You are now behind The Scenes.
I started this app to help me understand how to hack DKC. Over the last few months, I have been adding in features as I learn about how the game works- focusing on the graphics compression.
The app can compress and decompress SNES 4 BPP tilesets using DKC's custom compression scheme. It provides an interactive 3D model of bitplanes and the resulting indexed color matrix. And it lets users download palettes, tiles, and level maps (with limitations).

Being a web app, and being node-based, I feel it has potential for a lot of unique user interfaces. Not quite sure where it will lead, but I have many features in mind beyond just compression. Making a note of it here because it might turn into something new in the future, and I might spin the ideas off into a separate project.

The GitHub repo can be found here.
All assets in this game were made with model(l)ing clay. Some were captured using the GB Camera.

Complete with questionable background and lighting! After that, had to massage the pixels to reduce the number of unique tiles, mirror them, clean up, etc.

For comparison, the tasty clay “wooden planks”, in color (different layout):
Overall, lessons learned with the GB Camera...
So the remaining assets were photographed with my phone, which then required using techniques in
Now, you might be thinking that I had more in mind for the game, which I might return to later. And you’d be right.
But I wanted to finish something with GB Studio, and re-create this dream that’s been in my head for a while, so this was a good opportunity. Larger projects are planned - still much more to learn about the limitations and possibilites of GB graphics, and more!
The game itself can be found here on itch.io. Thanks!
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