHOUT save-stating. |
- Run
make help
to get a list of options to configure the build, and targets to perform various actions. - Add
STATE_SAVING=0
as a parameter tomake
to disable save state support if more space is required. - Do you have any changed files, even if you didn't intentionally change them? Please run
git reset --hard
to ensure an unchanged state. - Did you run
git pull
but forgot to update the submodule? Rungit submodule update --init --recursive
to ensure that the submodules are in sync or rungit pull --recurse-submodules
instead. - Run
make clean
and then build again. The makefile should handle incremental builds, but please try this first before reporting issues. - If you have limited resources on your computer, remove the
-j$(nproc)
flag from themake
command, i.e. runmake flash
. - If you have changed the external flash and are having problems:
- Run
make flash_test
to test it. This will erase the flash, write, read and verify the data. - If your chip was bought from e.g. ebay, aliexpress or similar places, you might have gotten a fake or bad clone chip. You can set
EXTFLASH_FORCE_SPI=1
to disable quad mode which seems to help for some chips.
- Run
- It is still not working? Try the classic trouble shooting methods: Disconnect power to your debugger and G&W and connect again. Try programming the Base project first to ensure you can actually program your device.
- Still not working? Ok, head over to #support on the discord and let's see what's going on.
- You will need version 10 or later of arm-gcc-none-eabi toolchain. 10.2.0 and later are known to work well. Please make sure it's installed either in your PATH, or set the environment variable
GCC_PATH
to thebin
directory inside the extracted directory (e.g./opt/gcc-arm-none-eabi-10-2020-q4-major/bin
,/Applications/ARM/bin
for macOS). - In order to run this on a Nintendo® Game & Watch™ you need to first unlock it.
Note: make -j8
is used as an example. You may use make -j$(nproc)
on Linux or make -j$(sysctl -n hw.logicalcpu)
on Mac, or just write the number of threads you want to use, e.g. make -j8
.
# Configure the debug adapter you want to use.
# stlink is also the default, but you may set it to something else:
# export ADAPTER=jlink
# export ADAPTER=rpi
export ADAPTER=stlink
# Clone this repo with submodules:
git clone --recurse-submodules https://github.com/olderzeus/game-and-watch-retro-go
cd game-and-watch-retro-go
# Install python dependencies, this is optional for basic uses (but recommended!)
python3 -m pip install -r requirements.txt
# Place roms in the appropriate folders:
# cp /path/to/rom.gb ./roms/gb/
# cp /path/to/rom.nes ./roms/nes/
# etc. for each rom-emulator combination.
# On a Mac running make < v4 you have to manually download the HAL package by running:
# make download_sdk
# Build and program external and internal flash.
# Notes:
# * If you are using a modified unit with a larger external flash,
# set the EXTFLASH_SIZE_MB to its size in megabytes (MB) (16MB used in the example):
# make -j8 EXTFLASH_SIZE_MB=16 flash
# * If you have the Zelda version you can set GNW_TARGET=zelda to have the appropriate
# flash size and theme set. If you want to stick with the red theme you can set
# EXTFLASH_SIZE_MB=4 on your Zelda model.
make -j8 flash
If you need to change the project settings and generate c-code from stm32cubemx, make sure to not have a dirty working copy as the tool will overwrite files that will need to be perhaps partially reverted. Also update Makefile.common in case new drivers are used.
If you are familiar with Docker and prefer a solution where you don't have to manually install toolchains and so on, expand this section and read on.
To reduce the number of potential pitfalls in installation of various software, a Dockerfile is provided containing everything needed to compile and flash retro-go to your Nintendo® Game & Watch™: Super Mario Bros. system. This Dockerfile is written tageting an x86-64 machine running Linux.
Steps to build and flash from a docker container (running on Linux, e.g. Archlinux or Ubuntu):
# Clone this repo
git clone --recursive https://github.com/olderzeus/game-and-watch-retro-go
# cd into it
cd game-and-watch-retro-go
# Place roms in the appropriate directory inside ./roms/
# Build the docker image (takes a while)
make docker_build
# Run the container.
# The current directory will be mounted into the container and the current user/group will be used.
# In order to be able to flash the device, the container is started with --priviliged and also mounts
# in /dev/bus/usb. See Makefile.common for the exact command line that is executed if curious.
make docker
# Build and flash from inside the container:
docker@76f83f2fc562:/opt/workdir$ make ADAPTER=stlink EXTFLASH_SIZE_MB=1 -j$(nproc) flash
Save states can be backed up using either ./scripts/saves_backup.sh build/gw_retro_go.elf
or by running make flash_saves_backup
. Make sure to use the elf file that matches what is running on your device! It is a good idea to keep this elf file in case you want to back up at a later time.
❗ Note the same variables that were used to flash have to be set here as well, i.e. ADAPTER
, EXTFLASH_SIZE_MB
, EXTFLASH_OFFSET
, INTFLASH_BANK
etc. This is best done with export VARIABLE=value
.
This downloads all save states to the local directory ./save_states
. Each save state will be located in ./save_states/<emu>/<rom name>.save
.
❗ Make sure to keep a backup of your elf file (build/gw_retro_go.elf
) if you intend to make backups at a later time. The elf file has to match what's running on the device.
After this, it's safe to change roms, pull new code and build & flash the device.
Save states can then be programmed to the device using a newer elf file with new code and roms. To do this, run ./scripts/saves_restore.sh build/gw_retro_go.elf
- this time with the new elf file that matches what's running on the device. Save this elf file for backup later on. This can also be achieved with make flash_saves_restore
.
saves_restore.sh
will upload all save state files that you have backed up that are also included in the elf file. E.g Let's say you back up saves for rom A, B and C. Later on, you add a new rom D but remove A, then build and flash. When running the script, the save states for B and C will be programmed and nothing else.
You can also erase all of the save slots by running make flash_saves_erase
.
Screenshots can be captured by pressing PAUSE/SET
+ GAME
. This feature is disabled by default if the external flash is 1MB (stock units), because it takes up 150kB in the external flash.
Screenshots can be downloaded by running make dump_screenshot
, and will be saved as a 24-bit RGB PNG.
Note: Currently cheat codes are only working with NES, PCE and MSX games.
To enable, add CHEAT_CODES=1 to your make command. If you have already compiled without CHEAT_CODES=1, I recommend running make clean first. To enable or disable cheats, select a game then select "Cheat Codes". You will be able to select cheats you want to enable/disable. Then you can start/resume a game and selected cheats will be applied. On MSX system, you can enable/disable cheats during game.
To add Game Genie codes, create a file ending in .ggcodes in the same directory as your rom with the same name as your rom. For instance, for "roms/nes/Super Mario Bros.nes" make a file called "roms/nes/Super Mario Bros.ggcodes". In that file, each line can have up to 3 Game Genie codes and a maximum of 16 lines of active codes (for a max of 3 x 16 = 48 codes). Each line can also have a description (up to 25 characters long). You can comment out a line by prefixing with # or //. For example:
SXIOPO, Inf lives
APZLGG+APZLTG+GAZUAG, Mega jump
YSAOPE+YEAOZA+YEAPYA, Start on World 8-1
YSAOPE+YEAOZA+LXAPYA, Start on World -1
GOZSXX, Invincibility
# TVVOAE, Circus music
When you re-flash, you can enable / disable each of your codes in the game selection screen.
A collection of codes can be found here: https://github.com/martaaay/game-and-watch-retro-go-game-genie-codes.
Now you can define rom patch for PCE Roms. You can found patch info from Here. To add PCE rom patcher, create a file ending in .pceplus in the same directory as your rom with the same name as your rom. For instance, for "roms/pce/1943 Kai (J).pce" make a file called "roms/pce/1943 Kai (J).pceplus". A collection of codes file can be found here.
Each line of pceplus is defined as:
01822fbd,018330bd,0188fcbd, Hacked Version
[patchcommand],[...], patch desc
Each patch command is a hex string defined as:
01822fbd
_
|how much byte to patched
_____
|patch start address, subtract pce rom header size if had.
__...
|bytes data to patched from start address
You can use blueMSX MCF cheat files with your Game & Watch. A nice collection of patch files is available Here. Just copy the wanted MCF files in your roms/msx folder with the same name as the corresponding rom/dsk file. On MSX system, you can enable/disable cheats while playing. Just press the Pause/Set button and choose "Cheat Codes" menu to choose which cheats you want to enable or disable.
The Nintendo® Game & Watch™ comes with a 1MB external flash. This can be upgraded.
The flash operates at 1.8V so make sure the one you change to also matches this.
The recommended flash to upgrade to is MX25U12835FM2I-10G. It's 16MB, the commands are compatible with the stock firmware and it's also the largest flash that comes in the same package as the original.
❗ Make sure to backup and unlock your device before changing the external flash. The backup process requires the external flash to contain the original data.
In order to install both the CFW (modified stock rom) and retro-go at the same time, a patched version of openocd needs to be installed and used.
In this example, we'll be compiling retro-go to be used with a 64MB (512Mb) MX25U51245GZ4I00
flash chip and custom firmware. The internal custom firmware will be located at 0x08000000
, which corresponds to INTFLASH_BANK=1
. The internal retro-go firmware will be flashed to 0x08100000
, which corresponds to INTFLASH_BANK=2
. The configuration of custom firmware described below won't use any extflash, so no EXTFLASH_OFFSET
is specified. We can now build and flash the firmware with the following command:
make clean
make -j8 EXTFLASH_SIZE_MB=64 INTFLASH_BANK=2 flash
To flash the custom firmware, follow the CFW README. But basically, after you install the dependencies and place the correct files in the directory, run:
# In the game-and-watch-patch folder
make PATCH_PARAMS="--internal-only" flash_patched_int
MSX system is a computer with a keyboard and with multiple extensions possible (like sound cartridges). The system needs bios files to be in the roms/msx_bios folder. Check roms/msx_bios/README.md file for details.
What is supported :
- MSX1/2/2+ system are supported. MSX Turbo-R will probably not work on the G&W.
- ROM cartridges images : roms have to be named with rom, mx1 or mx2 extension.
- Disks images : disks images have to be named with dsk extension. Due to memory constraints, disks images are read only. Multiple disks games are supported and user can change the current disk using the "Pause/Options/Change Dsk" menu. Note : Savestates on the MSX are taking a lot of space (260kBytes) due to all the system memory to save, and one savestate slot is allocated for each dsk file. In the case of multiple disks games, only the first disk needs to have a savestate allocation, for this reason it is possible to disable savestate allocation for disk2/3/... of a multiple disk game by adding the _no_save suffix to disk name. Example : "SD Snatcher Disk 1.dsk" will have the savestate memory allocated, and "SD Snatcher Disk 2_no_save.dsk" will not have save state memory allocated. To prevent wasting flash memory for savestates that will never be used, it's a good practice to keep original name for first disk of a game (the one you are selecting to start the game) and to add _no_save suffix to other disks of the game.
- Cheat codes support (MCF files in old or new format as described Here)
- The file roms/msx_bios/msxromdb.xml contains control profiles for some games, it allows to configure controls in the best way for some games. If a game has no control profile defined in msxromdb.xml, then controls will be configured as joystick emulation mode.
- Sometimes games require the user to enter his name using the keyboard, and some games like Metal Gear 1/2 are using F1-F5 keys to acces items/radio/... menus. It is possible to virtually press these keys using the "Pause/Options/Press Key" menu.
Note that the MSX support is done using blueMsx 2.8.2, any game that is not working correctly using this emulator will not work on the Game & Watch. To fit in the G&W, a some features have been removed, so it's possible that some games running on blueMSX will not work in the G&W port. The emulator port is still in progress, consider it as a preview version.
Amstrad CPC6128 system is a computer with a keyboard and disk drive.
What is supported :
- Amstrad CPC6128 system is the only supported system. CPC464 could be added if there is any interest in doing this. Note that CPC464+/6128+ systems are not supported (running a around 40% of their normal speed so it has been removed)
- Disks images : disks images have to be named with dsk extension. Due to memory constraints, disks images are read only. Multiple disks games are supported and user can change the current disk using the "Pause/Options/Change Dsk" menu. In the case of multiple disks games, only the first disk needs to have a savestate allocation, for this reason it is possible to disable savestate allocation for disk2/3/... of a multiple disk game by adding the _no_save suffix to disk name. To prevent wasting flash memory for savestates that will never be used, it's a good practice to keep original name for first disk of a game (the one you are selecting to start the game) and to add _no_save suffix to other disks of the game. Both standard and extended dsk format are supported, moreover a compression mecanism specific to the G&W has been implemented to reduce the size of disk images. Disk compression is automatically handled during the build process.
- Normally when the amstrad system starts, it will wait the user to enter a run"file or |CPM command to load the content of the disk. As it's not very friendly, the emulator is detecting the name of the file to run and enter automatically the right commant at startup
- Sometimes games require the user to enter his name using the keyboard. It is possible to virtually press these keys using the "Pause/Options/Press Key" menu.
- Amstrad screen resolution is 384x272 pixels while G&W resolution is 320x240. The standard screen mode (with no scaling) will show the screen without the borders which will be ok in most cases, but in some cases games are using borders to show some content. If you want to see the whole Amstrad screen on the G&W, set options/scaling to "fit".
Tape support has not been ported, if there is any interest in adding this, it could be considered.
Note that the Amstrad CPC6128 support is done using caprice32 emulator, any game that is not working correctly using this emulator will not work on the Game & Watch. To fit in the G&W, a some features have been removed, so it's possible that some games running on caprice32 will not work in the G&W port. The emulator port is still in progress, consider it as a preview version.
Please join the Discord.
This project is licensed under the GPLv2. Some components are also available under the MIT license. Respective copyrights apply to each component.