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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:
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The large amount of anti-aliasing in border.png (especially the text) has pushed the unique colors well beyond what the SGB can manage.
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Graphical glitch owing to SGB hardware limitations (right).
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