Sprites.Platform.GameBoyColor
The Game Boy Color platform pack: the machine's shared constants under the core, its sprite constants under Sprite, its map constants under Map, and its font constants under Font. Fifteen bit colour with no fixed palette, sprites and tiles built from 8×8 cells of four colours, and no ROM font.
Sprite
- Sprites.Platform.GameBoyColor.Sprite.Slots
- Sprites.Platform.GameBoyColor.Sprite.Modes
- Sprites.Platform.GameBoyColor.Sprite.DefaultWidth
- Sprites.Platform.GameBoyColor.Sprite.DefaultHeight
Map
- Sprites.Platform.GameBoyColor.Map.TileWidth
- Sprites.Platform.GameBoyColor.Map.TileHeight
- Sprites.Platform.GameBoyColor.Map.ScreenWidth
- Sprites.Platform.GameBoyColor.Map.ScreenHeight
- Sprites.Platform.GameBoyColor.Map.HardwareWidth
- Sprites.Platform.GameBoyColor.Map.HardwareHeight
- Sprites.Platform.GameBoyColor.Map.MaxWidth
- Sprites.Platform.GameBoyColor.Map.MaxHeight
- Sprites.Platform.GameBoyColor.Map.Modes
Font
- Sprites.Platform.GameBoyColor.Font.Charsets
- Sprites.Platform.GameBoyColor.Font.DefaultFont
- Sprites.Platform.GameBoyColor.Font.DefaultWidth
- Sprites.Platform.GameBoyColor.Font.DefaultHeight
- Sprites.Platform.GameBoyColor.Font.CharStart
- Sprites.Platform.GameBoyColor.Font.CharCount
Sprites.Platform.GameBoyColor.Name String
The machine's display name.
Sprites.Ui.Dom.Text('Name = ', Sprites.Platform.GameBoyColor.Name);Sprites.Platform.GameBoyColor.BitsPerChannel Number
The colour depth, five bits a channel, the console's fifteen bit colour. The colours are free, so there is no fixed palette.
Sprites.Ui.Dom.Text('BitsPerChannel = ', Sprites.Platform.GameBoyColor.BitsPerChannel);Sprites.Platform.GameBoyColor.Sprite.Slots Array
The four colours a sprite tile starts on, one palette's worth, as packed 0xRRGGBBAA integers.
Sprites.Reactive.Each(Sprites.Platform.GameBoyColor.Sprite.Slots, (colour) => {
const css = Sprites.Colour.Css(colour);
Sprites.Ui.Dom.Tag('span', () => {
Sprites.Ui.Dom.Style('display', 'inline-block');
Sprites.Ui.Dom.Style('width', '1.4rem');
Sprites.Ui.Dom.Style('height', '1.4rem');
Sprites.Ui.Dom.Style('background', css);
});
});Sprites.Platform.GameBoyColor.Sprite.Modes Array
The sprite modes, in the order the Info window lists them. A Sprite mode of four colours at chosen widths and heights, and a size locked Tile mode of four colours at 8×8. Each sets a colour count, a pixel aspect and a size rule.
Sprites.Reactive.Each(Sprites.Platform.GameBoyColor.Sprite.Modes, (mode) => {
const name = Sprites.Object.Field(mode, 'name');
const colours = Sprites.Object.Field(mode, 'colours');
Sprites.Ui.Dom.Tag('div', () => {
Sprites.Ui.Dom.Text(name, ' — ', colours, ' colours');
});
});Sprites.Platform.GameBoyColor.Sprite.DefaultWidth Number
The sprite width the editor opens on.
Sprites.Ui.Dom.Text('DefaultWidth = ', Sprites.Platform.GameBoyColor.Sprite.DefaultWidth);Sprites.Platform.GameBoyColor.Sprite.DefaultHeight Number
The sprite height the editor opens on.
Sprites.Ui.Dom.Text('DefaultHeight = ', Sprites.Platform.GameBoyColor.Sprite.DefaultHeight);Sprites.Platform.GameBoyColor.Map.TileWidth Number
The width in pixels of one map tile.
Sprites.Ui.Dom.Text('TileWidth = ', Sprites.Platform.GameBoyColor.Map.TileWidth);Sprites.Platform.GameBoyColor.Map.TileHeight Number
The height in pixels of one map tile.
Sprites.Ui.Dom.Text('TileHeight = ', Sprites.Platform.GameBoyColor.Map.TileHeight);Sprites.Platform.GameBoyColor.Map.ScreenWidth Number
The visible width of the screen in tiles, the default map width.
Sprites.Ui.Dom.Text('ScreenWidth = ', Sprites.Platform.GameBoyColor.Map.ScreenWidth);Sprites.Platform.GameBoyColor.Map.ScreenHeight Number
The visible height of the screen in tiles, the default map height.
Sprites.Ui.Dom.Text('ScreenHeight = ', Sprites.Platform.GameBoyColor.Map.ScreenHeight);Sprites.Platform.GameBoyColor.Map.HardwareWidth Number
The width in tiles of the hardware map, which wraps.
Sprites.Ui.Dom.Text('HardwareWidth = ', Sprites.Platform.GameBoyColor.Map.HardwareWidth);Sprites.Platform.GameBoyColor.Map.HardwareHeight Number
The height in tiles of the hardware map, which wraps.
Sprites.Ui.Dom.Text('HardwareHeight = ', Sprites.Platform.GameBoyColor.Map.HardwareHeight);Sprites.Platform.GameBoyColor.Map.MaxWidth Number
The largest map width in tiles, for a world that streams beyond the hardware map.
Sprites.Ui.Dom.Text('MaxWidth = ', Sprites.Platform.GameBoyColor.Map.MaxWidth);Sprites.Platform.GameBoyColor.Map.MaxHeight Number
The largest map height in tiles, for a world that streams beyond the hardware map.
Sprites.Ui.Dom.Text('MaxHeight = ', Sprites.Platform.GameBoyColor.Map.MaxHeight);Sprites.Platform.GameBoyColor.Map.Modes Array
The map modes. One Background mode of 512 tiles across two banks, four colours a tile from eight palettes, per tile attributes with flip and priority, and background and Window layers. Its tile is the size locked sprite mode a cell is drawn in, an 8×8 tile of four colours, the palette chosen per cell by the map attribute.
Sprites.Reactive.Each(Sprites.Platform.GameBoyColor.Map.Modes, (mode) => {
const name = Sprites.Object.Field(mode, 'name');
const tiles = Sprites.Object.Field(mode, 'tiles');
const palettes = Sprites.Object.Field(mode, 'palettes');
Sprites.Ui.Dom.Tag('div', () => {
Sprites.Ui.Dom.Text(name, ' — ', tiles, ' tiles, ', palettes, ' palettes');
});
});Sprites.Platform.GameBoyColor.Font.Charsets Array
The machine's built-in character sets. Empty: there is no ROM text font, so on-screen text is drawn from ordinary tiles the game supplies.
const count = Sprites.Array.Length(Sprites.Platform.GameBoyColor.Font.Charsets);
Sprites.Ui.Dom.Text('Charsets = ', count, ' built-in fonts');Sprites.Platform.GameBoyColor.Font.DefaultFont Object
The built-in font. Undefined: the Game Boy Color has no ROM text font, so there is no default character set. On-screen text is drawn from ordinary 8×8 tiles the game supplies. See the Game Boy Color font page.
const label = Sprites.Optional.Default(Sprites.Platform.GameBoyColor.Font.DefaultFont, 'none');
Sprites.Ui.Dom.Text('DefaultFont = ', label);Sprites.Platform.GameBoyColor.Font.DefaultWidth Number
The glyph cell width in pixels of the default font. Zero: the Game Boy Color has no ROM font.
Sprites.Ui.Dom.Text('DefaultWidth = ', Sprites.Platform.GameBoyColor.Font.DefaultWidth);Sprites.Platform.GameBoyColor.Font.DefaultHeight Number
The glyph cell height in pixels of the default font. Zero: the Game Boy Color has no ROM font.
Sprites.Ui.Dom.Text('DefaultHeight = ', Sprites.Platform.GameBoyColor.Font.DefaultHeight);Sprites.Platform.GameBoyColor.Font.CharStart Number
The character code of the first glyph in the default font. Zero: no default font.
Sprites.Ui.Dom.Text('CharStart = ', Sprites.Platform.GameBoyColor.Font.CharStart);Sprites.Platform.GameBoyColor.Font.CharCount Number
The number of glyphs in the default font. Zero: no default font.
Sprites.Ui.Dom.Text('CharCount = ', Sprites.Platform.GameBoyColor.Font.CharCount);