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gbdk-2020

GameBoy Development Kit
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gbdk-lib/examples/gb/sgb_border/Readme.md

      1 # Super Game Boy Border Example
      2 This example shows how to convert and display an SGB border when the game is running on a Super Game Boy.
      3 
      4 png2asset is used for converting the border.
      5 
      6 
      7 ### Image Properties
      8 * The entire image should be 256 x 224 pixels
      9 * The game area in the center should be:
     10   * 160 x 144 pixels, from (48,40) to (207,183)
     11   * The pixels in the game area at the center of the image should be set to 100% Alpha Transparency (as in the example image). If this is not done then the game area may share a palette color with other parts of the border leading to tile pattern flashing while the border loads.
     12   * The palette will be sorted from lightest to darkest. There may be up to 4 SGB palettes. For Each SGB 16 color palette the first color (zero) is reserved as transparent.
     13   * If the image is indexed and you want the palette order preserved, use `-keep_palette_order` with png2asset (but make sure color zero is used for transparent areas)
     14 * See the pandocs for additional details
     15   * https://gbdev.io/pandocs/SGB_Functions.html
     16   * https://gbdev.io/pandocs/SGB_Color_Palettes.html
     17 
     18 When using the SGB with a PAL SNES, a delay should be added just after program startup such as:
     19 
     20 ```
     21     // Wait 4 frames
     22     // For PAL SNES this delay is required on startup
     23     for (uint8_t i = 4; i != 0; i--) wait_vbl_done();
     24 ```
     25 
     26 
     27 

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