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Suggestion: Prevent player from overriding SGB palettes #393

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Blaziken257 opened this issue Nov 8, 2019 · 0 comments
Closed

Suggestion: Prevent player from overriding SGB palettes #393

Blaziken257 opened this issue Nov 8, 2019 · 0 comments
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enhancement Issues that are not bugs introduced by a language patch.

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@Blaziken257
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In various screens in SGB mode, different tiles are used to get around SGB's palette limitations. This looks fine as long as the player doesn't mess with changing the palette (this is possible by pressing X or L+R on an SNES controller). When the user changes the palette to another one, some screens look awkward on SGB, such as the tree in the "Finally, we are connected..." screen (there are other screens like this too).

(The SGB screenshot was taken with BSNES, but this occurs on real SGB hardware too.)

I don't think there is any way for a game to detect if the player is overriding the palette, but the following solutions are possible:

  • Disable overriding palettes with the ICON_EN command, with bit 0 of the second byte set to 1 (i.e. 71 01). If the user attempts to press X by overriding the palette, it won't work and a buzzer sound will be heard. Opening the menu with L+R has the palette option disabled here.
  • Make it so that every time a packet is sent, the user-chosen palette is replaced with the game's palette. This can be done with the PAL_PRI command (this is command 0x19 and is not mentioned in the BGB Pandocs page, and was labeled "unknown" in old versions of SGB). C9 01 should do the trick here.

I'm wondering if it's a good idea to prevent the player from changing palettes, but several retail games use either the ICON_EN or PAL_PRI palettes (or even both!) to prevent similar graphical oddities.

bgb00902bgb00903Keitai Denjuu Telefang - Speed Version (J)  C !  (English v136) 2019-11-07 23 27 22

@Blaziken257 Blaziken257 added the enhancement Issues that are not bugs introduced by a language patch. label Nov 8, 2019
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