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

  • Thread starter Thread starter Brand Newman
  • Start date Start date
  • Views Views 41,008
  • Replies Replies 266
  • Likes Likes 46
Another example of a slight alteration of #tinytoon adventures for #gameboy . Always felt like Plucky's eyebrow (which came from the intro) made it look like he resented Babs, which didn't match with Buster and Hamton's faces. I redid it in a way I hope remains respectful to the original artist.

endingcomparison.png
 
  • Like
Reactions: SDA and hippy dave
Another example of a slight alteration of #tinytoon adventures for #gameboy . Always felt like Plucky's eyebrow (which came from the intro) made it look like he resented Babs, which didn't match with Buster and Hamton's faces. I redid it in a way I hope remains respectful to the original artist.

View attachment 521643
While I understand this was due to monochromatic limitations, it's kind of awkward to see nothing but black when Buster opens his mouth in that frame. You could just add one or two red pixels in there to act as his tongue.
 
As of today, tech part of #tinytoon DX for #gameboycolor should be complete : special FX & ending are working, palette swap too, and unless I've missed something, I should concentrate on pixel art from now on. 1st level is totally done for that matter (maybe some more overlay, unless it shimmers.)

firstlevel.png
 
As of today, tech part of #tinytoon DX for #gameboycolor should be complete : special FX & ending are working, palette swap too, and unless I've missed something, I should concentrate on pixel art from now on. 1st level is totally done for that matter (maybe some more overlay, unless it shimmers.)
What certainly needs to be done is filling the bushes and trees with the correct colored tiles. It has always bothered me to see those empty.
 
One thing I wished had been improved with the #gameboycolor is the sprite limit. This makes this scene in #Tinytoon DX shimmer so much that I had to compromise : only Buster and Elmyra's wig are overlayed, otherwise things start to disappear. There's still some shimmering, but not as much in motion.

tinyoutput-158.png
 
  • Like
  • Sad
Reactions: hippy dave and SDA
One thing I wished had been improved with the #gameboycolor is the sprite limit. This makes this scene in #Tinytoon DX shimmer so much that I had to compromise : only Buster and Elmyra's wig are overlayed, otherwise things start to disappear. There's still some shimmering, but not as much in motion.
Poor Concord. It's truly a "nope nope" moment for him.
 
I changed Condor's palette for a better one, since I found another reference (he doesn't have as many as main characters).
As for the shimmering, it's OK, and I can't really obtain better result without sacrifying the overlay, so here's a video of things in motion.

As I wrote in the description, more overlay would have resulted in Buster being chased by a beheaded Elmyra!

 
As I wrote in the description, more overlay would have resulted in Buster being chased by a beheaded Elmyra!
The way both Elmyra and Buster glitch out when they are on the screen (as well as Concord when he appears) hurts some. Too bad it's really not possible to do anything about it.

(Besides the intro cutscene in Mega Man World 5 DX with Terra pushed the GBC to its very graphical limits yet it worked absolutely fine.)
 
Redid the overlay routine, so I can rely on a database for each level, instead of piling up exceptions. Some shimmering is unavoidable, even with tile per tile method (sprites are 8x16 though). But I succeeded in using more than 1 color for "blank" background in the factory!

Below is the screenshot, where you can see the sky and the walls, which were both white on GB, are now of different colors. And I did the same for the next screen, with the factory door leading to the outside.

That was possible because it was a static scene, though, as I couldn't replace the tile as I originally intended to... blank tiles are the worst, since they're used several times by compression, leading to unexpected results.

Oh, and I'll leave you with the inspiration, in case you wondered why I chose these particular colors.

tinyoutput-170.png


Warner-Brothers-Tiny-Toons-Adventures-Calamity-Coyote-Original-Productio-Cel-OBG.webp
 
Redid the overlay routine, so I can rely on a database for each level, instead of piling up exceptions. Some shimmering is unavoidable, even with tile per tile method (sprites are 8x16 though). But I succeeded in using more than 1 color for "blank" background in the factory!

Below is the screenshot, where you can see the sky and the walls, which were both white on GB, are now of different colors. And I did the same for the next screen, with the factory door leading to the outside.

That was possible because it was a static scene, though, as I couldn't replace the tile as I originally intended to... blank tiles are the worst, since they're used several times by compression, leading to unexpected results.

Oh, and I'll leave you with the inspiration, in case you wondered why I chose these particular colors.

View attachment 524080

View attachment 524081
Looking great, good skills. How much of your development time is "research" watching episodes?
 
Looking great, good skills. How much of your development time is "research" watching episodes?
Ha ha! :D I'll admit it's quicker and more effective to search through the episode guide, the Wiki, or simply type key words, but I would occasionally put the DVD on the player for, you know, get the best possible image! :wink:
 
  • Love
Reactions: hippy dave
Redid the overlay routine, so I can rely on a database for each level, instead of piling up exceptions. Some shimmering is unavoidable, even with tile per tile method (sprites are 8x16 though). But I succeeded in using more than 1 color for "blank" background in the factory!

Below is the screenshot, where you can see the sky and the walls, which were both white on GB, are now of different colors. And I did the same for the next screen, with the factory door leading to the outside.

That was possible because it was a static scene, though, as I couldn't replace the tile as I originally intended to... blank tiles are the worst, since they're used several times by compression, leading to unexpected results.

Oh, and I'll leave you with the inspiration, in case you wondered why I chose these particular colors.
Wow, Calamity Coyote looks super awesome there!

I wonder how Furrball (my favorite Tiny Toons character) will look like in color?
 
Time to hit the city in #tinytoon adventures DX ! Please find below a little video of the game in motion.Can you spot the slight differences, compared to the original game? 🤨#gameboycolor

View attachment 525143


Oh... so you actually followed my advice and made Little Beeper's shoes blue-purple like in the artwork. I'm pleasantly surprised, to be honest.

Anyway, I do like how the buildings in the background are illuminated. That didn't need overlay, I suppose?
 
Oh... so you actually followed my advice and made Little Beeper's shoes blue-purple like in the artwork. I'm pleasantly surprised, to be honest.

Anyway, I do like how the buildings in the background are illuminated. That didn't need overlay, I suppose?
Yes, I did add overlay to Little Beeper. :)

Thank you about the buildings : they're part of the background, so there can't be any overlay (that's for sprites only).

But they caused me trouble indeed, as they're composed of "blank" tiles (every time there isn't a window or a border), and after a few trials, I realized I couldn't replace these blank tiles without breaking other parts of the background that were using the same routine.

So I relied on dithering (as I did with bushes in the first level) to create that illusion of light. I'm glad it seems to be working!
 
  • Like
Reactions: SDA

Site & Scene News