STEP BY STEP TUTORIAL ON HOW TO CREATE GB-ALIKE IMAGES by stage7 Distributed under a Creative Commons license BY-NC step01 Create your palette using your favourite simple image editor so you get four grey tones, pure black (RGB 0,0,0), dark gray (85,85,85), light gray (170,170,170) and white (255,255,255). We will export our palette from this image in the next step. step02 Open your photo editor and convert the previous image to 8-bit color so we can extract a processed palette from it. As you can see, there are four colours detected. Save your palette with your editor (the procedure will vary from one program to another). step02a A close view on how a palette is saved with Corel Photo-Paint. step03 Open the picture you are going to convert and make sure it is 160*144 pixels. You can resample it if you need to, but these measures are mandatory since it is the resolution the traditional Game Boy uses. step04 Convert your image to a paletted one by loading the palette we created a few steps ago. I have used a Stucki dithering at 51% but you can use a different one if you get a better result with it. You may be able to get a preview of the result somewhere before actually converting it. step05 We are going to separate each color plane to work better with them. Duplicate your image three times so you get four copies of the same picture. step06 The first tricky step is erasing unnecessary planes from each image. For each picture, if it is set as background, convert it to a layer, and remove three of the four planes of gray, so you get a different plane in each image. You may be able to do so with a "color transparency" tool. step07 Resize the four images to 300% with no antialias. step08 Now create a blank image, 480*432 (three times 160*144) and fill it completely with a pattern of black pixels (image attached). We will use it to fill each gray plane with this pixel effect. step09 Tint every plane with pure black, we do this so the blending with the previous image is done the right way. But remember which was the darkest plane and which the brightest! step10 Reconvert each plane to non-paletted color (i.e., 24 or 32 bits may be enought). Copy the image from step08 in every plane and blend it with the extracted pixels with an "Add" blend at 100%. Then, merge everything with a white background. Now you should have four plain images which will only differ in the drawn "pixels". step11 Convert every image again to layer instead of a background and remove the white background a similar way we did with the unnecessary planes from step06. step12 Create a green pixeled picture (image attached), 480*432, like in step08. step13 Put (copy, paste) each plane on this new image with these properties: - Darkest plane will have no blend. - Next brighter plane will have a "Normal" blending at 67%. - Next brighter plane will have it at 33%. - You don't need to paste the brightest plane since it won't be visible. Make sure you put the planes in the correct place! step14 If you followed these steps correctly, you should have something like the example image. It has four different gray tones with a pixelated effect as it had been captured from a Game Boy screen. Nice! A FASTER WORKAROUND, BUT GIVES WORSE RESULTS: After you have done step04, you could resample the resulting image by making it three times larger, then creating a new picture with the green pixels layer and putting it above the step04 layer, and then changing the blend options in the step04 picture until you get a proper result. It is quite difficult to obtain good pictures from this procedure, since pixels will look too dark or too bright, or there will be too much contrast. The procedure described above gives the best results for me, with nice tones and contrast, but it requires a bit more time. The result well worths it! Hope you find this useful. For suggestions or comments, please refer to stage7 at stg7 dot net. Enjoy! 20071214