2/20/2024 0 Comments Retroarch super gameboy borders![]() In other words, the maximum value of x and y is 19 and 17 respectively (the width and height of the Game Boy screen itself when split into 8 x 8 pixel tiles). The parameters below set the area of the rectangle using the x and y coordinates of the tiles within the scene and will NOT go beyond the maximum length and height of the Game Boy screen. It is important to note that the palettes available to us with this feature are limited to palette 5 to 8. As the descriptions imply, clicking on any one or more of the checkboxes will enable you to color an area of the scene with a palette of your choice. Here is the same scene but I have set our logo palette to palette 7 in addition to palette 5:Ĭurrently, this plugin only supports implementing a zone of color shaped like a rectangle but you can still achieve much with this. In fact, it’s pulling the color in slot one of palette 7 in the scene! If you want an answer to why this happens, it’s best you get in contact with the developers of the Super Game Boy itself but fact is fact – and it’s something we must work with. The answer to this riddle is a strange quirk in how the SGB handles the first color slot when displaying colors. I have set the lightest tone in my palette to white, something BGB would have no trouble rendering correctly, and yet we have a very light green displayed in SGB mode in its place… something rather odd is happening here. If you look carefully, you can see that something is wrong with the color display in the image on the right. To start, let’s enable color mode in our project, create a new scene, set a newly created palette to the scenes palette number 5 slot and see what happens.Īnd a scene with the above palette set to palette number 5’s slot within it: The raw PNG background (left) inserted into our scene and shown in BGB (right). The fifth background palette of this scene acts as the “cellophane cover” over the game view. ![]() If we were to set the player actor’s palette to something different, it would not make a difference. Returning to our screenshot in BGB (and with much of the anti-aliasing removed to bring us down to 16 unique colors), we can see that the placeholder scene in GBS3.0 has been colored with default palette 5 (the fifth background palette in GBS3.0’s default placeholder scene). Furthermore, it doesn’t matter what art element is beneath the cellophane so to speak, whether it’s a background tile or a sprite, all visual elements will be rendered with this palette on the SGB. 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.
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