I made The Super Ultimate Game Boy Colorization Hack That Absolutely Everyone Definitely Wanted.
It was a joke, yet at the same time, an actual colorization hack of Wisdom Tree's King James Bible. It was beautiful. I'm at a loss for how this experience could possibly be topped.
Also preserving this thread from birdsite I posted shortly after about how it was made:
Hope you all enjoyed my little April Fools' Day acknowledgement with King James Bible DX.
Now I'm gonna discuss some of the technical stuff behind it.
The part that made this game interesting to work with was its usage of the Wisdom Tree mapper.
Because of how esoteric it is, I kept my code within the first 256 bytes of ROM (rst/interrupt vectors are unused), as well as one random segment of zeroes in between two code segments.
"Why didn't you just convert the game to use an official MBC?"
Well, the Wisdom Tree mapper works very differently to the Nintendo MBCs. You know how the MBCs use 16KiB of memory for the fixed bank, and the next 16KiB for the swappable bank?
The Wisdom Tree mapper treats those two segments as one swappable 32KiB ROM bank.
Converting that would be a very non-trivial task, let alone one for an already needlessly elaborate joke.
Another fun quirk of this game is with the OAM. Sprite data gets written directly to the OAM area; the DMA channel is unused.
Also, sprite attribute data is hardcoded. Most instances are with the "ld" opcode, but for the sheep in the Shepherd game, it uses the "bit" opcode.
Similarly, the cursor in the main menu is kinda interesting.
Its OAM data isn't doing anything to cause it to blink--one of the sprite palette slots is being updated!
So yeah, that's what I have to say about working on The Super Ultimate Game Boy Colorization Hack That Absolutely Everyone Definitely Wanted.
Fun little project.
