ROM Hack Oldies Project Tiny Toons Adventures DX for Game Boy : colorization project

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This project is really becoming something impressive!
I have one suggestion, why don't you make the hud black? Like most 8bit games,I think it would be more pleasing to the eye.

Thanks for your dedication and hard work!

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This project is really becoming something impressive!
I have one suggestion, why don't you make the hud black? Like most 8bit games,I think it would be more pleasing to the eye.

Thanks for your dedication and hard work!

Thank you for your message : a lot of things can still change before the release, of course, and some people have expressed a preference toward black or white.

As for me, I actually like white a little bit more, since the game is inspired of a cartoon, and a lot of backgrounds are white or light.

Granted, the NES version has black HUD, but it also (and contrary to the GB counterpart) is a lot darker in its levels and such.

Plus, some people have mentioned white makes it easier to read (see Kirby DX, for example, which I think is one of the epitomes of GBC hacks, and has white HUD).

If I were to go for black, I'd have to make more changes than meet the eye, as the portraits of Buster and Plucky would have to be redrawned (too many colors, don't forget white is a color too :wink: ) : that's not impossible, and I've done it in several occasions already (mainly Buster and Babs' sprites), but I try not to "alter" the original's artwork (which is pretty great in my opinion) too much.

Anyway, I'm planning on releasing some video for Xmas Eve, but don't take my word on it!

Have a nice day!
 
Merry Christmas to everyone! Please accept this small video I did as a gift of mine. You know... just to prove I haven't been doing mockups from the past several months! :wink:

It looks really good so far! Just wish there was a way to get rid of the corruption that happens when you pause and unpause the game and fix that spotlight in the intro cutscene.

Also, sorry if this is not on-topic, but someone on RH Plaza says that they can't get your Line Attack Heroes translation to work.
 
It looks really good so far! Just wish there was a way to get rid of the corruption that happens when you pause and unpause the game and fix that spotlight in the intro cutscene.

Also, sorry if this is not on-topic, but someone on RH Plaza says that they can't get your Line Attack Heroes translation to work.
Oh, I plan to : I just thought it would be nice to see things in motion for once. :)
There are already a lot of things I managed to correct (like the mouse having his head changing color when it turns), and I won't release the thing until I've refined the most I can!

(Yes, I received a message on GBATemp about LAH, and gave them some advice : I believe it's their emunand set on SD card that might just be very slow)
 
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What emulator are you using on your 3DS?
That's mGBA. I particularly appreciate the fact you can find green palettes on the Internet to mimic the old game boy, as well as the possibility to use interframe blending, which really makes it close to the real thing! (but here, of course, we're on GBC)
 
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That's mGBA. I particularly appreciate the fact you can find green palettes on the Internet to mimic the old game boy, as well as the possibility to use interframe blending, which really makes it close to the real thing! (but here, of course, we're on GBC)
Oh, okay. Never thought there was a mGBA for 3DS.

I used to have a Game Boy/Game Boy Color emulator on my R4 flashcart, of which I forgot the name.
 
Oh, okay. Never thought there was a mGBA for 3DS.

I used to have a Game Boy/Game Boy Color emulator on my R4 flashcart, of which I forgot the name.
Probably goomba. Edit: whoops was thinking of GBA but you were talking about DS. I know the one but can't think of the name.
 
How is the progress on this colorization going so far? Just asking.
Well, I have achieved a lot of things, but nothing that I can really present to people.

For example I've managed to load new sets of tiles every sub level, or change palette when going underground, instead of keeping the same palette the whole level, that sort of things...

Next step is gonna be a hard one : the game uses "white" tiles for all backgrounds (like sky and walls, for example), and I have to find a way to change that, so that when you enter school, background is blue on the left, and grey or brown on the right of the screen.

I have an idea which I hope will do, considering I've identified where the "list" of tiles lies, even if it's compressed.

When this is done, I'll work on the bonus games. And when THIS is done, I should be able to modify tiles and colorize the entirety of the first level, and the rest "should" be easier, as it will be more or less the same.
 
Last month has been flooded with technical difficulties, some of which I've overcome, some of which I don't think I can, but I wanted to give you a nice little update of my "best" achievement so far.

I can now change palettes every time the character enters a pipe inside a level, which will prove very useful for those that have undergrounds, or drastically different sets between the "floors" (I'm thinking of the city or the haunted forest).

See for yourself : the background in the cave is no longer as blue as the sky!

cavetiny.jpg


As for the rest, my deepest regret will be that I won't be able to change the color of the "blank" background when it's being used for two different things in the same sub level... the developers simply didn't have that in mind at the time, of course.

But I might have some tricks in my sleeve, like making the graphics a little bit more "conceptual" (something I did with the bushes, if you have paid attention), so that the walls of the university don't look like glass... We'll see...

As for now, I have to create a new routine for when your allies help you, because things are seriously messed up right now!
 

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