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I managed to get up to 12 entities all roaming around the map (with collisions between the map and themselves working) while still having animated frames (that you have to stream to video memory since you can't really hold it all at once and still have room for other things).

This is the point where the Gameboy starts to stutter here and there, but I think I can still get more out of it if I optimize.

Next comes the hair. This is a preview of what it looks like put together, but the body and hair get stored separately.

I'm going to attempt to have custom character creation on the Gameboy. First we'll need the composite parts.

Parts of LandTraveller are procedural, parts are handcrafted. I'd like to say its because pure procedural generation will never be exciting (which is true) but I also just like drawing terrain.

A palette I made for a GameBoy Color game. Its not often that you get to create a game-wide palette like this these days.

Its tricky because the color you put into the system is not the color you get out, and there's some colors it can't display. It is a reflective TFT after all, it can only filter the light you give it.

BG 0 is for the system graphics (text, windows, etc.), BG1~BG3 are for most of the environment. The light color they share is to make seamless transitions easier.

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