It is this palette that acts as the “cellophane” wrapped over the TV screen image. It is for this reason that games with a static screen are best suited for SGB mode as zones of color are not attached to the scene itself but zones within the display of the TV screen.īy default, background palette 5 of each scene is displayed as the color palette when played on the SGB. You can think of it like this:Ĭolor is displayed over the DMG Game Boy scene as if we were to cover the TV screen with colored cellophane.īecause of this, we must understand that a scrolling scene in a platformer or shmup for example, will have unintended effects when played on the SGB. Instead, SGB color mode displays color over the top of a game running in DMG mode. While the SGB does offer color options, it’s not at all similar to the options provided when developing a Game Boy Color game. Now that we have our own SGB border, we can move onto the more complex features: coloring your game! But before I get into the “how to”, let’s first discuss what is happening technically when the SGB displays color in-game. To be clear, the SGB itself actually allows for 4 palettes of 16 colors each when rendering the border (just count the DK’94 border colors and you will find there is well over 16 there), but we are restricted to using only one of those palettes in GB Studio – hence the 16 maximum colors. The border cannot contain more than 256 unique 8×8 pixel tiles.The border cannot utilize more than 16 colors.Specifically, there are two hardware limitations to keep in mind when editing your border.png file: The large amount of anti-aliasing in border.png (especially the text) has pushed the unique colors well beyond what the SGB can manage. Similar to what you do with the tiles you can either add a new palette for the hud tiles or share it with the background.Graphical glitch owing to SGB hardware limitations (right). Just remembet that the maximum number of palettes supported by Game Boy Color is 8, so you should never have more than 8 different palettes loaded at the same time Note: It seems that by default BGB doesn't show colors properly, so ensure you have GBC LCD colors disabled inside Options->Graphicsįor the enemies you can use the same palette that was used on the player sprite and in that case that palette will be automatically shared between them, or you can create a new palette Select View->Color Set->Gameboy Color to set it as a Gameboy Color fileīuild the project and your main character will appear in glorious 4 colors.Add some color to player.bgr the same way we did with the tiles.The process for sprites is very similar to what we did for the tiles Now go to View->Palettes (or click control+A) and edit the first palette to add some colorsīuild the project and you should see your background in color Select the fist tile and click on the first palette. Everything will look the same but if you click on the palettes list you'll see there are now 8 palettes to choose from.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |