![]() ![]() Players can unlock an alternate border by filling up their Hoenn Pokdex. I'm not sure how feasible this would be though. Connectivity: GameCube Game Boy Advance cable. ![]() In conclusion, the Game Boy Player is an excellent add-on for your gamecube system, as long as you have plenty of Game Boy games to play. The Game Boy Player is set to output all games in progressive scan (with compatible hardware). I'm still at a loss with sprites though, unless you want to have a "copy" of every 2bpp sprite graphic so that you can use the top 8 colors as an extra palette. GBA Videos, games with motion sensors, and large cheat devices do not function correctly with the Game Boy Player. Actually, you could still have the GBC BG layer on the SNES if you use all 4 2bpp layers in mode 0: have 2 BG layers, each for 8 palettes, and have the other 2 BG layers be the palettes of color 0. ![]() At least with the BG though, you can layer 2 2bpp layers on top of each other, with one of the layers having tiles being a solid color (presumably any regular tile, just with all 4 entries in the palette being the same). I was about to suggest that you'd just use half of the bits for sprites, and use a 2bpp BG layer, but then I also remembered that color 0 on each BG palette is a unique color. I find it incredibly hard to believe that the N64 can't stream 4x the amount of data as the SNES.Īnyway though, Would it be possible to actually just use the SNES's video hardware to emulate the GBC's instead of just sending a pre competed image? Oh, wait, the GBC has 32 palettes, 16 for sprites and 16 for BGs, doesn't it. :/ The amount of them has nothing to do with if they actually work. Nintendo answered this call in 2003 by creating a unique GBA adapter for the Gamecube, called the Game Boy Player. Tepples wrote:Was there some limit of the N64 cart bus preventing this?
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