by 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.