gbc gfx faq
ZXNet echo conference «zx.grafix»
From Arseniy Astapenko → To All 21 February 2002
Hello, All!
=== I quote the file GBC_GFX.FAQ ===
GameBoy Color graphics FAQ
version 0.02 by Diver/4D
Q. Why is this FAQ needed?
A. So how to explain all the features of the gameboy game by mail?
the graphs of each person individually are somehow in shambles,
That’s why the idea arose to make a FAQ and then give it
everyone who needs it, well, update it naturally when it appears
new questions.
Q. What is the resolution, palette, etc. on the GBC?
A. Resolution 160*144 (20*18 tiles= familiarity), in each
familiarity, one of 8 palettes is used, in each of
of which 4 arbitrary colors from the general palette 32768
colors (that is, in RGB terms - 5 bits per color channel
R, G and B). That is, we have 32 colors. In addition, there are
sprites (maximum total of 40 familiarity sprites), which
have their own 8 independent palettes and can be superimposed on
background. Due to the fact that sprites always have 1 color
transparent we have + 3*8=24 colors, that is, without any
perversions (and they are possible;) we have 56 colors on the screen.
It should also be added that sprites can be not only
8*8 but also 8*16, that is, one palette can be placed in
corresponds to one sprite 8*16. No changes in this
the drawing process does not contribute, it’s just apparently an opportunity
to simplify sprite engines.
Q. What kind of perversions with the number of colors are possible on the GBC?
A. Well, personally, I’m not an expert on them, but as far as I know the main onesprinciple - palette overload in the process of creating a picture
on the screen. Of course, this eats up processor time. For example,
when creating a status bar for Metal Headz, we needed
such color combinations that were not already ready-made
given background palettes, but sprite palettes cannot
use because they change during the game process.
Therefore, we decided to use 5-6 background palettes for the status bar and
2-3 arbitrary palettes that will be overloaded instead
for the rest, there is not enough time for more.
Another example - there is a demo of GBHiColor by Icarus, I don’t remember
there are so many flowers, but there are just natural photos...
Of course, this is almost invisible in emulators, but the cat is on
In real GBC it's just garbage.
Q. The question immediately arises whether there is an analogy here with the spectrum:
frame duration, beam path, etc.?
A. GBHiColor is a "multicolor", each line of the screen is
its palette (overloaded).
Q. Which software is best to use to create
graphics for GBC?
A. Perhaps the ideal choice would be ProMotion4 by Cosmigo under
win9x. But he is very demanding. On 486-33 he is of course
it will start and work, but it is very unpleasant to draw
at such speeds. Quite tolerable if you have 486-100,
Of course it is better to use PM4 on a stump. PM4 is a very flexible editorintended for both static graphics and
animation, with many features that make it easier to create graphics
specifically for the GBC, although I still have the feeling that
This is a remake of a regular editor to suit the needs of GameBoyColor...
Q. What to do if there is no PM4 or its use is difficult,
what about 486-33?
A. You can try to draw under DOS. I recommend GFX2 - very much
very decent editor, not yet fully finished
(latest version - 2.00beta 96.5% from 12/23/99). Unfortunately
there is not enough, for example, a specified grid - so that it can be seen
boundaries of dating in magnify, but I'll try to throw this
idea to the authors of GFX2, I hope they listen. None
there are no chips for GBC in it, in addition, it is not intended for
animation, but there is nothing for drawing static under DOS IMHO
better. There is an old Deluxe Paint II enhanced, but when you win
in a couple of functions it is hopelessly inferior in convenience
use. What should I use to draw colorful anime under DOS?
I know. I tried Autodesk Animator Pro for DOS, it's fast,
but the interface is so stupid that I just pass...
Q. What should I do if I don’t have an IBM PC? Is it possible to draw on Spectrum?
A. More likely yes than not, but create a full-fledged schedule in this
The case is a little more complicated. Let's consider two cases: fullscreen
picture and sprite animation. You can just draw a colorful onepicture on the spectrum and convert it to
GBC, since all kinds of 2-color combinations in familiar places
with good optimization, the palettes will fit into several
4 color palettes. But it won't look very cool.
Example - my graphics in Margo, 3 pictures 160*144,
converted from PC and processed/painted on ZX - they
look tolerable due to their contrast, but on GBC
much cooler graphics are possible, example Tomy - screensavers
by DSC, for FireGear, Water Basketball, Color Lines, etc.
You can, of course, try to complete color conversions with
speck in PM4, but IMHO this is a thankless task, it’s easier right away
draw in PM4. Creating complex images in GFX2 for
GBC is almost a dead number. Sprite animation. Here's how things are
take it easy. Animation can be done in tandem zx&pc.
Since:
a) Sprites use 3 colors.
b) one of them is almost always black (contour), the other is
light (yellow/white) and some third color. Therefore
you can create b/w animation on ZX, and then colorize it
on PC, adding a third color and changing other colors by
necessary.
Q. In what form is it easier to import/send graphics?
A. When transferring from zx, it’s easier to import from screenshots (6912),
via zx$navigator to BMP format. In principle, if it comesabout animation, and on PC the animation will be improved in PM4
or some other animator, then it would be necessary to write a converter from
Spec's animations (for example, from the Spriter format) in FLC,
or something else, but so far this is not there... since it has not arisen
necessity. If the artist sends the graphics to the coder, then it’s better
as I understand it, cut everything into separate sprites in the format
unpacked BMP, resolution no more than 160*144
===End quote ===
Ars. mailto:arseniy@pochta.by
From Arseniy Astapenko → To All 21 February 2002
Hello, All!
=== I quote the file GBC_GFX.FAQ ===
GameBoy Color graphics FAQ
version 0.02 by Diver/4D
Q. Why is this FAQ needed?
A. So how to explain all the features of the gameboy game by mail?
the graphs of each person individually are somehow in shambles,
That’s why the idea arose to make a FAQ and then give it
everyone who needs it, well, update it naturally when it appears
new questions.
Q. What is the resolution, palette, etc. on the GBC?
A. Resolution 160*144 (20*18 tiles= familiarity), in each
familiarity, one of 8 palettes is used, in each of
of which 4 arbitrary colors from the general palette 32768
colors (that is, in RGB terms - 5 bits per color channel
R, G and B). That is, we have 32 colors. In addition, there are
sprites (maximum total of 40 familiarity sprites), which
have their own 8 independent palettes and can be superimposed on
background. Due to the fact that sprites always have 1 color
transparent we have + 3*8=24 colors, that is, without any
perversions (and they are possible;) we have 56 colors on the screen.
It should also be added that sprites can be not only
8*8 but also 8*16, that is, one palette can be placed in
corresponds to one sprite 8*16. No changes in this
the drawing process does not contribute, it’s just apparently an opportunity
to simplify sprite engines.
Q. What kind of perversions with the number of colors are possible on the GBC?
A. Well, personally, I’m not an expert on them, but as far as I know the main onesprinciple - palette overload in the process of creating a picture
on the screen. Of course, this eats up processor time. For example,
when creating a status bar for Metal Headz, we needed
such color combinations that were not already ready-made
given background palettes, but sprite palettes cannot
use because they change during the game process.
Therefore, we decided to use 5-6 background palettes for the status bar and
2-3 arbitrary palettes that will be overloaded instead
for the rest, there is not enough time for more.
Another example - there is a demo of GBHiColor by Icarus, I don’t remember
there are so many flowers, but there are just natural photos...
Of course, this is almost invisible in emulators, but the cat is on
In real GBC it's just garbage.
Q. The question immediately arises whether there is an analogy here with the spectrum:
frame duration, beam path, etc.?
A. GBHiColor is a "multicolor", each line of the screen is
its palette (overloaded).
Q. What software is best to use to create
graphics for GBC?
A. Perhaps the ideal choice would be ProMotion4 by Cosmigo under
win9x. But he is very demanding. On 486-33 he is of course
it will start and work, but it is very unpleasant to draw
at such speeds. Quite tolerable if you have 486-100,
Of course it is better to use PM4 on a stump. PM4 is a very flexible editorintended for both static graphics and
animation, with many features that make it easier to create graphics
specifically for the GBC, although I still have the feeling that
This is a remake of a regular editor to suit the needs of GameBoyColor...
Q. What to do if there is no PM4 or its use is difficult,
what about 486-33?
A. You can try to draw under DOS. I recommend GFX2 - very much
very decent editor, not yet fully finished
(latest version - 2.00beta 96.5% from 12/23/99). Unfortunately
there is not enough, for example, a specified grid - so that it can be seen
boundaries of dating in magnify, but I'll try to throw this
idea to the authors of GFX2, I hope they listen. None
there are no chips for GBC in it, in addition, it is not intended for
animation, but there is nothing for drawing static under DOS IMHO
better. There is an old Deluxe Paint II enhanced, but when you win
in a couple of functions it is hopelessly inferior in convenience
use. What should I use to draw colorful anime under DOS?
I know. I tried Autodesk Animator Pro for DOS, it's fast,
but the interface is so stupid that I just pass...
Q. What should I do if I don’t have an IBM PC? Is it possible to draw on Spectrum?
A. More likely yes than not, but create a full-fledged schedule in this
The case is a little more complicated. Let's consider two cases: fullscreen
picture and sprite animation. You can just draw a colorful onepicture on the spectrum and convert it to
GBC, since all kinds of 2-color combinations in familiar places
with good optimization, the palettes will fit into several
4 color palettes. But it won't look very cool.
Example - my graphics in Margo, 3 pictures 160*144,
converted from PC and processed/painted on ZX - they
look tolerable due to their contrast, but on GBC
much cooler graphics are possible, example Tomy - screensavers
by DSC, for FireGear, Water Basketball, Color Lines, etc.
You can, of course, try to complete color conversions with
speck in PM4, but IMHO this is a thankless task, it’s easier right away
draw in PM4. Creating complex images in GFX2 for
GBC is almost a dead number. Sprite animation. Here's how things are
take it easy. Animation can be done in tandem zx&pc.
Since:
a) Sprites use 3 colors.
b) one of them is almost always black (contour), the other is
light (yellow/white) and some third color. Therefore
you can create b/w animation on ZX, and then colorize it
on PC, adding a third color and changing other colors by
necessary.
Q. In what form is it easier to import/send graphics?
A. When transferring from zx, it’s easier to import from screenshots (6912),
via zx$navigator to BMP format. In principle, if it comesabout animation, and on PC the animation will be improved in PM4
or some other animator, then it would be necessary to write a converter from
Spec's animations (for example, from the Spriter format) in FLC,
or something else, but so far this is not there... since it has not arisen
necessity. If the artist sends the graphics to the coder, then it’s better
as I understand it, cut everything into separate sprites in the format
unpacked BMP, resolution no more than 160*144
===End quote ===
Ars. mailto:arseniy@pochta.by