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Author Topic: GBC graphics basics and sprites with a bigger pallate  (Read 662 times)

pencil_sharpner

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GBC graphics basics and sprites with a bigger pallate
« on: December 30, 2017, 07:38:47 am »
Hi folks

I made a goal of making a gbc homebrew as a motivator to start touching up on many things I haven't even thought of before (coding, art, music). I'm trying to grasp the game boy; how it works and its limitations. It's all very interesting, but I have some questions.

What can make some gbc games incompatable with gb besides color puzzles?

Are only tiles of the same size allowed on each tile map/layer?

Some games, such as Shantae, have objects (Shantae herself) that use 7 different colors and an unconventional tile size. How is this done?


FAST6191

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Re: GBC graphics basics and sprites with a bigger pallate
« Reply #1 on: December 30, 2017, 01:58:02 pm »
http://bgb.bircd.org/pandocs.htm covers the various differences. Higher potential clock, more memory, more vram and http://bgb.bircd.org/pandocs.htm#lcdvramdmatransferscgbonly being one of the really notable hardware changes/additions.

As for the other part that sounds like something you can find yourself -- the debugging emulators have nice tile, memory and palette viewers for a reason. Though looking at the animations and sprite sheets I am going with likely a thing made up of multiple tiles with different palettes. The walking/town animations probably done in BG mode.

https://itch.io/jam/gbjam-5/topic/41384/the-actual-gb-limits has some nice stuff. Not sure on the specifics of the tile sizes here actually.

pencil_sharpner

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Re: GBC graphics basics and sprites with a bigger pallate
« Reply #2 on: January 03, 2018, 02:10:48 pm »
hey thanks for the links they were and will be useful going forward. With bgb debugger I could see Shantae's sprite alone is made up of 6 8x16 tiles.  Seems the gbc was capable of way more than most games made use of...