The Gameboy stores tiles as 2 bit-per-pixel 8x8 images, thus 16 bytes. Every two bytes is a complete row with all of the Low-bits of each pixel in the first byte, and all of the High-bits of each pixel in the second.
Input will be exactly 16 bytes, received through Standard IO in one of the following forms:
- Array of bytes or strings
- 16 byte string
Per the Standard IO, these may be in a language convenient form (Deliminated string, on the stack, etc.)
An image, Rendered or Saved, of the Gameboy Tile.
Scale and Aspect Ratio of each pixel is not fixed.
Each 2 bit colour of the Pallet may be anything so long as the Manhattan Distance of the RGB256 representation is atleast 48. Eg.
#FFFFFF, #AAAAAA, #555555, #000000. Traditionally, although not a requirement,
00 is the lightest colour, and
11 is the darkest.
[FF, 00, 7E, FF, 85, 81, 89, 83, 93, 85, A5, 8B, C9, 97, 7E, FF]
[7C, 7C, 00, C6, C6, 00, 00, FE, C6, C6, 00, C6, C6, 00, 00, 00]