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-rw-r--r--Use-GS-SGB-palettes-for-maps.md10
1 files changed, 8 insertions, 2 deletions
diff --git a/Use-GS-SGB-palettes-for-maps.md b/Use-GS-SGB-palettes-for-maps.md
index 3ef83d2..9f4ea4b 100644
--- a/Use-GS-SGB-palettes-for-maps.md
+++ b/Use-GS-SGB-palettes-for-maps.md
@@ -1,7 +1,11 @@
The Super Game Boy (SGB) was an adapter that let you play Game Boy games on a SNES, taking advantage of the console's hardware to add more colors than a Game Boy (DMG), but fewer than a Game Boy Color (CGB). Pokémon Gold and Silver supported all three systems, but Crystal was GBC-only. However, it has leftover unused code from G/S for SGB colors. This tutorial will apply the SGB colors to overworld maps, giving them a "retro" look.
-## TOC
+## Contents
+
+1. [Comparison of DMG, SGB, and CGB colors](#1-comparison-of-dmg-sgb-and-cgb-colors)
+2. [Load SGB palettes for overworld maps](#2-load-sgb-palettes-for-overworld-maps)
+3. [Make water, flower, and cave entrance tiles look like SGB](#3-make-water-flower-and-cave-entrance-tiles-look-like-sgb)
## 1. Comparison of DMG, SGB, and CGB colors
@@ -16,6 +20,8 @@ The SGB supported four different palettes at once, and was backwards-compatible
![Screenshot](screenshots/gold-sgb-overworld.png)
+As you can see, the SGB also supported decorative borders, since a TV screen had enough space to spare for one.
+
![Screenshot](screenshots/gold-sgb-battle.png)
The CGB supported sixteen palettes: eight usable by background tiles, and eight by objects.
@@ -159,7 +165,7 @@ Edit [engine/tilesets/tileset_anims.asm](../blob/master/engine/tilesets/tileset_
INCBIN "gfx/tilesets/flower/cgb_2.2bpp"
```
-As you can see in the screenshots in [step 1](???), the waving flowers have different shading.
+As you can see in the screenshots in [step 1](#1-comparison-of-dmg-sgb-and-cgb-colors), the waving flowers have different shading.
```diff
AnimateWaterPalette: