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1) There's no such thing as a "8x8 pixel". That's a tile. 2) It's spelled palette. Don't get fooled by Pallet Town. 3) There are 3 types of pictures, mostly. 2BPP, 4BPP and 8BPP. BPP means "Bits Per Pixel". Each type support up to (2^n) - 1 colors. So, for a 4BPP picture that means 15 colors (the first color is always reserved as the transparent one). For a 4BPP picture, there's no way to have more than 15+1 colors, and you can't do anything about it. It's not actually a GBA limit, but rather a 4BPP limit, due to the way the data is stored. If you want to use more than 16 colors, your only option is to use a 8BPP picture, which can handle up to 255+1 colors. However, such formats are not interchangeable, obviously. If the game is supposed to load a 4BPP picture, it won't load an 8BPP one and vice-versa. It might try to load it anyway, but it wouldn't ever work. That, unless you ASM hack it. Either way, you can't go beyond 255+1 colors. And that's a GBA limit. |
...which is why i said you can create the illusion
For example,take the world map in FR. It's a 4bb image. However, i could make the tile map say, load this tile with this palette, but the others with this one. This would give the appearance of having a 32color image. Yes, this technically isn't possible, but it creates the illusion for the game player. While yes, the game player might use vba's better capabilities and see that it's just a 16color image that uses two different palettes via a tilemap, in this way your not necessarily restrained as much, since the illusion is all the person should want anyways. I mean come on, who is going to troll me about cheating on how to load an image? |
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