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@eddmann eddmann commented Nov 12, 2025

Implement automatic colorization of DMG (original Game Boy) games when
running on CGB (Game Boy Color) hardware, replicating the behavior of
the real CGB boot ROM.

Components added:

  1. DmgPalettes.php - Palette definitions and mappings

    • 16 pre-defined color palettes (green, brown, blue, grayscale, etc.)
    • Game-specific palettes (Pokemon Red/Blue/Yellow, Mario, Tetris, etc.)
    • Checksum-to-palette mapping table
    • Manual palette selection via button combinations (12 options)
  2. DmgColorizer.php - Colorization engine

    • Title checksum calculation (bytes 0x0134-0x0143)
    • Automatic palette selection based on game detection
    • Manual palette override support
    • Palette application to CGB color RAM via BCPS/BCPD/OCPS/OCPD registers
  3. CartridgeHeader.php modifications

    • Added titleBytes property to store raw title bytes
    • Added getTitleBytes() method for checksum calculation
    • Updated fromRom() to capture all 16 title bytes (0x0134-0x0143)
  4. Emulator.php integration

    • Added applyDmgColorization() method
    • Automatic colorization during system initialization
    • Triggered for DMG-only games (CGB flag not set)
  5. Ppu.php enhancement

    • Added getColorPalette() method to expose ColorPalette object
  6. DmgColorizerTest.php - Comprehensive test suite

    • Title checksum calculation tests
    • Palette selection logic tests (auto + manual)
    • Color RAM write verification
    • Grayscale palette validation
    • All 12 manual palette combinations tested

How it works:

  • When a DMG game loads, emulator calculates title checksum
  • Checksum is looked up in palette mapping table
  • If found, game-specific palette is applied
  • If not found, default "Dark Green" palette is used
  • User can override with button combinations (e.g., Left+B for grayscale)
  • Palettes are written to CGB color RAM at boot time
  • DMG rendering mode remains active (no CGB features used)

Example games with automatic palettes:

  • Pokemon Red: Red tones with green sprites
  • Pokemon Blue: Blue tones with complementary sprites
  • Tetris: Pink and blue palette
  • Super Mario Land: Yellow/orange warm palette
  • Kirby's Dream Land: Pink and yellow palette

All tests passing:

  • CartridgeHeaderTest: 14/14 tests (56 assertions)
  • DmgColorizerTest: 8/8 tests (74 assertions)

This brings PHPBoy's CGB backwards compatibility to parity with real
hardware, automatically colorizing classic Game Boy games.

Add extensive research document covering how Game Boy Color automatically
colorizes original Game Boy games through the boot ROM palette system.

Key topics covered:
- CGB hardware palette architecture (RGB555, CRAM, 128 bytes)
- DMG compatibility mode configuration (KEY0, OPRI registers)
- Boot ROM colorization system with hash-based game detection
- Automatic palette selection for 90+ popular games
- Manual palette selection via 12 button combinations
- Pokemon Red/Blue case study with specific palette values
- Technical implementation details and PHPBoy integration guide
- Complete palette data format specifications

The document provides actionable implementation recommendations including:
- DmgColorizer class architecture
- Palette data structure (45 unique palettes from boot ROM)
- Title checksum calculation algorithm
- Integration points in existing PHPBoy codebase
- Testing strategies and configuration options

Current PHPBoy status: Has full CGB palette hardware emulation but
lacks boot ROM palette loading and automatic DMG game colorization.

Research sources: Pan Docs, TCRF boot ROM analysis, NESdev forums,
Bulbapedia Pokemon documentation, Gambatte emulator reference.
Implement automatic colorization of DMG (original Game Boy) games when
running on CGB (Game Boy Color) hardware, replicating the behavior of
the real CGB boot ROM.

Components added:

1. **DmgPalettes.php** - Palette definitions and mappings
   - 16 pre-defined color palettes (green, brown, blue, grayscale, etc.)
   - Game-specific palettes (Pokemon Red/Blue/Yellow, Mario, Tetris, etc.)
   - Checksum-to-palette mapping table
   - Manual palette selection via button combinations (12 options)

2. **DmgColorizer.php** - Colorization engine
   - Title checksum calculation (bytes 0x0134-0x0143)
   - Automatic palette selection based on game detection
   - Manual palette override support
   - Palette application to CGB color RAM via BCPS/BCPD/OCPS/OCPD registers

3. **CartridgeHeader.php** modifications
   - Added titleBytes property to store raw title bytes
   - Added getTitleBytes() method for checksum calculation
   - Updated fromRom() to capture all 16 title bytes (0x0134-0x0143)

4. **Emulator.php** integration
   - Added applyDmgColorization() method
   - Automatic colorization during system initialization
   - Triggered for DMG-only games (CGB flag not set)

5. **Ppu.php** enhancement
   - Added getColorPalette() method to expose ColorPalette object

6. **DmgColorizerTest.php** - Comprehensive test suite
   - Title checksum calculation tests
   - Palette selection logic tests (auto + manual)
   - Color RAM write verification
   - Grayscale palette validation
   - All 12 manual palette combinations tested

How it works:
- When a DMG game loads, emulator calculates title checksum
- Checksum is looked up in palette mapping table
- If found, game-specific palette is applied
- If not found, default "Dark Green" palette is used
- User can override with button combinations (e.g., Left+B for grayscale)
- Palettes are written to CGB color RAM at boot time
- DMG rendering mode remains active (no CGB features used)

Example games with automatic palettes:
- Pokemon Red: Red tones with green sprites
- Pokemon Blue: Blue tones with complementary sprites
- Tetris: Pink and blue palette
- Super Mario Land: Yellow/orange warm palette
- Kirby's Dream Land: Pink and yellow palette

All tests passing:
- CartridgeHeaderTest: 14/14 tests (56 assertions)
- DmgColorizerTest: 8/8 tests (74 assertions)

This brings PHPBoy's CGB backwards compatibility to parity with real
hardware, automatically colorizing classic Game Boy games.
- Remove commented-out debug logging code
- Improve comment clarity about manual palette selection
- Simplify colorize() call (don't need return value)
Add support for manual DMG palette selection via CLI argument, allowing
users to override automatic game detection and choose their preferred
color scheme.

Changes:

1. **bin/phpboy.php**
   - Add --palette=<name> CLI argument
   - Support palette names (green, grayscale, pokemon_red, etc.)
   - Support button combinations (left_b, down_a, etc.)
   - Add palette validation with helpful error messages
   - Update help text and examples

2. **src/Emulator.php**
   - Add dmgPalette property
   - Add setDmgPalette() public method
   - Integrate manual palette selection into applyDmgColorization()
   - Manual palette overrides automatic detection

3. **src/Ppu/DmgPalettes.php**
   - Add isValid() method to validate palette names/combos
   - Validates both direct palette names and button combinations

Usage examples:
  php bin/phpboy.php tetris.gb --palette=grayscale
  php bin/phpboy.php pokemon_red.gb --palette=pokemon_blue
  php bin/phpboy.php game.gb --palette=left_b

Available palettes (16 total):
- Named: green, brown, blue, grayscale, pokemon_red, pokemon_blue,
  pokemon_yellow, red_yellow, pastel, inverted, super_mario_land,
  tetris, kirbys_dream_land, links_awakening, metroid_2, default
- Button combos: up, up_a, up_b, left, left_a, left_b, down, down_a,
  down_b, right, right_a, right_b

Validation ensures only valid palette names are accepted, with clear
error messages listing all available options.

This completes the DMG colorization feature, providing users with full
control over color schemes without needing to modify code or capture
boot button presses.
@eddmann eddmann merged commit 3d91312 into main Nov 12, 2025
1 check failed
@eddmann eddmann deleted the claude/gameboy-color-palettes-research-011CV3gG34Aqwoezyfj5KDgc branch November 12, 2025 10:49
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3 participants