At the Yard, nothing is really off-topic here; there are a surprising number of quiet readers.
Anything here is fair - makes the place more interesting to visit.

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Yeah, almost everything has been compressed using Mobile Golf's compression algorithm, which seems to give impressive results. The game is just 11.5kb at the moment, so I've got enough room for music, new levels and enemies!
Holy! That is amazing statistic. I heard that Phantasy Star Gaiden (GG) has a pretty efficient graphics algorithm (I think it was documented by the PS1 (SMS) team).
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This response works. I'll stick to hardcoded fades then, seems to be the smallest way.
My Kirby generator is $6b30-$6a17 = $119 asm bytes. (8 tables generated = $800 bytes)
(maybe not that big after all but it will eat up cycles if
done on-demand; I do at it at boot because it's just 1 palette. I really don't want to hear complaints about making things noticeably slower = loading times, game lag).
I imagine you're going to have a lot of tables for something big like Mega Man World 5 DX. Having everything uncompressed though does make it easier for other hackers though to privately addendum your post-project.
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Indeed, I'm storing all fades (including all white or all black) in different banks but same pointers and offsets, so I just need to select a bank depending on DMG palette registers.
Bugs Bunny 2 DX hacker did the same thing.
DKLDX hacker used wram 1-7. For any bank switch, places new code right afterward.
So it was like this all over the place:
3:D800 = ldh ($70), a
4:D802 = (new code)
I think same with ROM switches too. Drove me crazy trying to debug it for Goomba.
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Thank you! Let me add, you've been lately doing great contributions to GBC colorization hacks with your recent fixes :-)
To be fair, I do small work. Stuff that others ignore and I can stay a blip at the edge of radar.
It took KDLDX hacker
2 weeks to make colorizer, which seems awfully fast. That would take me several years at best, I imagine because investing that amount of effort would turn me off.
And you work on a variety of larger, massive, time-consuming, higher-profile games. But the
great stuff takes time; people seem to expect translations and colorizers released at the speed of "instant oatmeal".
(it's why I stopped participating with many non-rh projects even as a consultant, plus other things here and there. Too many greedy expectations)
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Something I eventually want to do is give small reviews for the site. Even for my own stuff later as a post-mortem when they're fresh out of my system.
Right! Back to whatever makes one happy!