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explain more about the sgb border's colour limits #536

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merged 1 commit into from
Jan 16, 2024

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starleaf-luna
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@ISSOtm ISSOtm left a comment

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I see what you're trying to say, and I agree with the intent.

However, I feel like this may be confusing, as the GB screen is still displayed by the SNES (just via a framebuffer); most of the additional colour capabilities come from the additional bit depth. I'm not sure how to convey that well?

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I see what you're trying to say, and I agree with the intent.

However, I feel like this may be confusing, as the GB screen is still displayed by the SNES (just via a framebuffer); most of the additional colour capabilities come from the additional bit depth. I'm not sure how to convey that well?

"The game screen, however, is still displayed by the GB hardware and is still limited to 4 colo(u)rs per tile rather than 16, like the border." maybe?

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ISSOtm commented Jan 16, 2024

I think that's better; but how about reversing the order?

A border can be much more colorful than the game screen, as
it uses 4 bits per pixel (16 colors per tile) instead of 2bpp (4 colors/tile).

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I think that's better; but how about reversing the order?

A border can be much more colorful than the game screen, as
it uses 4 bits per pixel (16 colors per tile) instead of 2bpp (4 colors/tile).

oh yeah, that's way more natural.

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ISSOtm commented Jan 16, 2024

Alright, thus I've gone ahead and pushed that new wording. Merging.

@ISSOtm ISSOtm merged commit 53548ac into gbdev:master Jan 16, 2024
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@starleaf-luna starleaf-luna deleted the patch-1 branch January 20, 2024 13:51
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2 participants