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The processor, which is a [[Z80]] workalike made by [[Sharp Corporation|Sharp]] with a few extra (bit manipulation) instructions, has a clock speed of approximately 8 MHz, twice as fast as that of the original Game Boy. The Game Boy Color also has three times as much memory as the original (32 kilobytes system RAM, 16 kilobytes video RAM). The screen resolution was the same as the original Game Boy, which is 160×144 pixels.
 
The processor, which is a [[Z80]] workalike made by [[Sharp Corporation|Sharp]] with a few extra (bit manipulation) instructions, has a clock speed of approximately 8 MHz, twice as fast as that of the original Game Boy. The Game Boy Color also has three times as much memory as the original (32 kilobytes system RAM, 16 kilobytes video RAM). The screen resolution was the same as the original Game Boy, which is 160×144 pixels.
  
The Game Boy Color also featured an [[infrared]] communications port for wireless linking. The feature was only supported in a small number of games, so the infrared port was dropped from the [[Game Boy Advance]] line, to be later reintroduced with the [[Nintendo 3DS]], though wireless linking (using [[Wi-Fi]]) would return in the [[Nintendo DS]] line. The console was capable of showing up to 56 different colors simultaneously on screen from its [[Palette (computing)|palette]] of 32,768 (8×4 color background palettes, 8x3+transparent sprite palettes), and could add basic four-, seven- or ten-color shading to games that had been developed for the original 4-shades-of-grey Game Boy. In the 7-color modes, the sprites and backgrounds were given separate color schemes, and in the 10-color modes the sprites were further split into two differently-colored groups; however, as flat black (or white) was a shared fourth color in all but one (7-color) palette, the overall effect was that of 4, 6 or 8 colors. This method of upgrading the color count resulted in graphic artifacts in certain games; for example, a sprite that was supposed to meld into the background would sometimes be colored separately, making it easily noticeable. Manipulation of palette registers during display allowed for a rarely used "high color mode", capable of displaying more than 2,000 colors on the screen simultaneously.
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The Game Boy Color also featured an [[infrared]] communications port for wireless linking. The feature was only supported in a small number of games, so the infrared port was dropped from the [[Game Boy Advance]] line, to be later reintroduced with the [[Nintendo 3DS]], though wireless linking (using [[Wi-Fi]]) would return in the [[Nintendo DS]] line. The console was capable of showing up to 56 different colors simultaneously on screen from its [[Palette (computing)|palette]] of 32,768 (8×4 color background palettes, 8x3+transparent sprite palettes), and could add basic four-, seven- or ten-color shading to games that had been developed for the original 4-shades-of-grey Game Boy. In the 7-color modes, the sprites and backgrounds were given separate color schemes, and in the 10-color modes the sprites were further split into two differently-colored groups; however, as flat black (or white) was a shared fourth color in all but one (7-color) palette, the overall effect was that of 4, 6 or 8 colors. This method of upgrading the color count resulted in graphic artifacts in certain games; for example, a sprite that was supposed to meld into the background would sometimes be colored separately, making it easily noticeable. Manipulation of palette registers during display allowed for a rarely used "high color mode", capable of displaying more than 2,000 colors on the screen simultaneously.<ref name="aloneinthedark">{{cite web|url=http://www.ign.com/articles/2000/08/05/first-alone-in-the-dark-screenshots-for-game-boy-color|title=First Alone in the Dark Screenshots for Game Boy Color|date=4 August 2000|work=[[IGN]]|accessdate=24 March 2015}}</ref>
  
 
===Color palettes used for original Game Boy games===
 
===Color palettes used for original Game Boy games===
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For dozens of popular Game Boy titles, the Game Boy Color has an enhanced palette built in featuring up to 16 colors - four colors for each of the Game Boy's four layers. If the system does not have a palette stored for a game, it defaults to a palette of green, blue, salmon, black, and white. However, when the user turns on the system, they may choose one of 12 built in color palettes by pressing certain button combinations (namely a direction key and optionally A or B) while the Game Boy logo is present on the screen.
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For dozens of popular Game Boy titles, the Game Boy Color has an enhanced palette built in featuring up to 16 colors - four colors for each of the Game Boy's four layers.<ref>[http://www.vintage-computer.com/vcforum/showthread.php?19247-Disassembling-the-GBC-Boot-ROM&p=128734 Disassembling the GBC Boot ROM]</ref> If the system does not have a palette stored for a game, it defaults to a palette of green, blue, salmon, black, and white. However, when the user turns on the system, they may choose one of 12 built in color palettes by pressing certain button combinations (namely a direction key and optionally A or B) while the Game Boy logo is present on the screen.
  
These palettes each contain up to ten colors. In most games, the four shades displayed on the original Game Boy would translate to different subsets of this 10-color palette, such as by displaying movable [[sprite (computer graphics)|sprites]] in one subset and backgrounds, etc. in another. The grayscale (Left + B) palette produces an appearance similar to that experienced on the original Game Boy.
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These palettes each contain up to ten colors.<ref>{{cite web|url=https://www.nintendo.com/consumer/systems/gameboyadvance/colorchange.jsp |title=Changing the Color Palette on Game Boy Advance Systems |work=Customer Service |publisher=Nintendo |date= |accessdate=2009-01-04}}</ref>  In most games, the four shades displayed on the original Game Boy would translate to different subsets of this 10-color palette, such as by displaying movable [[sprite (computer graphics)|sprites]] in one subset and backgrounds, etc. in another. The grayscale (Left + B) palette produces an appearance similar to that experienced on the original Game Boy.
 
[[File:GBC keypad palettes.png|right|thumb|Illustrated color-samples of the palettes for the different key-combinations. Any color crossed out will be present in palette RAM, but rendered as transparent.]]
 
[[File:GBC keypad palettes.png|right|thumb|Illustrated color-samples of the palettes for the different key-combinations. Any color crossed out will be present in palette RAM, but rendered as transparent.]]
  
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===Hi-Color Mode===
 
===Hi-Color Mode===
A few games used a technical trick to increase the number of colors available on-screen. This "Hi-Color mode" is a mode used by the Italian company 7th Sense s.r.l. among others, and can display more than 2000 different colors on the screen. Some examples of games using this trick are ''The Fish Files'', ''The New Addams Family Series'' and ''Alone in the Dark: The New Nightmare''.
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A few games used a technical trick to increase the number of colors available on-screen. This "Hi-Color mode" is a mode used by the Italian company 7th Sense s.r.l. among others, and can display more than 2000 different colors on the screen. Some examples of games using this trick are ''The Fish Files'', ''The New Addams Family Series'' and ''Alone in the Dark: The New Nightmare''.<ref name="aloneinthedark"/><ref name="Albatross">{{cite web|url=http://www.racketboy.com/retro/nintendo/gameboy/game-boy-games-that-pushed-the-limits-of-graphics-sound|title=Game Boy Games That Pushed The Limits of Graphics & Sound|last=Albatross|first=Zen|work=Racketboy|accessdate=24 March 2015}}</ref>
  
 
==Cartridges==
 
==Cartridges==

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