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Realm of Impossibility: Running SGM games in an emulator (ANY emulator)


Jess Ragan

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I've been banging my head against a wall trying to get Super Game Module titles to run in a ColecoVision emulator, and all I've got to show for it is a concussion and a bloodied wall. BlueMSX was the first emulator I tried... I expected that to run without issue, but the Super Game Module isn't available in the drop down list of machines. You can download the file separately from the BlueMSX site, but even when you unzip it and put it in the "machines" folder, it just refuses to come up.

 

Next up is GearColeco. In contrast with BlueMSX, it's got a simple, intuitive interface, but it won't run Super Game Module games, despite the creator's claims of compatibility. There's nothing in the readme that explains HOW to make those games run, and naturally, the creator DrHelius can't be reached via email... only Twitter, which I no longer use after the Musk-pocalypse. I wouldn't even need to contact him if there was a useful tutorial included with the emulator, but evidently instructions are like Kryptonite to the makers of emulators.

 

Finally there's CoolCV, from AtariAge's own Nanochess. It actually will run SGM games without much fuss, but it's an extremely bare-bones program, without a user interface and with the expectation that you drag ROM files over the CoolCV icon. I'm sorry, but it's 2024. I need menus. I need to be able to select and change options without tapping random function keys and hoping for the best.

 

If anyone knows how to make the first two emulators run Super Game Module titles, I'd love to be let in on the secret. Google has been no help at all, which should probably be their motto at this point. (Remember when Google was the leading search engine and didn't just coast on a reputation it no longer deserves? Pepperidge Farms etc. etc.)

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Finally. SOMETHING. I switched to OpenMSX, and while it has some not insignificant annoyances (you want the system ROMs to be in... Documents?), it does function. I just need to figure out how to set up a proper joystick... that'll come later, I'm sure.

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9 hours ago, Jess Ragan said:

Finally there's CoolCV, from AtariAge's own Nanochess. It actually will run SGM games without much fuss, but it's an extremely bare-bones program, without a user interface and with the expectation that you drag ROM files over the CoolCV icon. I'm sorry, but it's 2024. I need menus. I need to be able to select and change options without tapping random function keys and hoping for the best.

I run CoolCV (and all my emulators) from a front-end that takes care of my user preferences and per-game settings.   

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I don’t think the executable that is available on the GearColeco site has been updated to include the latest additions which include SGM support… the source files have.

 

Check out this thread that includes a more recent executable build that was cobbled together by Crazy Cozmos:

 

 

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On 2/28/2024 at 9:46 PM, Jess Ragan said:

I've been banging my head against a wall trying to get Super Game Module titles to run in a ColecoVision emulator, and all I've got to show for it is a concussion and a bloodied wall. BlueMSX was the first emulator I tried... I expected that to run without issue, but the Super Game Module isn't available in the drop down list of machines. You can download the file separately from the BlueMSX site, but even when you unzip it and put it in the "machines" folder, it just refuses to come up.

 

Next up is GearColeco. In contrast with BlueMSX, it's got a simple, intuitive interface, but it won't run Super Game Module games, despite the creator's claims of compatibility. There's nothing in the readme that explains HOW to make those games run, and naturally, the creator DrHelius can't be reached via email... only Twitter, which I no longer use after the Musk-pocalypse. I wouldn't even need to contact him if there was a useful tutorial included with the emulator, but evidently instructions are like Kryptonite to the makers of emulators.

 

Finally there's CoolCV, from AtariAge's own Nanochess. It actually will run SGM games without much fuss, but it's an extremely bare-bones program, without a user interface and with the expectation that you drag ROM files over the CoolCV icon. I'm sorry, but it's 2024. I need menus. I need to be able to select and change options without tapping random function keys and hoping for the best.

 

If anyone knows how to make the first two emulators run Super Game Module titles, I'd love to be let in on the secret. Google has been no help at all, which should probably be their motto at this point. (Remember when Google was the leading search engine and didn't just coast on a reputation it no longer deserves? Pepperidge Farms etc. etc.)

ColEm runs SGM games.

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Third recommendation for ColEm. I even got it compiled under MS-DOS, and it runs SGM games perfectly well, and even has a cheat menu (memory search). With SBEmu, you even get genuine Coleco sound on new systems in bare metal DOS.

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Posted (edited)

Using it now. Regular ColecoVision games work; SGM games do not. I'm thrown into a Z80 debugger, even after selecting the Super Game Module in the options. What do?

debugger off.png

Edited by Jess Ragan
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I downloaded ColEm 5.6 Windows Free from the official webpage at https://fms.komkon.org/ColEm/

 

I got some SGM ROM from this page:

 

I opened ColEM, and loaded Knightmare, and it showed a message saying the Super Game Module was required. So I went to the Hardware menu and selected Super Game Module, and ColEM restarted itself and the game ran just fine.

 

I tested on Windows XP running on VirtualBox.

 

CapturadePantalla2024-03-01ala(s)18_33_19.thumb.png.4f064a7050b9c0d444a45ba15e2b0794.png

 

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Posted (edited)

Nope nope nope. I'm using the official Windows version of ColEm from the official web site, I've turned on the Super Game Module, I've downloaded several SGM ROMs, and I'm telling you, it just does not work on this computer. I have no idea why, but I've been having monumental issues running SGM on practically every emulator I've tried. This is the fifth one.

 

I'm going to transfer the files to a different PC and see if that helps. Most likely it will not.

 

EDIT: ColEm is weird. I can make it run some SGM games, but it takes massive effort, and it won't work with any of the prototypes I need to play for a writing assignment. BlueMSX WILL run those games with the proper configuration, but it won't run the older SGM games by PixelBoy. Why, I have no idea.

Edited by Jess Ragan
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Looks like I'm going to be using OpenMSX for this. It runs pretty much everything it needs to, and if you can figure out the dense "Catapult" interface, you can set up joysticks. Some sound effects don't work, unfortunately.

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@Jess Ragan The relatively new Gearcoleco is quite excellent.  All games I tried, including many SGM titles, run without issue; no special setting or option adjustment required.  Full SGM and MegaCart support was added under 1.1.0, updated just three days ago.  Your initial post is from February 29th.

image.png.7b629f9fb9e6642ace9b922cb26db4fa.png 

You were very likely running an older version of the emulator.

 

Very easy to use GUI and a slew of features:

 

-Accurate Z80 core, including undocumented opcodes and behavior like R and MEMPTR registers.
-Accurate TMS9918 emulation.
-Support for ColecoVision Super Game Module (SGM) and MegaCart ROMs.
-Support for Super Action Controller (SAC), Wheel Controller and Roller Controller.
-Save states.
-Compressed rom support (ZIP).
-Supported platforms (standalone): Windows, Linux, BSD and macOS.
-Supported platforms (libretro): Windows, Linux, macOS, Raspberry Pi, Android, iOS, tvOS, -PlayStation Vita, PlayStation 3, Nintendo 3DS, Nintendo GameCube, Nintendo Wii, Nintendo WiiU, Nintendo Switch, Emscripten, Classic Mini systems (NES, SNES, C64, ...), OpenDingux, RetroFW and QNX.
-Full debugger with just-in-time disassembler, cpu breakpoints, memory access breakpoints, code navigation (goto address, JP JR and CALL double clicking), debug symbols, memory editor, IO inspector and VRAM viewer including registries, tiles, sprites and backgrounds.
-Windows and Linux Portable Mode.
-Rom loading from the command line by adding the rom path as an argument.
-Support for modern game controllers through gamecontrollerdb.txt file located in the same directory as the application binary.

 

The latest release is Gearcoleco 1.1.0.  It features these changes:

 

-Support for Super Game Module (SGM) and AY8910 sound chip
-Support for Super Action Controller (SAC), Wheel Controller and Roller Controller
-Support for MegaCart
-Support for Activision cart
-Improved input keypad accuracy
-Native file dialogs
-Drag and drop rom files to open
-Debugger improvements
-Custom folders for saves and savestates
-Scaling improvements like fit to window size or fit to window height
-Hide cursor when hovering output window or when main menu is disabled
-Load symbol files from command line
-Support for WLA symbol files
-Improve input response time
-Save screenshots
-Support for WSL
-Automatic builds in GitHub Actions
-Several bug fixes
-add retrofw target by @Poligraf in #12
-add Miyoo target by @salvacam in #17
-libretro: Refactor the input handling method to keep track of current… by @msheehan79 in #28
-libretro: Add no sprite limit core option by @msheehan79 in #30

 

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