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The Legend of Zelda: Oracle of Ages
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Category Game Boy / GBC
Sheets 76
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Comments 9
The Legend of Zelda: Oracle of Ages
The Legend of Zelda: Oracle of Ages
Playable Characters
Animal Friends
Non-Playable Characters
Enemies & Bosses
Backgrounds (Indoors)
Backgrounds (Outdoors)
Backgrounds (Dungeons)
Console Genre Developers
Game Boy / GBC Action-Adventure Developer coming soon!
Tagging is in the works and will be here soon!
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Feb 27, 2022, 11:00 PM
No Hero's Cave? Thought it was here...
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.
May 27, 2019, 6:05 AM
We're still missing a tileset for the deep underwater caves.
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
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?
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.
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.
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.
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.
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