White_Pointer Gaming
White_Pointer Gaming
  • Видео 104
  • Просмотров 732 283
How the Game Boy Color gave original Game Boy games colour | White_Pointer Gaming
The Game Boy Color was fully backwards compatible with original Game Boy games, and like the Super Game Boy, it was able to enhance them with colour. However the way this worked was different between the two devices, so let's do a deep dive to find out exactly how it worked its magic!
0:00 Intro
0:39 Hardware overview
2:52 Giving Game Boy games colour
8:40 Oddities and special cases
10:36 The mystery of Pokemon Yellow
12:18 Default palettes, limited customisation, more weirdness
15:10 Conclusion
Game Boy Color architecture: www.copetti.org/writings/consoles/game-boy/
MVG's Game Boy Color video: ruclips.net/video/ZEJVOH6Pxkg/видео.html
Game Boy Color palettes: tcrf.net/Notes:Game_Boy_Color_Bootstrap...
Просмотров: 22 105

Видео

How the Super Game Boy played and enhanced Game Boy games on the SNES | White_Pointer Gaming
Просмотров 103 тыс.Месяц назад
The Super Game Boy was a fantastic idea that allowed Game Boy games to be played on the Super Nintendo with various enhancements. But how did it actually work? This video explores this in depth, from the hardware to how it enhanced colours to what role the SNES played and more. 0:00 Intro and brief history 1:28 Hardware overview and the speed difference 7:38 Constructing the video and customisa...
Unleashing the strengths of the Lynx - How Atari's handheld worked | White_Pointer Gaming
Просмотров 40 тыс.2 месяца назад
The Atari Lynx was Atari's first and only foray into the world of portable gaming as they tried to take on Nintendo's Game Boy and Sega's Game Gear. The Lynx was arguably the most powerful of these and was capable of pretty cool stuff, but how did it actually work? 0:00 Intro 0:31 Hardware overview 4:35 How graphics worked and unique capabilities 7:56 Awesome ports, originals and 3D visuals 13:...
The mysteries of Shadow and Highlight mode on the Sega Mega Drive/Genesis | White_Pointer Gaming
Просмотров 10 тыс.3 месяца назад
The shadow and highlight mode of the Sega Mega Drive or Genesis was a unique feature of the hardware that was used pretty rarely. So how exactly did it work, what could it do and what couldn't it do? Let's find out! 0:00 Intro 0:55 Shadow and highlight mode overview 3:03 Applying it to backgrounds 7:43 Applying it to sprites 14:05 Making high quality images 14:45 Conclusion GameHut's Toy Story ...
Amazingly creative uses of Mode 7 on SNES | White_Pointer Gaming
Просмотров 100 тыс.4 месяца назад
Mode 7 is the Super Nintendo's most famous feature, and is often misunderstood. However some developers really thought outside the box and found some ingenious ways to use it, so it's time to dive into some of those games to find out exactly how they did it! 0:00 Intro and overview of Mode 7 1:48 Super Turrican 2 3:59 On the Ball / Cameltry 5:30 Axelay 7:01 Hyperzone 8:40 Terranigma 10:25 India...
How Sega enhanced the Mega Drive/Genesis - The SVP, 32X and Mega CD explained | White_Pointer Gaming
Просмотров 21 тыс.5 месяцев назад
While Nintendo opted to use enhancement chips in cartridges, Sega decided to use add-ons to enhance the capabilities of the Mega Drive, or Genesis, instead - the Mega CD and the 32X. They occupy a somewhat infamous slot of video game history now, but let's take a look at exactly how they worked and what made them unique! 0:00 Intro 0:54 SVP chip 2:46 32X 9:28 Mega CD 15:02 What about Mega CD 32...
All SNES enhancement chips and what they did | White_Pointer Gaming
Просмотров 86 тыс.5 месяцев назад
The Super Nintendo was designed so that enhancement chips could be built into cartridges to boost functionality. The Super FX is the most famous of these, but what were all of the others, what exactly did they do and what games used them? 0:00 Intro and background 1:00 Super FX and Super FX2 4:41 SA-1 5:21 DSP series 6:08 SDD-1 7:33 CX-4 8:17 ST series, OBC-1, SPC7110, S-RTC 9:37 Conclusion Pur...
Harnessing the power of the Neo Geo | White_Pointer Gaming
Просмотров 11 тыс.7 месяцев назад
The Neo Geo was the most powerful (and expensive) console for its time, so how exactly did it work and how did it manage to do what it did? It's time to investigate SNK's powerhouse in this video! 0:00 Intro 0:26 History and innovations 4:07 Comparisons and how graphics were drawn 7:52 Sprite scaling and bank switching 12:59 Conclusion and Outro Purchase my book "Secrets of Video Game Consoles"...
Beating the limitations of the TurboGrafx-16/PC Engine | White_Pointer Gaming
Просмотров 16 тыс.8 месяцев назад
The TurboGrafx-16 or PC Engine was a limited console in many ways, but developers pulled off some really neat tricks on it to really push it to its limit and compete with Sega and Nintendo. This video explores some techniques that were used to do so! 0:00 Intro 0:20 History 2:24 Comparisons with Sega and Nintendo 3:47 Faking background layers and parallax 7:05 Swapping memory locations on the b...
How 3rd and 4th gen consoles constructed their graphics | White_Pointer Gaming
Просмотров 4,2 тыс.9 месяцев назад
Ever wondered what scanlines actually are? What terms like DMA, HDMA, HBlank and VBlank mean? What tiles are and why consoles used them? Then you've come to the right place. I've explored how some of these consoles achieved various effects previous videos but never really explained the basics of how they actually constructed their graphics, so time to fix that! Check out more about the real bla...
Final Fantasy VII Rebirth: How to beat the Head Case VR Combat Challenge | White_Pointer Gaming
Просмотров 2,3 тыс.9 месяцев назад
Having trouble beating the VR combat challenge "Head Case"? The one where you need to take down a Mindflayer before you take down two weaker enemies that can kamikaze on you? Here's a super easy setup that basically only requires weapon abilities! It worked for me so maybe it'll work for you too! This was done on NORMAL difficulty. This challenge first becomes available in chapter 9. 0:00 Setup...
Final Fantasy VII Rebirth: How to beat pro level crunch-off | White_Pointer Gaming
Просмотров 4,5 тыс.10 месяцев назад
The gym minigame is back in Rebirth and is probably more difficult than pull-ups from Remake. There's no trophy for it this time, but if you want to beat Jules and earn that champion belt, then this guide is for you! I mention in the video that Jules seems to finish on around 49 reps, but it seems he can finish in the 49-51 range. So 52 is more than likely your sweet spot for a guaranteed win. ...
Final Fantasy VII Rebirth: How to beat Fort Condor on hard mode (stage 4) | White_Pointer Gaming
Просмотров 1,1 тыс.10 месяцев назад
Having some problems beating the final hard mode stage of the Fort Condor minigame in Final Fantasy VII Rebirth? No problem, I'm here to help! This is available in chapter 4. Hard mode unlocks once you have completed all 4 stages on normal mode. Unfortunately there's no real reward for doing this other than the satisfaction that you've done it. Oh well, it's still a really cool throwback to the...
Graphical tricks on the Sega Mega Drive/Genesis | White_Pointer Gaming
Просмотров 17 тыс.11 месяцев назад
The Sega Mega Drive or Genesis was an impressive piece of hardware when it first launched, and was capable of pulling off some pretty interesting graphical effects. So let's take a closer look at them to see how Sega did what Nintendidn't. 0:00 Intro 0:41 Mega Drive vs Super Nintendo 2:30 Planes, scrolling and priorities 7:13 Dithering and colours 10:33 Raster effects 12:21 Outro Further resour...
How transparency effects were achieved on the SNES | White_Pointer Gaming
Просмотров 11 тыс.11 месяцев назад
One of the unique features of the Super Nintendo that set it apart from its competition at the time was its ability to create transparency effects. So how exactly did they work? 0:00 Intro 0:19 Overview of background modes 3:14 Two screens and colour maths 7:10 High resolution and pseudo high resolution 10:01 Sprite transparency and colour palettes 12:15 Outro Further resources if you are inter...
3D Platform Fighters? Yes, they are a thing! | White_Pointer Gaming
Просмотров 2,2 тыс.Год назад
3D Platform Fighters? Yes, they are a thing! | White_Pointer Gaming
The origins of 2D Platformers | White_Pointer Gaming
Просмотров 1 тыс.Год назад
The origins of 2D Platformers | White_Pointer Gaming
The game Shigeru Miyamoto made that was BANNED from North America | White_Pointer Gaming
Просмотров 2,1 тыс.Год назад
The game Shigeru Miyamoto made that was BANNED from North America | White_Pointer Gaming
When Microsoft purchased Halo and made Steve Jobs angry | White_Pointer Gaming
Просмотров 608Год назад
When Microsoft purchased Halo and made Steve Jobs angry | White_Pointer Gaming
A big flaw in Tears of the Kingdom (and games like it) | White_Pointer Gaming
Просмотров 2,1 тыс.Год назад
A big flaw in Tears of the Kingdom (and games like it) | White_Pointer Gaming
SNES games commonly thought to use Mode 7 that actually don't! | White_Pointer Gaming
Просмотров 27 тыс.Год назад
SNES games commonly thought to use Mode 7 that actually don't! | White_Pointer Gaming
Mattel Intellivision vs Atari 2600 - The very first console war! | White_Pointer Gaming
Просмотров 883Год назад
Mattel Intellivision vs Atari 2600 - The very first console war! | White_Pointer Gaming
Investigating The X-Files FMV adventure game | White_Pointer Gaming
Просмотров 386Год назад
Investigating The X-Files FMV adventure game | White_Pointer Gaming
Super Nintendo games with mature themes! | White_Pointer Gaming
Просмотров 966Год назад
Super Nintendo games with mature themes! | White_Pointer Gaming
3D Metroidvanias that are not Metroid Prime - Part 2 | White_Pointer Gaming
Просмотров 1,8 тыс.Год назад
3D Metroidvanias that are not Metroid Prime - Part 2 | White_Pointer Gaming
Was the Atari Jaguar actually 64-bit? | White_Pointer Gaming
Просмотров 2,6 тыс.2 года назад
Was the Atari Jaguar actually 64-bit? | White_Pointer Gaming
I wrote a book! | White_Pointer Gaming
Просмотров 2442 года назад
I wrote a book! | White_Pointer Gaming
The best World Cup video game: World Cup 98 | White_Pointer Gaming
Просмотров 3622 года назад
The best World Cup video game: World Cup 98 | White_Pointer Gaming
World Cup 98 official video game intro | White_Pointer Gaming
Просмотров 2562 года назад
World Cup 98 official video game intro | White_Pointer Gaming
The forgotten F-Zero games on Game Boy Advance | White_Pointer Gaming
Просмотров 8422 года назад
The forgotten F-Zero games on Game Boy Advance | White_Pointer Gaming

Комментарии

  • @bland9876
    @bland9876 8 часов назад

    Imagine making a Game Boy original game Not a Game Boy Color game (including the black cartridges) but making it in such a way that it's designed to be played on a Game Boy Color using one of the palettes. That would be an interesting and dumb challenge to do.

  • @psicologiajoseh
    @psicologiajoseh 9 часов назад

    Most confusing thumbnail I've seen. Good video though

  • @SolarMothOfficial
    @SolarMothOfficial 12 часов назад

    I haven't read any comments or watched the vid but im guessing cause the game boy had color coded the different shades so when it was on the color it would access those colors when a new game was put in

  • @LadyAndreaRose1701
    @LadyAndreaRose1701 20 часов назад

    I had a sega 32x and a Sega CD

  • @egoraptor
    @egoraptor 22 часа назад

    Really great video, love how researched it is. Well done 👏

    • @WhitePointerGaming
      @WhitePointerGaming 12 часов назад

      Thank you, I'm a fan of your channel, it's an honour to get some kudos from you :)

  • @0MoTheG
    @0MoTheG 23 часа назад

    So unlike other consoles including the Game Boy the graphics were not line scan based.

  • @hadesthegod9181
    @hadesthegod9181 День назад

    Hey I recognize the name WhitePointer from GameFAQs Top 10s! A great writer, and so unsurprisingly a great video maker!

    • @WhitePointerGaming
      @WhitePointerGaming День назад

      Yep that's me, happy to hear you enjoy my content regardless of the format :)

  • @potatoheadpokemario1931
    @potatoheadpokemario1931 День назад

    11:55 those are one and the same

  • @grimmdanny
    @grimmdanny 2 дня назад

    It seems like they were able to enhance audio through the main console in some way. Couldn't they have also done that through video? Like adding in some externally enhanced VPD + more VRAM?

  • @nadca2
    @nadca2 2 дня назад

    11:43 that's my gbc! i would put it back in the bag and the box whenever i wasn't playing it. still looks new. i enjoyed the video a lot and would love if you dove into the DX/enhanced cartridges and how that functioned between GB&GBC!

  • @dandastardly2792
    @dandastardly2792 2 дня назад

    For the Pokémon Yellow Question. Nintendo doesn't differentiate between game boy and game boy color systems. They are all part of the "gameboy" The Gameboy advance was considered it's own system

    • @WhitePointerGaming
      @WhitePointerGaming 2 дня назад

      There were 3 types of games: - Original Game Boy games that did not contain any built-in enhancements for the GBC. These usually had grey cartridges and were labelled "Game Boy" on the box art. The GBC could colour these to an extent which is what this video is all about. - Dual-purpose games that had GBC colour enhancements but were also backwards compatible with the original GB. These usually had black cartridges and were labelled as "Game Boy Color" on the box art. - GBC-only games that only worked on the GBC. These usually had clear/translucent cartridges and were labelled as "Only for Game Boy Color" on the box art. Pokemon Yellow is unusual because it's clearly labelled as "Game Boy" on the box art, indicating it's an original GB game, but it contained GBC colour enhancements like it's a dual-purpose game. Hence the mystery.

  • @HassaelMartinez
    @HassaelMartinez 2 дня назад

    Oops I just commented about the "Picross" pronunciation in the other video lol

  • @HassaelMartinez
    @HassaelMartinez 2 дня назад

    Doesn't the name of Picross come from "picture" and not from "pie"? Man I hate English and its lack of rules for pronunciation

  • @UtenaXenite
    @UtenaXenite 3 дня назад

    Thank you for making this! It was really interesting

  • @m1m1snake
    @m1m1snake 3 дня назад

    Funny how the GameBoy Color could do this but they couldn't implement this in any way for VC games on 3DS 🙃

  • @johneymute
    @johneymute 3 дня назад

    Well it is actually INTERESTING to know that the supergameboy uses 3 background layers to display everything. But i was thinking, could they have not decided to allow you to colorize the background and sprites saperately from each other and then mix that final output together as 1 single background later??? Because that would be really cool. Sure the supergameboy could run in obj mode to allow sprites from the snes to be put on top of the background to replace sprites from the gameboy game wit it, but that will require gameboy games to support such feature. But it would be much much greater to see a homebrewer making a replacement rom bios for the supergameboy to allow you to colorize sprites seperately from the background just to allow more colors on screen. Unless it is impossible for the snes to stream 10 color images at 60fps at 160x140 pixels to the tv screen. Somebody being more technical could explain that to me, right?

  • @resist4184
    @resist4184 3 дня назад

    Gameboy - £69.99, Lynx - £84.99 Game Gear - £99.99. Hard decisions to be made back in the day!

  • @TheAwsumFunk
    @TheAwsumFunk 3 дня назад

    Pokémon Yellow was officially sold as a GameBoy game. However, if you rip the rom it has a GBC file, so it is technically a GBC game. The only difference I notice in Yellow-- when comparing SGB vs GBC-- is the opening video. On a GBC, Pikachu has red circle on its face like it's supposed to; on a SGB, it has blue circles when surfing and flying.

  • @G.Freeman92
    @G.Freeman92 3 дня назад

    This is a topic I was always curious about, but kept forgetting to research it.

  • @Jay-xl3ln
    @Jay-xl3ln 4 дня назад

    Could you show the cases? I have two pokemon platinum games I bought probably 13 years ago, but the glitter is different, its a different shade, like the nintendo seal is a different shade on each, and one says not for resale. They don't look fake at all though and the one that looks weird to me comes with papers

    • @Jay-xl3ln
      @Jay-xl3ln 4 дня назад

      I only have the ds game for one of them, but I have two cases

  • @SyphistPrime
    @SyphistPrime 4 дня назад

    I wonder how the space invaders game worked. Did the Super Gameboy have an instruction or register to jump execution on the Super Nintendo CPU? I'm kinda curious now.

  • @philreed1605
    @philreed1605 4 дня назад

    I loved my Super GameBoy. I remember reading that one of the Bomberman games supported 4-player multi-tap, I think?

  • @RaptorianSchrock
    @RaptorianSchrock 4 дня назад

    i used covering the screen (drawing) as a custom pause screen. pause game, enable full screen drawing.

  • @philreed1605
    @philreed1605 4 дня назад

    Is Pokémon Yellow the only game that is both Super GameBoy and GameBoy Color?

    • @WhitePointerGaming
      @WhitePointerGaming 4 дня назад

      No, there's other GBC black cartridge games that contain SGB enhancements, like FIFA 2000, Beatmania GB, Conker's Pocket Tales, Tetris DX, Harvest Moon GBC, Wario Land II, Pokemon Gold and Silver and more. However these were all clearly labelled as GBC games on the box and all had black cartridges (with the exception of the Pokemon games). Pokemon Yellow is an oddity because it does not in any way indicate it's a GBC game on the box art or cartridge.

  • @dpgreene
    @dpgreene 4 дня назад

    Wow thanks "I didn't know!"

  • @Tyjet88
    @Tyjet88 4 дня назад

    The Street Fighter characters being part of the background is wild to me. I love learning about devs using work arounds for technology limitations.

  • @9erGuy
    @9erGuy 4 дня назад

    It's a crying shame the Lynx didn't catch on. Battery life was certainly an issue. But that hardware was truly impressive for 1989 especially.

  • @SAgreatn
    @SAgreatn 4 дня назад

    Probably mentioned already, but Donkey Kong Land 3 was originally a Game Boy game and then later changed to a Game Boy Color game for the Japanese version release, which came a little later for some reason

    • @WhitePointerGaming
      @WhitePointerGaming 4 дня назад

      Yep, except it was GBC exclusive and was not backwards compatible.

  • @Loch32
    @Loch32 5 дней назад

    i'd argue that pokemon yellow is a mislabled black cartridge as on the 3ds virtual console it's a game boy colour game

  • @brianarsuaga5008
    @brianarsuaga5008 5 дней назад

    Tetris DX was by far my favorite game to play on the super gameboy. It's got notably more forgiving mechanics, so it doesn't get a lot of love from purists, but I really enjoyed it, and the soundtrack somehow never got stale for me. I was glad to hear you close out the video with it!

  • @Svartadragon
    @Svartadragon 5 дней назад

    Something that didn't help the success of the Lynx is that the TurboExpress/PC Engine GT arrived a year later and wasn't that much more expensive than the Lynx launched at. The TE/GT having a seemingly perfect high color screen, playing actual console games, a larger library of more popular games and having massive retail distribution pretty much killed any chance the Lynx had to pick up scraps after the Game Gear.

  • @sakitoshi
    @sakitoshi 5 дней назад

    if you brighten the colors of pokemon yellow on gameboy color, you'll end up with a much closer match to super gameboy. they must have intentionally chosen darker colors for gameboy color because the screen is super washed out, making everything appear brighter.

  • @swordlunge
    @swordlunge 5 дней назад

    What's the song that plays in the outro? It sounds familiar, but I can't quite put my finger on it...

    • @WhitePointerGaming
      @WhitePointerGaming 5 дней назад

      It's just music from Kirby's Block Ball, the game that's shown at the end of the video.

    • @swordlunge
      @swordlunge 5 дней назад

      @@WhitePointerGaming I think I remember now. I think I heard this song on Kirby's Adventure for the NES. Or maybe on Kirby Triple Deluxe for the 3DS. It's the only two Kirby games I completed from start to finish, and I know the Kirby series is fond of doing rearrangements of its songs on multiple games.

  • @DrakonLameth
    @DrakonLameth 5 дней назад

    Honestly, I would not be surprised if Pokémon Yellow was a test game of sorts in this regard -- something to test the backwards compatible functions that Gold and Silver used (but not Crystal) as well as SGB compatibility, for "black cart" (GBC-enhanced GB) games.

  • @GerardMenvussa
    @GerardMenvussa 5 дней назад

    So, the GBC has a list of games hardcoded somewhere? It just checks if the game is part of the list to decide on the color palette? That's a funny solution when you think about it. Would it not make more sense the other way around? On boot, the game tells the console which palette to use? 🤔

    • @WhitePointerGaming
      @WhitePointerGaming 5 дней назад

      These games were made before the GBC existed, so they couldn't contain any colour information for it. Some of them had Super Game Boy enhancements, but as I explained those were not transferrable to the GBC as the devices worked differently. And the SGB actually did the same thing, it had an internal list of older games that were made before it existed that it could recognise and apply default colours to.

    • @GerardMenvussa
      @GerardMenvussa 5 дней назад

      @@WhitePointerGaming Ok thanks, that makes sense. Somehow you could look at the GBC and the SGB as patches released to add colours to those games. It's funny when you look at it this way :p

  • @DāvisBaltais
    @DāvisBaltais 6 дней назад

    Game Boy Colour

    • @WhitePointerGaming
      @WhitePointerGaming 6 дней назад

      As much as I want to spell it with a 'u' (because I'm Australian and that's how we spell it), I need to acknowledge that the product itself is spelt without the 'u'.

    • @DāvisBaltais
      @DāvisBaltais 5 дней назад

      @@WhitePointerGaming :D Yes, I as a Latvian also want to include 'u' - old UK style, not like those in Murica that need to simplify everything.

  • @KnownAsKenji
    @KnownAsKenji 6 дней назад

    Ah, so it really does have 'knowledge' of many old GB games built-in to it. I always figured that was the answer, but it's good to have it explained in detail. Cool stuff.

    • @WhitePointerGaming
      @WhitePointerGaming 6 дней назад

      Yeah, it can recognise 140ish or so games, give or take, although a number of those are simply different revisions of the same game. They are all listed in the link to The Cutting Room Floor in the description.

  • @IONATVS
    @IONATVS 6 дней назад

    My first portable console was the Pikachu edition GBC bundled with yellow, so I always assumed (international) Yellow just WAS a GBC “black cartridge” game in yellow plastic. The labelling is definitely unusual and palette swapping the existing DMG sprite and background layers on the fly was the *only* GBC feature it made use of, so I could see it being a weird transitional enhancement to a “grey cartridge” game too. Or maybe it was just mislabeled and my original assumption was correct. IDK.

  • @DVDSandwich
    @DVDSandwich 6 дней назад

    Why couldn't the GBC use the color data from SGB games? It was lame playing donkey Kong in b&w knowing that the cartridge has full color data on it.

    • @WhitePointerGaming
      @WhitePointerGaming 6 дней назад

      This is explained in the video. The GBC coloured games a different way. It couldn't simply read the SGB colour data because it didn't work the same way as the SGB.

    • @DVDSandwich
      @DVDSandwich 6 дней назад

      @WhitePointerGaming i understand that it does it a different way, my question is why didn't nintendo make it able to read that data and use it? Emulators do it, so why couldn't official hardware?

    • @magnum3.14
      @magnum3.14 5 дней назад

      As I understand it, there is no data that can just be read (passively). The games have instructions to (actively) tell the Super GameBoy what to do. The emulators you mention pretend to be a Super GameBoy. An incomplete Super Game Boy, because they usually don't emulate the whole SNES, so code that runs on the SNES does nothing. For example in Donkey Kong: Pauline is not crying for help, and the endcredits have no music, because the game uses the SNES for that, if it detects that it is running on a Super GameBoy.

    • @DVDSandwich
      @DVDSandwich 5 дней назад

      @magnum3.14 they still should have made it backwards compatible, and it's still lame that they didn't. Surely they could have worked it out, since gb,gbc,snes,sgb are all their own consoles and they'd have knowledge about them that the emulator programmers didn't.

    • @magnum3.14
      @magnum3.14 5 дней назад

      @@DVDSandwich That would have meant that the GBC would have to be able to do everything a SNES can do. Or the same incomplete hacky solution the emulators use.

  • @johneymute
    @johneymute 6 дней назад

    I actually didn’t know that the gameboy uses 2 saperate sprite sets, so it is no wonder that the gameboycolor could display those old gameboy games with 10 colors. But at the other hand, since the gameboy also has an optional window layer, nintendo might could,ve addaed the ability to colorize that window layer as well to allow 14 colors on screen. Also nintendo could,ve added some extra colorpallets for those old games by using more button combinations such as select and D-pad ect… Now if it is true that the supergameboy uses let’s assume 3 background layers and if the snes cannot stream 10 color images at 160x140 pixels at 60fps to the screen, then it is no wonder that gameplay sections of those gameboy games can never have more then 4 colors on screen. But am not sure about that. Maybe the snes does have enough bandwide to stream more colorful images to the screen straight from the cartride, maybe not. Either way i found it indeed cool how nintendo did turned many of their games into color on both devices and how they went all out to be that creative😁

    • @WhitePointerGaming
      @WhitePointerGaming 6 дней назад

      The window layer uses the same palette as the background, it doesn't have a separate palette of its own.

    • @johneymute
      @johneymute 6 дней назад

      Yeah it’s sad that the window layer and the background does share the same shades of gray. But at the other hand it is strange that 2 sprite sets can have their own shades of gray colors since the gameboy could only view 4 shades of gray on screen. Pretty weird.

    • @Scribblersys
      @Scribblersys 3 дня назад

      @@johneymute Each sprite color palette can only have 3 of the 4 available colors, as the 1st position in the palette is used for transparency, so in cases like 9:53 the game uses a white/light-gray/black palette for one fighter and a white/dark-gray/black palette for the other fighter so they are distinguishable both in greyscale on original hardware, and the Super Game Boy can then turn the light gray into green and the dark gray into blue to show two differently-colored sprites with the same palette (notice how the whole play area around them is also green/blue). In the Game Boy Color case, they gave a blue palette to one sprite and a green one to the other sprite to match the SGB colors and used a completely different palette for the background to help the fighters stand out more.

  • @JsmashTech
    @JsmashTech 6 дней назад

    You sounded very professional and clear. Great mic upgrade

  • @emmastarr5242
    @emmastarr5242 6 дней назад

    It always depresses me that like absolutely no one has done a homebrew project of any kind for the Super Gameboy. Even just something minor, like adding a game-specific border to a game that didn’t get one, or something. We get way more full-color DX ports of various GB games per year than anything that actually uses the SGB. Like, those are probably more desired in general, but I'd imagine a hard-coded GB -> GBC conversion is way harder to do than to like...give a game a SGB border, right? It's shocking that the only game I can think of that does anything close to that is Pokémon Crystal Clear, and even then, it only works on one specific emulator, isn't actually related to the SGB at all on a technical level, and has some concessions involved with even making THAT work. Forget the Virtual Boy, the Super Game Boy is TRULY Nintendo's most forgotten console.

  • @RavenMobile
    @RavenMobile 6 дней назад

    Mic quality is great.

  • @polocatfan
    @polocatfan 6 дней назад

    my guess for the Pokémon yellow thing is that it might have been upgraded to GBC really late in development and they didn't want to redo the box art.

  • @Morgil27
    @Morgil27 6 дней назад

    15:05 Huh, who knew Mario was heterochromic

    • @WhitePointerGaming
      @WhitePointerGaming 6 дней назад

      I should clarify that he doesn't usually look like that, it's just a result of using a manual colour palette selection for the game. His winking eye is a sprite and the rest is a background, resulting in that eye being a different colour :)

    • @Morgil27
      @Morgil27 6 дней назад

      @WhitePointerGaming Yeah, I kinda figured that out. I was just making a dumb joke while also flexing my vocabulary.

  • @JayrosModShop
    @JayrosModShop 6 дней назад

    Playing Pokemon Yellow on the Analogue Pocket with the 8:7 aspect ratio, the Super Game Boy 2 BIOS, and the Trinitron TV filter is THE definitive way to play the game for me.

  • @cube2fox
    @cube2fox 6 дней назад

    Interesting video. A related question: I always thought that clear cartridge GBC games had a larger color palette than black cartridge games. Is this actually true? Or was I just imagining things? Everyone is only mentioning access to a higher clock speed and larger RAM as the difference.

    • @Dwedit
      @Dwedit 6 дней назад

      Any game that runs on a Game Boy Color is free to use whatever features of the GBC it wants to. This includes the extra video memory (more tiles), extra RAM, double speed mode, and of course Color (8 palettes for background tiles and 8 palettes for sprites). But if a game is designed to run on both GB and GBC, it might choose to avoid using the extra video memory. This allows it to use the same graphics tiles in both GB and GBC mode, and use the color palettes alone to provide color for the game, this saves space and simplifies development. While GBC-only games do not get a larger color palette (they still have the 8 palettes for background tiles and 8 palettes for sprites), games might take advantage of Color 0 being allowed to have a different color across the 8 palettes. It's not a fixed background color like on other systems.

    • @cube2fox
      @cube2fox 4 дня назад

      @Dwedit Do you mean clear cartridge games might have 33% more colors per palette? 4 instead of 3?

    • @Dwedit
      @Dwedit 4 дня назад

      Games typically assign the same background color to all 8 palettes. Usually that color is white, but it could be any color, like black or sky-blue or whatever. Then each palette has three other colors as well. That's 4 colors. But you can pick any background color you want for each palette. If you do that, you no longer have the common background color in your palette, and it's still 4 colors in the palette. GBC-exclusive games are more likely to do this. But the real motivation for not having a common background color is different: When map tiles are made high-priority and displayed in front of sprites, the background color is drawn behind the sprites. So one palette could have a dark color be behind the scenery, and another palette could have a light color be behind the scenery.

  • @jnstroik
    @jnstroik 6 дней назад

    How is Zeliard not on this list above the apogee shovelware?

  • @DJKR87
    @DJKR87 6 дней назад

    The reason why Mystic Quest and Mega Man 1 - 3 has an unique color palatte is because these games where released by Nintendo in Europe instead of Square and Capcom, which where the publishers for America. That could be the only reason I know of. Maybe Nintendo implemented a code for these games to access this palettes. Which is kinda cool. ^.^

    • @magnum3.14
      @magnum3.14 6 дней назад

      Yeah, I wanted to mention the same thing. Glad I checked the comments. In general Nintendo published many 3rd party games in Europe.

    • @WhitePointerGaming
      @WhitePointerGaming 6 дней назад

      Sounds plausible!

  • @mrnuage
    @mrnuage 7 дней назад

    And the GBA just reuse the GBC subsystem to colorize GB games, right?

    • @KopperNeoman
      @KopperNeoman 7 дней назад

      The Z80 in the GBA (and GBP) is the same as the one in the GBC, just versioned differently. There's a byte set in RAM initialisation that allows games to distinguish between a DMG, SGB, CGB, and AGB/AGS/DOL-017 so that games can identify that they're being played on an Advance or Player. Game Boy Player detection by GBA games is handled on the GameCube side of things by the running firmware (Start-up Disk/Game Boy Interface) by pressing all four directions in a specific pattern when the Game Boy Player splash screen appears in the framebuffer.