Thanks! Hopefully, sometime soon we'll be able to get back to this idea.
Roseum Team
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Well, it's not an effect. I downscaled the sprite to 96*128 pixels with 1 bit per pixel, and manually fixed the blunders in Aseprite. I added an outline, and then ZX Spectrum colours (taking attribute clash into account). I had to alter details a lot to make sure that the colours aren't leaking too much. The worst offenders are the girl's blouse and hair, in my case.
GB Studio 2 has an option to "eject the game engine". You'll get the C code of the engine. As I didn't want to change JS code of the GB Studio itself, I just used global variables to store the name of the current speaker. Then, in UI_b.c I tweaked UIDrawFrame_b to actually output the name. I didn't come up with anything better than putting speaker name in the tile memory space, so the BG image became limited to 186 tiles instead of 192.
Similarly, I tweaked text output in the engine to do "blep blep" when the text is spoken by characters is printing.