<?xml version="1.0"?>
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		<id>https://gbdev.gg8.se/wiki/index.php?action=history&amp;feed=atom&amp;title=GBC_dual_compatibility</id>
		<title>GBC dual compatibility - Revision history</title>
		<link rel="self" type="application/atom+xml" href="https://gbdev.gg8.se/wiki/index.php?action=history&amp;feed=atom&amp;title=GBC_dual_compatibility"/>
		<link rel="alternate" type="text/html" href="https://gbdev.gg8.se/wiki/index.php?title=GBC_dual_compatibility&amp;action=history"/>
		<updated>2026-04-16T04:32:49Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.25.1</generator>

	<entry>
		<id>https://gbdev.gg8.se/wiki/index.php?title=GBC_dual_compatibility&amp;diff=1028&amp;oldid=prev</id>
		<title>PinoBatch: Define DMG earlier</title>
		<link rel="alternate" type="text/html" href="https://gbdev.gg8.se/wiki/index.php?title=GBC_dual_compatibility&amp;diff=1028&amp;oldid=prev"/>
				<updated>2021-08-05T17:21:37Z</updated>
		
		<summary type="html">&lt;p&gt;Define DMG earlier&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 17:21, 5 August 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A Game Boy Color game can be designed as GBC-exclusive or as dual compatible.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A Game Boy Color game can be designed as GBC-exclusive or as dual compatible.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Dual compatible games will run on the monochrome Game Boy &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or &lt;/del&gt;Game Boy pocket &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;system &lt;/del&gt;or Super Game Boy accessory.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Dual compatible games will run on the monochrome Game Boy &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(DMG) and &lt;/ins&gt;Game Boy pocket &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(MGB) systems &lt;/ins&gt;or &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/ins&gt;Super Game Boy &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(SGB) &lt;/ins&gt;accessory.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In some cases, making a game GBC-exclusive is justified.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In some cases, making a game GBC-exclusive is justified.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Other times, it may be perceived as unnecessarily limiting one's audience.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Other times, it may be perceived as unnecessarily limiting one's audience.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L7&quot; &gt;Line 7:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Distinguishing species ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Distinguishing species ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some game genres, particularly block puzzles, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;traditionally &lt;/del&gt;use colors to distinguish different object species, and one might encounter difficulty translating these genres to DMG.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some game genres, particularly block puzzles, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;conventionally &lt;/ins&gt;use colors to distinguish different object species, and one might encounter difficulty translating these genres to DMG.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Objects that are 16x16 pixels can be drawn with different textures, but it took artists a while to figure out how to make that practical for objects smaller than that.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Objects that are 16x16 pixels can be drawn with different textures, but it took artists a while to figure out how to make that practical for objects smaller than that.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A lot of games, such as ''Wario's Woods'', even skipped the DMG because of the large number of species that needed to be distinguished.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A lot of games, such as ''Wario's Woods'', even skipped the DMG because of the large number of species that needed to be distinguished.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>PinoBatch</name></author>	</entry>

	<entry>
		<id>https://gbdev.gg8.se/wiki/index.php?title=GBC_dual_compatibility&amp;diff=878&amp;oldid=prev</id>
		<title>ISSOtm: /* Tile count */ Add note about overlapping usage of tile regions</title>
		<link rel="alternate" type="text/html" href="https://gbdev.gg8.se/wiki/index.php?title=GBC_dual_compatibility&amp;diff=878&amp;oldid=prev"/>
				<updated>2019-05-12T16:46:36Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Tile count: &lt;/span&gt; Add note about overlapping usage of tile regions&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:46, 12 May 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L38&quot; &gt;Line 38:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 38:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In addition, because GBC can flip background tiles and DMG cannot, a tile set that relies on symmetry will occupy more VRAM on DMG.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In addition, because GBC can flip background tiles and DMG cannot, a tile set that relies on symmetry will occupy more VRAM on DMG.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So a game may have to include two background graphics styles in the ROM: one for color and a much simpler one for monochrome to let the sprites show through on a low-contrast STN screen.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So a game may have to include two background graphics styles in the ROM: one for color and a much simpler one for monochrome to let the sprites show through on a low-contrast STN screen.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It's possible to make temporary cutbacks in tile counts: ''Pokémon'' keeps 128 sprite tiles loaded for standing stances, 128 more for walking stances, and 128 tiles for backgrounds. When a menu is opened, all sprites are forced to their standing stances, and menu+font tiles are loaded to the space previously occupied by walking stance cels.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You might be able to extend a scrolling game's tile count a little by swapping out tiles as the camera moves through the level, as in ''Gargoyle's Quest'' on GB or ''Haunted: Halloween '85'' on NES.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You might be able to extend a scrolling game's tile count a little by swapping out tiles as the camera moves through the level, as in ''Gargoyle's Quest'' on GB or ''Haunted: Halloween '85'' on NES.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ISSOtm</name></author>	</entry>

	<entry>
		<id>https://gbdev.gg8.se/wiki/index.php?title=GBC_dual_compatibility&amp;diff=877&amp;oldid=prev</id>
		<title>PinoBatch: /* Tile count */ ISSOtm suggested background tile flipping as another factor</title>
		<link rel="alternate" type="text/html" href="https://gbdev.gg8.se/wiki/index.php?title=GBC_dual_compatibility&amp;diff=877&amp;oldid=prev"/>
				<updated>2019-05-12T16:34:45Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Tile count: &lt;/span&gt; ISSOtm suggested background tile flipping as another factor&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:34, 12 May 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L36&quot; &gt;Line 36:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 36:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A game that loads 256 sprite tiles at once can load 512 background tiles on GBC but only 128 on DMG.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A game that loads 256 sprite tiles at once can load 512 background tiles on GBC but only 128 on DMG.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In addition, because GBC can flip background tiles and DMG cannot, a tile set that relies on symmetry will occupy more VRAM on DMG.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So a game may have to include two background graphics styles in the ROM: one for color and a much simpler one for monochrome to let the sprites show through on a low-contrast STN screen.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So a game may have to include two background graphics styles in the ROM: one for color and a much simpler one for monochrome to let the sprites show through on a low-contrast STN screen.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>PinoBatch</name></author>	</entry>

	<entry>
		<id>https://gbdev.gg8.se/wiki/index.php?title=GBC_dual_compatibility&amp;diff=876&amp;oldid=prev</id>
		<title>PinoBatch: &quot;excuse for laziness&quot; was biased as well</title>
		<link rel="alternate" type="text/html" href="https://gbdev.gg8.se/wiki/index.php?title=GBC_dual_compatibility&amp;diff=876&amp;oldid=prev"/>
				<updated>2019-05-12T16:24:12Z</updated>
		
		<summary type="html">&lt;p&gt;&amp;quot;excuse for laziness&amp;quot; was biased as well&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:24, 12 May 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A Game Boy Color game can be designed as GBC-exclusive or as dual compatible.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A Game Boy Color game can be designed as GBC-exclusive or as dual compatible.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Dual compatible games will run on the monochrome Game Boy&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;or Game Boy pocket system or Super Game Boy accessory.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Dual compatible games will run on the monochrome Game Boy or Game Boy pocket system or Super Game Boy accessory.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In some cases, making a game GBC-exclusive is justified.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In some cases, making a game GBC-exclusive is justified.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Other times, it may be perceived as &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;an excuse for laziness&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Other times, it may be perceived as &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;unnecessarily limiting one's audience&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Here are tips for deciding whether you actually need to go GBC-exclusive, and if not, how best to accommodate monochrome users.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Here are tips for deciding whether you actually need to go GBC-exclusive, and if not, how best to accommodate monochrome users.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>PinoBatch</name></author>	</entry>

	<entry>
		<id>https://gbdev.gg8.se/wiki/index.php?title=GBC_dual_compatibility&amp;diff=875&amp;oldid=prev</id>
		<title>PinoBatch: remove &quot;easy way out&quot; from lead section</title>
		<link rel="alternate" type="text/html" href="https://gbdev.gg8.se/wiki/index.php?title=GBC_dual_compatibility&amp;diff=875&amp;oldid=prev"/>
				<updated>2019-05-12T16:22:00Z</updated>
		
		<summary type="html">&lt;p&gt;remove &amp;quot;easy way out&amp;quot; from lead section&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:22, 12 May 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Some developers of games for &lt;/del&gt;Game Boy Color &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;have taken the easy way out by not making them &amp;quot;&lt;/del&gt;dual compatible&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot; for playability &lt;/del&gt;on &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a &lt;/del&gt;monochrome Game Boy or Game Boy pocket system or Super Game Boy accessory.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;A &lt;/ins&gt;Game Boy Color &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game can be designed as GBC-exclusive or as &lt;/ins&gt;dual compatible&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Dual compatible games will run &lt;/ins&gt;on &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/ins&gt;monochrome Game Boy&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;or Game Boy pocket system or Super Game Boy accessory.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In some cases, making a game GBC-exclusive is justified.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In some cases, making a game GBC-exclusive is justified.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Other times, it may be perceived as an excuse for laziness.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Other times, it may be perceived as an excuse for laziness.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>PinoBatch</name></author>	</entry>

	<entry>
		<id>https://gbdev.gg8.se/wiki/index.php?title=GBC_dual_compatibility&amp;diff=860&amp;oldid=prev</id>
		<title>PinoBatch: Notes from a discussion with beware and others in EFnet #gbdev2 led to this</title>
		<link rel="alternate" type="text/html" href="https://gbdev.gg8.se/wiki/index.php?title=GBC_dual_compatibility&amp;diff=860&amp;oldid=prev"/>
				<updated>2019-03-06T21:09:32Z</updated>
		
		<summary type="html">&lt;p&gt;Notes from a discussion with beware and others in EFnet #gbdev2 led to this&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Some developers of games for Game Boy Color have taken the easy way out by not making them &amp;quot;dual compatible&amp;quot; for playability on a monochrome Game Boy or Game Boy pocket system or Super Game Boy accessory.&lt;br /&gt;
In some cases, making a game GBC-exclusive is justified.&lt;br /&gt;
Other times, it may be perceived as an excuse for laziness.&lt;br /&gt;
Here are tips for deciding whether you actually need to go GBC-exclusive, and if not, how best to accommodate monochrome users.&lt;br /&gt;
&lt;br /&gt;
== Distinguishing species ==&lt;br /&gt;
&lt;br /&gt;
Some game genres, particularly block puzzles, traditionally use colors to distinguish different object species, and one might encounter difficulty translating these genres to DMG.&lt;br /&gt;
Objects that are 16x16 pixels can be drawn with different textures, but it took artists a while to figure out how to make that practical for objects smaller than that.&lt;br /&gt;
A lot of games, such as ''Wario's Woods'', even skipped the DMG because of the large number of species that needed to be distinguished.&lt;br /&gt;
&lt;br /&gt;
Later on, however, artists figured how to squeeze distinctive outlines and textures into 8x8-pixel cells.&lt;br /&gt;
Look at the difference from ''Puyo Puyo'' to ''Puyo Puyo Tsuu'' on Game Boy or [http://www.gamasutra.com/blogs/AJRyan/20160323/267464/Adapting_Sega_Saturn_games_to_be_ColorblindFriendly.php from ''Puyo Puyo Tsuu'' on Sega Saturn to ''Puyo Puyo Tetris'' on Nintendo Switch].&lt;br /&gt;
&lt;br /&gt;
Using shading and texture if at all possible also improves accessibility to the 8 percent of male gamers who are color blind.&lt;br /&gt;
But make sure to [https://ablegamers.org/unlockingaccessibilitypuzzlegames/ keep the textured option available in GBC mode].&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Software 3D rendering isn't too practical on GBC, but it's even less practical on monochrome with its slow CPU.&lt;br /&gt;
DMG might be limited to the slow rendering and detail-free geometry of something like ''Faceball 2000''.&lt;br /&gt;
There may be other situations where double speed is needed to pull off a particular effect.&lt;br /&gt;
But in other cases, don't feel tempted to throw more hardware at it just for, say, the convenience of using C instead of assembly language.&lt;br /&gt;
&lt;br /&gt;
== Work RAM ==&lt;br /&gt;
&lt;br /&gt;
A game that requires 9K to 15K of work RAM could be made dual compatible if it is long enough to need SRAM for saving.&lt;br /&gt;
''Super Mario Land 2'' and ''Wario Land''&amp;lt;sup&amp;gt;[''[https://datacrystal.romhacking.net/wiki/Wario_Land:_Super_Mario_Land_3:RAM_map RAM map]'']&amp;lt;/sup&amp;gt; use most of save RAM as work RAM, leaving only a fraction for three saved campaigns.&lt;br /&gt;
&lt;br /&gt;
But if a game inherently requires 16K or more work RAM, such as [https://github.com/AntonioND/ucity ''µCity''], RAM requirements alone are a good excuse to make it GBC-exclusive.&lt;br /&gt;
This is a city simulator played on a comparatively huge game board, all of which has to be saved to SRAM between play sessions.&lt;br /&gt;
If ported to DMG, it might need to use 32K for the saved city and another 32K for the working copy, and SRAM chips larger than 32K aren't common.&lt;br /&gt;
&lt;br /&gt;
== Tile count ==&lt;br /&gt;
&lt;br /&gt;
A game that loads 256 sprite tiles at once can load 512 background tiles on GBC but only 128 on DMG.&lt;br /&gt;
So a game may have to include two background graphics styles in the ROM: one for color and a much simpler one for monochrome to let the sprites show through on a low-contrast STN screen.&lt;br /&gt;
&lt;br /&gt;
You might be able to extend a scrolling game's tile count a little by swapping out tiles as the camera moves through the level, as in ''Gargoyle's Quest'' on GB or ''Haunted: Halloween '85'' on NES.&lt;br /&gt;
Or take advantage of the fact that the sprite unit can never display more than 80 distinct tiles at once and swap cels into the first 128 tiles of CHR RAM, using the other 48 for double buffering or even speculative loading.&lt;br /&gt;
If you use an [https://gamedevelopment.tutsplus.com/tutorials/how-to-use-tile-bitmasking-to-auto-tile-your-level-layouts--cms-25673 autotiler], or a map loading algorithm that changes tiles at the borders of structures based on adjacent tiles, you can have it generate simpler borders on DMG.&lt;br /&gt;
&lt;br /&gt;
== Frame rate ==&lt;br /&gt;
&lt;br /&gt;
A game that runs at 60 fps on GBC may have to run at 30 fps on DMG to compensate for the slower CPU, lack of DMA to VRAM, and the slow STN screen.&lt;br /&gt;
However, don't go too low because it'll look bad on Super Game Boy.&lt;br /&gt;
In addition, if you run at 30 fps by moving everything twice as far each frame, make sure that characters can still make jumps at both time steps.&lt;/div&gt;</summary>
		<author><name>PinoBatch</name></author>	</entry>

	</feed>