# - A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z
The Legend of Zelda: Oracle of Ages
Uploads to this Game RSS Feed
Category Game Boy / GBC
Sheets 76
Hits 612,361
Comments 9
The Legend of Zelda: Oracle of Ages
The Legend of Zelda: Oracle of Ages
Console Genre Developers
Game Boy / GBC Action-Adventure Developer coming soon!
Tagging is in the works and will be here soon!
You must be logged in with an active forum account to post comments.
Avatar
Feb 27, 2022, 11:00 PM
No Hero's Cave? Thought it was here...
Avatar
Jun 21, 2021, 2:13 AM
The sprites for the Mau Tree's leaves and dandelion seed things when she talks to you after you get an essence are missing.
Avatar
May 27, 2019, 6:05 AM
We're still missing a tileset for the deep underwater caves.
Avatar
Apr 21, 2019, 11:28 PM
I don't recall the specific map, but there was an issue with the washed out palettes causing the highlights on the floor wood panels being a sort of grayish pink color that was identical to the highlights on some stone walls IIRC. The walls and floor were orange and brown respectively, in their proper palettes. But in the washed out colors they shared that color between them, (when they shouldn't have).
I'm not sure if I've explained it well and I unfortunately don't remember exactly what map or have the file on hand. It was a while ago that I tried to see if they could be recolored-after-the-fact to the original colors. I didn't get anywhere with it because some colors were bleeding together so I never said anything else about it.

EDIT: I may have tested with Vasu's Shop due to the variety of tiles
Avatar
Apr 17, 2019, 9:58 AM
@Satoh No prob. Never had any problems with certain palettes being too similar, though. Do you have an example of such happening?
Avatar
Apr 16, 2019, 1:55 AM
Thanks for the extra effort. The biggest problem with the washed out versions, aside from simply not being RBG accurate, is the fact that certain palette colors that should have been separate, became the same after being washed out by the emulator. Certain pale blues and greens or pale pinks and browns on some of the maps, bled together meaning they couldn't be fixed even after gathering the palettes from the ROM.

Thanks again for the effort you're going to.
Avatar
Apr 15, 2019, 7:38 AM
Okay, so I went back and did a bit of testing and I think I know what's going on.

BGB (BadGameBoy) is the emulator I use for ripping sprites for this game. In it's graphics settings, it has something called "GBC LCD colors", which is usually enabled by default. Enabling this is what gives us the overly unsaturated palette that I've been using. When disabled, the palette matches 1-to-1 the palette used for ZOLE (Zelda Objects Level Editor). This is also the same palette used on VBA (VisbalBoyAdvance) by default, although it differs ever so slightly from the other two.

Needless to say, I'll be fixing all of the sheets I've uploaded to account for this, starting with the enemies/bosses, followed by the maps and other miscellaneous sheets. It'll take some time, but it's totally doable, especially considering I can just use ZOLE for the maps since they're 1-to-1 the same palette that BGB uses. I apologise for the inconvenience.
Avatar
Feb 18, 2019, 11:03 PM
It is somewhat frustrating. I know its an emulator setting that does it, but I'm not sure if there's a simple way to fix it in post.
It doesn't seem like the RGB values are multiplied by any rational factor so a simple color correction operation is out.
Avatar
Feb 13, 2019, 7:06 PM
Can I be perfectly honest here? I do not like the super-unsaturated palettes on many of the more recent sheets.
This page does not work well in portrait mode on mobile. Please rotate your device.
Revise
Report
Switch to Dark Theme
Switch to Text Mode
Click to show NSFW Content
Click to toggle list of pending sheets
Click for a random sheet!