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Possible future hacking style

correct me if i'm wrong,but getting around the 16 color problem just takes some creativity.
A picture (in layman terms) works like this:
1)Every pixel has a pallette value
2)Changing the pallette value changes the pixel
3)You can change which pallete a 8x8 pixel uses
So if your using a tilemap, and have control over the pallettes then yes, you can. Sort of. It requires making two pallettes, loading them, loading tileset, then loading the tilemap which accurately contains information as to which pallette each one should use. Technically no, you can't have an image with more than 16 color pallettes, and less than 256. But you can create the illusion.
 
Not really, with good enough ASM hacking you could change anything. So like Zodiac said, it's up to the hacker's ASM skills.

In fact, you misread what ZodiacDaGreat said:

...is really limited to the console's hardware (GBA) and the programmer or coder's (ASM hackers) skills...


correct me if i'm wrong,but getting around the 16 color problem just takes some creativity.
A picture (in layman terms) works like this:
1)Every pixel has a pallette value
2)Changing the pallette value changes the pixel
3)You can change which pallete a 8x8 pixel uses
So if your using a tilemap, and have control over the pallettes then yes, you can. Sort of. It requires making two pallettes, loading them, loading tileset, then loading the tilemap which accurately contains information as to which pallette each one should use. Technically no, you can't have an image with more than 16 color pallettes, and less than 256. But you can create the illusion.

You're wrong.

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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