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。
:exclamation::exclamation::exclamation: 任何时候都 不要 连接 stlink 的 VCC 和 Game & Watch 主板的 VDD 脚 :exclamation::exclamation::exclamation:
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.
:exclamation: 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
;
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.
name
value, title's charset be must your custom language supported)publish
to 1
or 0
)STATE_SAVING=0
(Set enable_save
to 1
, if STATE_SAVING=1
all games will be save enabled)_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:
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. |
make help
to get a list of options to configure the build, and targets to perform various actions.STATE_SAVING=0
as a parameter to make
to disable save state support if more space is required.git reset --hard
to ensure an unchanged state.git pull
but forgot to update the submodule? Run git submodule update --init --recursive
to ensure that the submodules are in sync or run git pull --recurse-submodules
instead.make clean
and then build again. The makefile should handle incremental builds, but please try this first before reporting issues.-j$(nproc)
flag from the make
command, i.e. run make flash
.make flash_test
to test it. This will erase the flash, write, read and verify the data.EXTFLASH_FORCE_SPI=1
to disable quad mode which seems to help for some chips.GCC_PATH
to the bin
directory inside the extracted directory (e.g. /opt/gcc-arm-none-eabi-10-2020-q4-major/bin
, /Applications/ARM/bin
for macOS).Note: make -j8
is used as an example. You may use make -j$(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.
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.
:exclamation: 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
.
:exclamation: 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.
:exclamation: 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 :
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 :
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.