Metroid 2 Full Colour Romhack

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Drakon

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Metroid 2 Full Colour Romhack

Postby Drakon » 03.13.13 7:17am



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http://www.mediafire.com/?pjug7kvz7f25n77

Runs on all emulators and real hardware. A lot of glitches fixed. This patch is for the metroid 2 world rom turning the game into a full colour gameboy color rom. The patched rom will run on a gameboy color, gameboy advance, and the gameboy player. This's made by the same team which did marioland full colour romhack, I did some of the programming and fixed a few bugs. I cleared the entire game from start to finish on my gba and it plays fine.
Last edited by Drakon on 03.13.13 6:58pm, edited 1 time in total.

Emperor Ing

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Re: Metroid 2 Full Colour Romhack

Postby Emperor Ing » 03.13.13 7:51am

Those are some mouth-waterin' screenshots, man. I'll have to pop this in later today.
Hiroshi Mishima wrote:must be some sorta side effect of the hatchling or maybe she should stop going down on Miyamoto.
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Drakon

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Re: Metroid 2 Full Colour Romhack

Postby Drakon » 03.13.13 4:59pm

Go ahead and add this to the metroid database, the world must experience this classic in full colour (even though most people don't have a gbc flashcart and building a gbc repro isn't easy at all).

Drakon

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Re: Metroid 2 Full Colour Romhack

Postby Drakon » 03.13.13 6:59pm

Updated the first post with a short captured video. It's running in bgb emulator set to run exactly like the real hardware (which it does).

Emperor Ing

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Re: Metroid 2 Full Colour Romhack

Postby Emperor Ing » 03.13.13 7:42pm

Initial testing:
Looks great so far! It's sort of interesting to see some of the fringes colorize as you walk forward. I guess that's something of how the game loads its landscape?

You guys did some excellent work - giving me a great impetus to go play M2 again!
Hiroshi Mishima wrote:must be some sorta side effect of the hatchling or maybe she should stop going down on Miyamoto.
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Drakon

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Re: Metroid 2 Full Colour Romhack

Postby Drakon » 03.14.13 2:54pm

There's a delay with the tile pallettes updating because of how the colorizer code works. We're already working on the next generation building our own custom made colorizer code for kirby (already have a test version running in full colour with no pallette update delays). Spikeman picked apart how the gb colorizer code works, and is writing a much better version that will have no slowdown or delays. Unfortunately writing our own code means colorizing the entire game all over again from scratch for now, which is a large chunk of the work. We pulled these romhacks off quickly because the colorzing had already been done, we just needed to patch up the gb colorizer programming. Don't know if we can find a way to make this new colorizer code work with the gb colorizer data. We'll see how it goes if and when kirby gets finished. GB colorizer was designed to be something more universally applied which is why you get these slow updates. Our new colorizing code is game specific meaning we have to manually insert it ourselves, but once implemented our code will run 100% like a regular gbc game with zero issues.

If we can't find a way to make our code work with the gbcolorizer data it may take a very long time before a perfect colorization hack of metroid 2 since the entire game would need to be colorized again. Maybe we can find a way to rip and convert the gbcolorizer data, right now we're just working on our own system before we worry about all that.


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