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|type=Samples | |type=Samples | ||
|version=1999 | |version=1999 | ||
|license=Mixed | |||
|format=CGB (ASM) | |format=CGB (ASM) | ||
|download=https://dlhb.gamebrew.org/gbhomebrews/colors.zip | |||
|download=https://dlhb.gamebrew.org/gbhomebrews/ | |||
|website=http://icarus.ticalc.org/news99.html | |website=http://icarus.ticalc.org/news99.html | ||
|source=https://dlhb.gamebrew.org/gbhomebrews/ | |source=https://dlhb.gamebrew.org/gbhomebrews/colors.zip | ||
}} | }} | ||
{{#seo: | {{#seo: |
Latest revision as of 10:26, 30 July 2024
Colors | |
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General | |
Author | Icarus Productions |
Type | Samples |
Version | 1999 |
License | Mixed |
System | CGB (ASM) |
Last Updated | 1999/08/01 |
Links | |
Download | |
Website | |
Source | |
A color demo that displays 2560 colors simultaneously on the screen.
It actually uses a well-known technique that allows us to change the palettes during screen updates, and thus get more than 56 colors. Many games have utilized this technique during intros, menus, selection screens, and sometimes even during gameplay to achieve different color fades. However, the focus was to optimize this method further by updating multiple colors per line, pushing the boundaries to display an extended range of colors.
The primary challenge lies in dealing with images that contain more colors than the Game Boy's hardware can handle. Therefore you need to reduce the color in the original picture while at the same time taking into consideration the Game Boy limits.
External links
- Author's website - http://icarus.ticalc.org/
- IGN Pocket Interview - http://pocket.ign.com/news/9306.html (archived)