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Romhacking => Personal Projects => Topic started by: Quantam on January 20, 2019, 07:37:42 pm

Title: Metroid II EJRTQ Colorization
Post by: Quantam on January 20, 2019, 07:37:42 pm
EDIT: This post is old. The beta is over. You can download the final version from http://www.romhacking.net/hacks/4388/.

Hi, all. As there are still a couple things I want to add and thus it's only a beta right now and can't be posted on RH.net yet, I wanted to let everybody know about Metroid II EJRTQ Colorization, which converts Metroid II: Return of Samus to full color. This mod combines the art of the beautiful but buggy EJRT colorization 1.2 with entirely rewritten code, fixing bugs and crashes, allowing it to run on most emulators, and adding additional graphical improvements.

The beta is fully playable and the only changes planned before full release are graphical and a suite of changes to make it more useful as a base for other mods (in particular allowing larger, more complex mods with more graphics, maps and scripts). It is known to have been fully completed on BGB, and partially completed (with no known gameplay-affecting bugs) on mGBA, Higan, Game Boy Player, and PocketSprite. It should work on just about any emulator, but is known to not work properly with Game Boy Online.

v1.3 Release Candidate (https://cdn.discordapp.com/attachments/528035919874359305/548803494933430282/metroid_ii_-_color_ejrtq_v1.3_rc.zip) (includes release notes)
Old Beta Link (http://metroidconstruction.com/hack.php?id=394)
Gameplay video of slightly older build (https://www.youtube.com/watch?v=i2YVIQ88zeE)

(http://metroidconstruction.com//files/hacks/394/bgb00005.png)(http://metroidconstruction.com//files/hacks/394/bgb00004.png)(http://metroidconstruction.com//files/hacks/394/bgb00006.png)(http://metroidconstruction.com//files/hacks/394/bgb00008.png)(http://metroidconstruction.com//files/hacks/394/bgb00011.png)(http://metroidconstruction.com//files/hacks/394/bgb00009.png)
Title: Re: Metroid II EJRTQ Colorization
Post by: Chicken Knife on January 20, 2019, 10:11:29 pm
This looks great! I agree that the previous attempt at colorization needed a lot of work. Bravo for taking this on. I'm looking forward to playing.
Title: Re: Metroid II EJRTQ Colorization
Post by: ShadowOne333 on January 20, 2019, 10:26:41 pm
Nice! I was hoping for an update to this amazing colorization. :)
Do you happen to have a list of the bugfixes done?

I know the Metroid Queen fight used to flicker a lot, and the enemies didn't change colors when hit by the Ice beam. Have those been addressed?
I also remember that Samus' visor was not coloured green when you aim up or down with the arm cannon, it changed to the orange colour of the suit instead
Title: Re: Metroid II EJRTQ Colorization
Post by: toruzz on January 20, 2019, 11:09:01 pm
Wait, what? I'm quite surprised at this to say the least and for several reasons :o

I am ridiculously happy this exists, but I would have very much appreciated EJRT telling me about this project. Let me tell you that I was working on the very same thing with him until he lost motivation and I put the project on hold. Some of you already knew because I mentioned it during a livestream.

Also I won't be mad or anything, but is this based on my code? The similarities in some respects are more than striking. Anyways, it's no use to me anymore, so if you're curious this is what I had (ROM CRC32: DEE05370): https://www.mediafire.com/file/9ci05d9cdd5ghq4/M2DX.ips/file (https://www.mediafire.com/file/9ci05d9cdd5ghq4/M2DX.ips/file)

EDIT: Quantam contacted me -his reply is held up in moderation- but it turns out it's just a big coincidence.

Anyway, great job man, I'm really happy to see more quality colorization projects :beer:
Title: Re: Metroid II EJRTQ Colorization
Post by: Quantam on January 20, 2019, 11:11:33 pm
Nice! I was hoping for an update to this amazing colorization. :)
Do you happen to have a list of the bugfixes done?

I know the Metroid Queen fight used to flicker a lot, and the enemies didn't change colors when hit by the Ice beam. Have those been addressed?
I also remember that Samus' visor was not coloured green when you aim up or down with the arm cannon, it changed to the orange colour of the suit instead

There is now no known graphical corruption, flicker during gameplay, or crashes. Other details can be found in the readme (http://metroidconstruction.com//files/hacks/394/readme.txt). The only remaining graphical things are the hidden blocks not being hidden (to be fixed) and when entering the queen room the screen flashes white for a couple frames (this is actually present in the original game but only occurs with GBC hardware, and I'm not planning to try to fix it).

EDIT: I actually never noticed the visor thing before, so I haven't fixed it.
Title: Re: Metroid II EJRTQ Colorization
Post by: Quantam on January 20, 2019, 11:20:42 pm
Wait, what? I'm quite surprised at this to say the least and for several reasons :o

I am ridiculously happy this exists, but I would have very much appreciated EJRT telling me about this project. Let me tell you that I was working on the very same thing with him until he lost motivation and I put the project on hold. Some of you already knew because I mentioned it during a livestream.

Also I won't be mad or anything, but is this based on my code? The similarities in some respects are more than striking. Anyways, it's no use to me anymore, so if you're curious this is what I had (ROM CRC32: DEE05370): https://www.mediafire.com/file/9ci05d9cdd5ghq4/M2DX.ips/file (https://www.mediafire.com/file/9ci05d9cdd5ghq4/M2DX.ips/file)

I made repeated attempts to get in touch with EJRT on both Twitter and Linked In, and never received any reply. In fact when I started this I intended it to be EJRT 1.3, but with no response from him I released it as a separate entity. I still want to get in touch with him as, as I said on Twitter in most of my tweets at him, I really want to get him to take advantage of scripted palette changes (currently used only to fix the wall color in the queen room) to significantly increase the number of available colors. There's also better than 50% chance I will implement GBC double-VRAM mode allowing for double the number of tiles, and change the metatile system to support double the metatiles, which he could use to break up the monotony of certain areas like ruins.

While I knew of the existence of M2DX, I never played or looked at it at all. All of the code is original, as is like 90% of the reverse-engineering (I didn't discover MetConst until after EJRTQ 1.2 beta was released (see readme), if memory serves).

EDIT: Hey, if you want to chat I see you were at one time on gbdev Discord. I'm in the gbdev and MetConst Discords, though you may need to @ or PM me as I'm not currently actively following their channels.
Title: Re: Metroid II EJRTQ Colorization
Post by: dACE on January 21, 2019, 03:25:47 am
Have the palette for Samus, during the best ending (no suit), been updated?

/dACE
Title: Re: Metroid II EJRTQ Colorization
Post by: Quantam on January 21, 2019, 03:53:38 am
Have the palette for Samus, during the best ending (no suit), been updated?

/dACE

With one exception I've left the art decisions entirely unchanged, as my intent was to fix EJRT not make a derivative work. Though I have been wondering for a while whether that decision was a prank, a political statement, or merely that there wasn't a good palette to use (as EJRT uses a single set of palettes for the entire game). It's something I could fix now that there's a mechanism for screen-specific palettes, but at this time I'm not planning on changing it.
Title: Re: Metroid II EJRTQ Colorization
Post by: dACE on January 21, 2019, 09:22:32 am
I just swapped it to another palette and cleaned up the gfx (stray pixels that looks out-of-place when colorized).

By the way - exactly HOW did you ’fix’ the short-comings of the original hack?

How I did it is explained in this thread:
http://www.romhacking.net/forum/index.php?topic=15989.msg358910#msg358910

/dACE
Title: Re: Metroid II EJRTQ Colorization
Post by: ShadowOne333 on January 21, 2019, 10:20:49 am
There is now no known graphical corruption, flicker during gameplay, or crashes. Other details can be found in the readme (http://metroidconstruction.com//files/hacks/394/readme.txt). The only remaining graphical things are the hidden blocks not being hidden (to be fixed) and when entering the queen room the screen flashes white for a couple frames (this is actually present in the original game but only occurs with GBC hardware, and I'm not planning to try to fix it).

EDIT: I actually never noticed the visor thing before, so I haven't fixed it.
Nice!
As for the visor thing, yeah it's easily overlooked.
But when you aim the arm cannon up or down, and Samus turns her head to said direction, you can clearly see that the visor changes colour to orange.
I think this might be related to tilemaps or something similar, I am not sure, but it happens when you aim both up and down.

Also, it's worth noting that there is a slight pixel below Samus' visor that is not coloured properly, it can be seen here:
(http://metroidconstruction.com//files/hacks/394/bgb00006.png)

I think that's the only issue I've encountered so far.
I'm loving this :D
Title: Re: Metroid II EJRTQ Colorization
Post by: Psyklax on January 21, 2019, 10:49:03 am
I have been wondering for a while whether that decision was a prank, a political statement, or merely that there wasn't a good palette to use

Now I want to see what EJRT did. :D

But anyway, it's good to see Metroid 2 getting a colour hack since OG Game Boy is the only way to play it (thanks, Nintendo...). Good luck with the process!
Title: Re: Metroid II EJRTQ Colorization
Post by: dACE on January 21, 2019, 11:16:15 am
Brown skin-tone and blue (I think) hair.

The absurd hair-color gives it away as a "I never checked - since I never got the best ending",
rather than "I'm making a statement about race, or whatever".

EDIT: Just remembered Samus haircolor is supposed to be Green - so who knows.

But hey - people can set whatever palette they want to, as long as they have the skills/time.

/dACE
Title: Re: Metroid II EJRTQ Colorization
Post by: Sephirous on January 21, 2019, 11:16:36 am
I only have one question.

Do the transitions between areas actually fade correctly (Backgrounds don't glitch out) and does the queen battle run smooth without glitches?

Almost every color attempt has those annoying glitches, Always hoping there might be a fix someday.

If this already got asked my bad.  :thumbsup:
Title: Re: Metroid II EJRTQ Colorization
Post by: vivify93 on January 21, 2019, 01:32:56 pm
It looks like it's all fixed! Quantam posted a video in the first post of the area leading up to the Queen battle, and everything looks great. https://www.youtube.com/watch?v=i2YVIQ88zeE
Title: Re: Metroid II EJRTQ Colorization
Post by: Chicken Knife on January 21, 2019, 02:59:58 pm
So I played a little bit of this. Overall I thought it looked great.

Two graphical nitpicks I wanted to highlight, besides what ShadowOne333 brought up about the pixel on Samus's face that appears the wrong color in some frames.

1st, the arm cannon has received a thorough redesign from the original game and IMO it looks off. Something about the coloration and that horizontal line down the middle doesn't work for me. I went back to the native graphics and saw that they are totally different for the cannon. I like the original better.

Also, the flying enemy--I think it's called a Yumbo. His entire body is blinking for some reason. The other enemies don't have that effect and he didn't blink in the original game.
Title: Re: Metroid II EJRTQ Colorization
Post by: Metalwario64 on January 21, 2019, 03:05:12 pm
Brown skin-tone and blue (I think) hair.

The absurd hair-color gives it away as a "I never checked - since I never got the best ending",
rather than "I'm making a statement about race, or whatever".

EDIT: Just remembered Samus haircolor is supposed to be Green - so who knows.

But hey - people can set whatever palette they want to, as long as they have the skills/time.

/dACE
In the original NES game, Samus' hair is green with the Varia Suit, and brown without it.
Title: Re: Metroid II EJRTQ Colorization
Post by: Quantam on January 21, 2019, 07:51:27 pm
I just swapped it to another palette and cleaned up the gfx (stray pixels that looks out-of-place when colorized).

By the way - exactly HOW did you ’fix’ the short-comings of the original hack?

How I did it is explained in this thread:
http://www.romhacking.net/forum/index.php?topic=15989.msg358910#msg358910

/dACE
Both the graphics corruption and crashes came down to how he was doing the colorization. He was coloring the entire screen every frame in the interrupt handler, taking up to 10k cycles (if the screen was scrolling at the time). The time window for the interrupt is only 2k cycles, and after that VRAM becomes off limits and access will cause data loss or memory corruption. I moved the colorization code out of the interrupt handler and colored blocks in the update list (and in the interrupt handler made updates load color data as well), not the entire screen (reducing the work per frame from 1024 background tiles to 64). For convenience sprites are colored every frame, but that was moved outside the interrupt handler as there's a sprite memory buffer anyway and there are only 40 of them. Various additional things were done to implement fading, freezing, etc.

EDIT: After chatting with toruzz, it appears he had implemented the superior method I was planning to implement in the future. The above, where I color the tiles separately from loading the tile numbers from ROM, is one of several things I took an "if it ain't broke don't fix it" approach to, leaving data and algorithms from EJRT in place unless they needed to be changed to work properly (though all but a single EJRT function has been replaced with new code in EJRTQ). The superior method is to add color information to the metatile and metasprite tables themselves, rather than adding the coloring in a separate step later. This is the proper method and how Nintendo would have implemented it themselves if they'd actually produced a full color version; it will also allow modders to do more complex things in mods based on EJRTQ, which is the reason I'm going to implement this in the future.

January 21, 2019, 10:00:11 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
1st, the arm cannon has received a thorough redesign from the original game and IMO it looks off. Something about the coloration and that horizontal line down the middle doesn't work for me. I went back to the native graphics and saw that they are totally different for the cannon. I like the original better.

Also, the flying enemy--I think it's called a Yumbo. His entire body is blinking for some reason. The other enemies don't have that effect and he didn't blink in the original game.

Huuh. I never noticed the arm cannon thing, nor that, while testing it, I also noticed that the cannon looks different before you first switch to missiles and all other times during the game. It appears the horizontal line thing is due to the differing ways the GB and GBC prioritize overlapping sprites. There is actually no difference whatsoever in the sprites between the two (as can be seen when facing to the left), but in GBC the cannon is drawn on top of the tile to its lower left when facing to the right, resulting in a few more pixels of the cannon being visible than in the GB (in GB the cannon is behind the lower left tile). I'll add it to the list and see if I can fix it by reordering the sprites.

As for the Yumbo, my assumption is that that was intended by EJRT, so I have not changed it. In general I don't modify things that seem like graphic design decisions.
Title: Re: Metroid II EJRTQ Colorization
Post by: cjv84us on January 21, 2019, 10:10:07 pm
I was wondering, could this coloring edit be applied to the Justin Bailey hack of this game too?
Title: Re: Metroid II EJRTQ Colorization
Post by: Quantam on January 21, 2019, 10:23:01 pm
I was wondering, could this coloring edit be applied to the Justin Bailey hack of this game too?
It could, though it's not quite that simple. The key limitation is the palettes. With GBC you get 8 sprite palettes of 3 colors each, and each 8x8 tile uses one of them. So you'd have to set up palettes for the new coloring and possibly change the colors of other enemies if there aren't suitable palettes for a suitless Samus.

That said, I'm not sure why you'd want to. I just looked it up and Justin Bailey's Samus sprite is downright scary looking.
Title: Re: Metroid II EJRTQ Colorization
Post by: ShadowOne333 on January 23, 2019, 04:37:22 pm
Forgive my boldness and intrusiveness, but I was wondering if you are perhaps aiming towards releasing this hack as an entry in here?
And if you are, what goals or things do you want to include before doing so?
I'm curious to see what ideas you guys have for this incredible colorization hack.

I, for instance, would like to see the fixed pixels for Samus' visor when she looks up/down, and I would personally want to go through the game and perhaps change the colours of some enemies to match the colours found in Samus Returns. Like for example the Hornoad's color scheme is slightly off with the official artwork and depiction of it in Samus Returns:

(http://aderack.com/m2/shot02.png) (https://vignette.wikia.nocookie.net/metroid/images/f/f1/Hornoad_MSM.png/revision/latest/scale-to-width-down/200?cb=20170613205904&path-prefix=es)

(For this particular enemy, all I did was fire up a Tile Editor, and paint his dark green portion of the underbelly with the light green from part of his legs, and that made it look really close to the original artwork)

Small things like that, but that's of almost no-importance, whatever it is that you guys have planned I'm sure will be great :)
Title: Re: Metroid II EJRTQ Colorization
Post by: Sephirous on January 24, 2019, 02:08:12 am
This is awesome! I checked out the videos of the progress and holy crap, This has been needed for a long time. I can't wait to see the finished product.  :thumbsup:
Title: Re: Metroid II EJRTQ Colorization
Post by: Q on January 24, 2019, 01:50:29 pm
This looks like great work. Maybe I'll finally finish this game once your hack is done. One question: Are you only doing a GBC color hack, or do you intend to add color support for Super Game Boy too? SGB is my preferred way to play early Game Boy games—but I get that most people aren't playing these hacks on real hardware and the SGB's ability to do color is much more limited, so there isn't going to be as much interest. Maybe I'll take the game on a trip at some point and play it in full color on my GBA SP.
Title: Re: Metroid II EJRTQ Colorization
Post by: Quantam on January 24, 2019, 09:21:27 pm
This looks like great work. Maybe I'll finally finish this game once your hack is done. One question: Are you only doing a GBC color hack, or do you intend to add color support for Super Game Boy too? SGB is my preferred way to play early Game Boy games—but I get that most people aren't playing these hacks on real hardware and the SGB's ability to do color is much more limited, so there isn't going to be as much interest. Maybe I'll take the game on a trip at some point and play it in full color on my GBA SP.

Yeah, I'm not planning on doing it for SGB for exactly those reasons. CGB is simply a more advanced system capable of producing much better colorizations.

January 24, 2019, 09:27:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Forgive my boldness and intrusiveness, but I was wondering if you are perhaps aiming towards releasing this hack as an entry in here?
And if you are, what goals or things do you want to include before doing so?
Yes, I will be releasing it proprly on RH.net when it's done. Before then I need to fix the unhidden tiles, and maybe a few tweaks to things like the visor (we'll see). I'm also debating some large under the hood changes that are unnecessary for EJRTQ but will allow other people to make much more complex color M2 mods by adding support to the game code for larger maps, more graphics tiles, and more complex tilesets and sprites.

But before that I'm working on a map image generator to help me exhaustively look for miscolored tiles. But between not having that much time to work on it and the fact that I'm making a virtual machine that's able to traverse the map like in game and detect reachable rooms, metarooms, and tilesets (rather than entering them manually for each room), it's taking some time.
Title: Re: Metroid II EJRTQ Colorization
Post by: BlazeHeatnix on January 24, 2019, 11:16:37 pm
It's about time that dinosaur of a romhack got an update.  :)

Now if only Super Mario Land could get the same treatment...
Title: Re: Metroid II EJRTQ Colorization
Post by: FlashPV on January 29, 2019, 10:35:47 am
Someone should try to color Alleway too. GBcolorizer doesn't work on my PC otherwise I would have give it a try.
Title: Re: Metroid II EJRTQ Colorization
Post by: Dreamwhale on January 30, 2019, 08:03:50 am
Wow, finally a polished Metroid 2 colorization! And I'm very glad you're working on making hidden corridors actually hidden again.  :)

And who knows, maybe this will inspire others to make Metroid 2 colorizations, too. Because, while this hack is very impressive and overall good looking, I'm not quite sold on some of the choices here: using more muted greys and browns is a valid approach, but I'd probably prefer more expressive colors (more purples, blues and reds, like in the NES game). I also think that some of enemies and floor-tiles are a bit too dark, lacking contrast compared to the black background. Even Samus is a tad to dark for my taste, though it admittedly looks cool and adds to the visor a having glowing appearance. On the other hand there also seem to be a couple of enemies (like the floating ones) appear oddly bright compared to the rest.

Nitpicks aside, thanks for all the hard work!
Title: Re: Metroid II EJRTQ Colorization
Post by: Shade Aurion on January 30, 2019, 04:53:39 pm
I am so doing a Let's Play as soon as this officially releases. Great work man!  :thumbsup:
Title: Re: Metroid II EJRTQ Colorization
Post by: Sephirous on January 30, 2019, 11:11:42 pm
It's about time that dinosaur of a romhack got an update.  :)

Now if only Super Mario Land could get the same treatment...

Not to mention The Castlevania Games. Sure they had complete versions remade on the Japanese Collections, But no one has done the original 2 games from scratch.
Title: Re: Metroid II EJRTQ Colorization
Post by: ShadowOne333 on January 31, 2019, 11:36:55 am
Not to mention The Castlevania Games. Sure they had complete versions remade on the Japanese Collections, But no one has done the original 2 games from scratch.
The Konami Collections you mean?
Those are from Europe iirc, not Japan.
Both Castlevania Adventure and Castlevania II: Belmont's Revenge have full-coloured versions of them.
Only Castlevania which doesn't have a coloured version is Castlevania Legends, that one really lacks in that regard, but the other 2 are superb. I recommend you get the Konami Collections Vol 1 and 4, and then try the Autoboot hacks for both Castlevanias, so that you can have standalone ROMs of the two.

As far as coloured hacks go for GB games, I would love to see these ones:
I feel like Kirby's Dream Land would REALLY benefit from a fully coloured hack.
Whoever decides to tackle that, you can try grabbing the full remake of it from Super Star Ultra for the colour choices.

I can't wait for the full release of this Metroid II hack for sure :)
Has some really nice colour choices which makes it shine over the other ones.
Title: Re: Metroid II EJRTQ Colorization
Post by: Sephirous on February 03, 2019, 12:24:14 pm
I checked those out and they do look awesome. The only thing that differs is I don't think you can compile other patches for the original games on top of the Konami Collection Versions. For example speeding up the character. Also which Emulator runs these Color Hacks the best? The ones I have tried cause glitches in the backgrounds through out the games but when the you tube videos are made they seem flawless.


Update - Never mind, I just realized the speed of the game is already considerably faster with out a patch.  :thumbsup:
Title: Re: Metroid II EJRTQ Colorization
Post by: IAmCaptPlanet on February 04, 2019, 05:08:32 pm
just realized the speed of the game is already considerably faster with out a patch.  :thumbsup:

hmmm, there are separate other patches that significantly speed up the 3 gb Castlevania games. so they should seem the same speed color or not, until they are patched with the speedhack patch. it works on the autoboot hacks too (i dont remember the order) but i gotta say, the "full colorization" of the 2 Castlevanias that were colorized is super sub par. a lot of the background is just white, and most enemies are still in one shade of colors.  the color versions do look better than the vanilla, but they still arent a darling to look at.

unlike the official colorization process (Link DX) and the unofficial (torruz's SML2) the Casltevania games did NOT get that good of a treatment. which is my guess as to why the Konami collections didnt come to the USA, i think Nintendo of America seen how haphazard of a color job they got. Contra/Probotector (on the same sets) has the same issue.

p.s. i have always said that SML1 and Metroid 2 look good enough with their ancient colorizations, but clearly this will make Metroid 2 look like the bee's knees. I mean the old way looked fime, but i hated the screen glitch/transformation for EVERY door you enter. this will be amazing.
Title: Re: Metroid II EJRTQ Colorization
Post by: Sephirous on February 08, 2019, 12:11:54 am
I finally got around to trying out Metroid II and it's incredible. The environment is haunting. Where Samus landed her ship. It's cold and really dark with a feeling of isolation. The colors really brought out the felling of the game. The transitions are perfect, Nice and smooth. Even smoother than the original I believe.  :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: Metroid II EJRTQ Colorization
Post by: Quantam on February 23, 2019, 04:52:03 am
https://cdn.discordapp.com/attachments/528035919874359305/548803494933430282/metroid_ii_-_color_ejrtq_v1.3_rc.zip (https://cdn.discordapp.com/attachments/528035919874359305/548803494933430282/metroid_ii_-_color_ejrtq_v1.3_rc.zip)

This is the 1.3 release candidate. Unless something major is found in the next few days, this will be the final version (at which time it will be posted on the main site).

This version re-hides all hidden passages and fixes a few miscolored tiles. As I've been finding it increasingly difficult to find time to work on this and I just spent several weeks making tools for e.g. map image creation, I've decided to hold off on some things until after 1.3. Namely, the major modding-related changes, given how big the list is, and several relatively minor miscolored pixels that require restructuring the tiles (e.g. Samus' visor).
Title: Re: Metroid II EJRTQ Colorization
Post by: Chicken Knife on March 01, 2019, 07:19:36 am
It's unfortunate I can't really enjoy this color hack at all with Samus's garbled weapon graphics after you fire a missile. I'm really looking forward to playing a ton of this if you ever get around to fixing.
Title: Re: Metroid II EJRTQ Colorization
Post by: lilpuddy31 on March 01, 2019, 11:14:51 pm
It's unfortunate I can't really enjoy this color hack at all with Samus's garbled weapon graphics after you fire a missile. I'm really looking forward to playing a ton of this if you ever get around to fixing.

Funny, I just played through the entire game 100% in under 2 hours, not one single garbled graphic...
Title: Re: Metroid II EJRTQ Colorization
Post by: Chicken Knife on March 02, 2019, 12:24:33 am
Funny, I just played through the entire game 100% in under 2 hours, not one single garbled graphic...
Compare the pixels of Samus's arm cannon to the way it looks in the original game. It should have vertical lines instead of horizontal lines that I see. The graphics get muddled as soon as you activate missiles the first time.

I'm using the BGB emulator. If you really don't have the issue let me know what emulator you are using.

PS: If you look at the first pic that ShadowOne333 posted--the one with the frog enemy, you will see the muddled arm canon graphics I'm talking about. Compare to the way it should look in the pictures at the top of the thread.
Title: Re: Metroid II EJRTQ Colorization
Post by: Quantam on March 02, 2019, 02:35:25 am
Compare the pixels of Samus's arm cannon to the way it looks in the original game. It should have vertical lines instead of horizontal lines that I see. The graphics get muddled as soon as you activate missiles the first time.

I'm using the BGB emulator. If you really don't have the issue let me know what emulator you are using.

PS: If you look at the first pic that ShadowOne333 posted--the one with the frog enemy, you will see the muddled arm canon graphics I'm talking about. Compare to the way it should look in the pictures at the top of the thread.
It's more or less showing the left-facing version of the cannon even when facing right.
Title: Re: Metroid II EJRTQ Colorization
Post by: Chicken Knife on March 02, 2019, 02:47:33 pm
It's more or less showing the left-facing version of the cannon even when facing right.
I did some testing on the issue and determined that the arm cannon graphics bug out after switching to missiles in exactly the same way as the original game. In order to make sure it wasn't an emulator issue, I tried with multiple emulators and it was exactly the same. I owe you an apology for thinking this was a result of your hack! Would be amazing if someone could fix the underlying issue at some point but I will certainly try to not make it an impediment to enjoying your work Quantam.
Title: Re: Metroid II EJRTQ Colorization
Post by: Eggplantus on March 04, 2019, 01:00:10 am
I am quite impressed! Did a little playthrough through certain areas (to see how all the different Metroid stages looked) and didn't find any issues EXCEPT right at the end:
(https://i.imgur.com/pGbUGmO.png)
Title: Re: Metroid II EJRTQ Colorization
Post by: Shade Aurion on March 04, 2019, 02:38:28 am
I already have the thumbnails done up for this hack's Let's Play. Just finishing off some other series i'll i'll get on it. I've had a play around and everything looks amazing! Well done!

As far as coloured hacks go for GB games, I would love to see these ones:
  • Super Mario Land - A proper coloured hack for it. Or at least colour the title screen for the current one :P
  • Kirby's Dream Land
  • Kirby's Dream Land 2

The only ones I would add to this list are:
- Super Mario Land 3
- Castlevania Legends
- Final Fantasy Adventure
- Final Fantasy Legends 1 - 3 (with Saga title screens restored)
- Rolan's Curse 1 & 2

Most everything else has either been remade or re-released in colour at some stage.
Title: Re: Metroid II EJRTQ Colorization
Post by: Q on March 05, 2019, 11:50:46 am
- Final Fantasy Legends 1 - 3 (with Saga title screens restored)

FFL2 is one of my favorite Game Boy games. I'm working (on-and-off) on a re-translation for it. If anyone decides to do a color hack of it, I'd love to combine our efforts. There's a Saga 2 title screen hack included with my current patch here (https://www.romhacking.net/hacks/4165/).
Title: Re: Metroid II EJRTQ Colorization
Post by: Quantam on March 06, 2019, 02:11:46 am
Guys, please don't talk about other games in this thread.
Title: Re: Metroid II EJRTQ Colorization
Post by: dACE on March 06, 2019, 03:36:00 am
It happens in every ’colorized gameboy game’ thread:

People starts listing games and proposing further projects - becasue they lack the skills themselves.

/dACE
Title: Re: Metroid II EJRTQ Colorization
Post by: DannyPlaysSomeGames on March 06, 2019, 07:10:09 am
It happens in every ’colorized gameboy game’ thread:

People starts listing games and proposing further projects - becasue they lack the skills themselves.

/dACE
This in general. I swear so many people just write a thread to talk about ideas they want to do, but can't do for certain reasons, so they just ask of others who probably don't care to do it for them, which is just dumb. Sure, not everyone has the same capacity, and sharing ideas can help motivate others, but there's a difference between "I need help on this project" and "Do these ideas for me please". Remember, if you want something done right, do it yourself, please. Put in actual effort. That's how ideas get actually done.
Title: Re: Metroid II EJRTQ Colorization
Post by: Shade Aurion on March 06, 2019, 04:14:31 pm
It happens in every ’colorized gameboy game’ thread:

People starts listing games and proposing further projects - becasue they lack the skills themselves.

/dACE
And like clockwork you piss and moan about it every time. You even complained about it in the "hack suggestion thread" XD
Build a bridge and get over it dude lmao

ShadowOne333 only added a list of games he'd like to see AFTER contributing to the thread, as did I. Neither of us were asking Quantum to do them or even implying that he should. It was off topic discussion and Quantum has made it clear he wants to keep this thread focused.
Title: Re: Metroid II EJRTQ Colorization
Post by: EvilJagaGenius on March 06, 2019, 06:46:00 pm
Congrats on getting your hack released!  It looks sweet.

I've been wanting to play the Metroid games for a while now, and I played Zero Mission to start with.  I was thinking next I would play either Metroid II (with this hack, now that it's out) or AM2R.  Any suggestions as to which I should play first?
Title: Re: Metroid II EJRTQ Colorization
Post by: Shade Aurion on March 06, 2019, 08:29:12 pm
Congrats on getting your hack released!  It looks sweet.

I've been wanting to play the Metroid games for a while now, and I played Zero Mission to start with.  I was thinking next I would play either Metroid II (with this hack, now that it's out) or AM2R.  Any suggestions as to which I should play first?

Before I played AM2R the first time I played the regular GB Metroid 2 and it was the best way to do it IMHO because you can see how far things have come and what has changed. AM2R is probably my favourite Metroid game so playing this hack first you may have a similar experience :3

@Quantum
I have finished my Let's Play and will upload episodes here and there. The only noticeable bug that hasn't been mentioned as "Spring Ball" didn't appear on screen when I obtained it. Other than that you smashed it. Well done!
Title: Re: Metroid II EJRTQ Colorization
Post by: Quantam on March 27, 2019, 09:35:54 pm
So I FINALLY got an answer: black Samus was inspired by the large mount of black Samus fan art EJRT saw, and he thought it would be a great way to recapture the surprise when Nintendo first revealed Samus was female. And also a little bit political, as he's the sort that values representation in media.
Title: Re: Metroid II EJRTQ Colorization
Post by: Shade Aurion on March 27, 2019, 11:41:21 pm
I thought she looked different. I just shrugged it off because Metroid 1 had weird colors too. Maybe make an optional patch to have blonde white girl Samus for purists but leave as is for the base patch? Seemed fine to me. I have no complaints ^_^
Title: Re: Metroid II EJRTQ Colorization
Post by: ShadowOne333 on March 28, 2019, 10:16:35 am
Black Samus?
What am I missing?
I don't know why that bumped into the conv :P
Title: Re: Metroid II EJRTQ Colorization
Post by: dACE on March 28, 2019, 10:50:45 am
And like clockwork you piss and moan about it every time. You even complained about it in the "hack suggestion thread" XD
Build a bridge and get over it dude lmao

Why do I get the feeling I struck a nerve here?

/dACE
Title: Re: Metroid II EJRTQ Colorization
Post by: triforce141 on March 28, 2019, 07:54:49 pm
Black Samus?
What am I missing?
I don't know why that bumped into the conv :P

The color palette used for Samus in the best ending is different than what you would expect, which to be fair, was EJRT's intention and did work, surprised me for sure.

(https://cdn.discordapp.com/attachments/491454455976296449/560970656498450442/metroid_ii_-_color_ejrtq_v1.3_beta-190127-210132.png)

I thought she looked different. I just shrugged it off because Metroid 1 had weird colors too. Maybe make an optional patch to have blonde white girl Samus for purists but leave as is for the base patch? Seemed fine to me. I have no complaints ^_^

I agree on having an optional patch as well, that way EJRTQ's intended palette can stay, and there would be a version of this hack that's aimed towards people who want a color scheme that lines up with the Metroid 2 Remakes.
Title: Re: Metroid II EJRTQ Colorization
Post by: Shade Aurion on March 29, 2019, 01:13:23 pm
I personally like black Samus with purple hair. She looks great. But to market to purists and people who get butthurt over anything mildly PC it would likely be worth making an optional patch so people have nothing to cry about. I wouldn't have suggested it if this wasn't undoubtedly the best version of classic Metroid 2 =)
Title: Re: Metroid II EJRTQ Colorization
Post by: ShadowOne333 on March 29, 2019, 01:58:02 pm
Here's a quick mockup I did in like 5 mins, feel free to change stuff around in case someone can make it better.
Take into consideration that we are limited to 3 colours for Samus, here I used a brown, beige and a light orange colour.
The 4th one is transparency, which in this case is taken as black due to the background colour.

If at all, I'd like her hair to be blond and her outfit somewhat blue, but I don't know how feasible this might be given the current limitations.

With current limitations:
(https://i.imgur.com/qPBumgk.png)

My desired mockup. Clothing can be perhaps blue (for overall consistency) or orange (to match her Zero Mission images):
(https://i.imgur.com/DcUwxRQ.png)
Title: Re: Metroid II EJRTQ Colorization
Post by: Quantam on March 29, 2019, 09:54:32 pm
I'd be lying if I said I didn't want Samus to be colored according to be canon, but one of the main principles of EJRTQ was that EJRT was the art, I was the hacking/programming. So I'm not planning to change it unless he changes his mind. That said, an optional patch is a good idea; I might do that.
Title: Re: Metroid II EJRTQ Colorization
Post by: vivify93 on March 29, 2019, 11:20:12 pm
The old colorization project did this, apparently.

(http://i.imgur.com/kydwr5J.png) (https://imgur.com/kydwr5J)

I think it could stand to be yellower, but it's a good start.

Black Samus' palette could stand to be tweaked too, tbh
Title: Re: Metroid II EJRTQ Colorization
Post by: Metalwario64 on March 29, 2019, 11:27:58 pm
The old colorization project did this, apparently.

(http://i.imgur.com/kydwr5J.png) (https://imgur.com/kydwr5J)

I think it could stand to be yellower, but it's a good start.

Black Samus' palette could stand to be tweaked too, tbh
Yeah, on an actual GBC screen, you wouldn't be able to see her.

I personally think the old brown outfit and brown hair look is the best, since the sprite was designed with that kind of color brightness in mind, since it uses the darker shade for shaded skin. Changing that makes it look flatter. One could also remove the outline since the background is black and use that for an extra shade of blond hair if that's important to you, but her hair was brown in Metroid 1, so having it be brown here would be more in line with what we'd have actually seen, and removing the outline would make the star field show through her implied outlined area (which honestly wouldn't be noticeable on an actual GB screen).
Title: Re: Metroid II EJRTQ Colorization
Post by: Shade Aurion on March 30, 2019, 01:13:36 am
My desired mockup. Clothing can be perhaps blue (for overall consistency) or orange (to match her Zero Mission images):
(https://i.imgur.com/DcUwxRQ.png)

I'd say that is a winner and def keep it optional only. Out of respect and because I like it :p
Title: Re: Metroid II EJRTQ Colorization
Post by: SCD on March 30, 2019, 01:14:29 am
Here's my edit of the ending screen:
(http://www.bwass.org/bucket/MII.png)
I edited the image that vivify93 uploaded by adding the orange color from ShadowOne333's edited image, and this the results.
Title: Re: Metroid II EJRTQ Colorization
Post by: Shade Aurion on March 30, 2019, 01:28:49 am
Here's my edit of the ending screen:
(http://www.bwass.org/bucket/MII.png)
I edited the image that vivify93 uploaded by adding the orange color from ShadowOne333's edited image, and this the results.

That one is pretty nice. Might be my favourite so far =)
Title: Re: Metroid II EJRTQ Colorization
Post by: Metalwario64 on March 30, 2019, 02:53:41 am
Here's my attempt, using the method of removing the outline graphics to use the black space background to give the illusion of an outline:
(https://i.imgur.com/kNJsoSy.png)

Using this can give you a good blond hair, with the highlights from the lighter skin tone and an orange-red outfit that makes for good shadows (though a bit oversaturated, but it's in line with most of the GBC library), and is a cheap and easy way to separate the hair from the clothing.
Title: Re: Metroid II EJRTQ Colorization
Post by: FlashPV on March 30, 2019, 04:01:36 am
It's definitly the best version so far.  :thumbsup:
Title: Re: Metroid II EJRTQ Colorization
Post by: SCD on March 30, 2019, 04:14:20 am
That one is pretty nice. Might be my favourite so far =)

Thanks, I'm glad you like it.

Here's my attempt, using the method of removing the outline graphics to use the black space background to give the illusion of an outline:
(https://i.imgur.com/kNJsoSy.png)

Using this can give you a good blond hair, with the highlights from the lighter skin tone and an orange-red outfit that makes for good shadows (though a bit oversaturated, but it's in line with most of the GBC library), and is a cheap and easy way to separate the hair from the clothing.

That looks really good, you did a good job on it.
Title: Re: Metroid II EJRTQ Colorization
Post by: lexluthermiester on March 30, 2019, 10:05:16 pm
Hi, all. As there are still a couple things I want to add and thus it's only a beta right now and can't be posted on RH.net yet
I've downloaded it here. It's playable all the way through isn't it, or did you forget to update the original post?

Regardless, this is the best colourization of Metroid 2 thus far. The others have been good but yours takes it to that extra bit of excellence. Well done!
Title: Re: Metroid II EJRTQ Colorization
Post by: DrDimension on March 31, 2019, 06:28:50 pm
I'm looking forward to a patch for the ending graphics! Thanks everyone for looking into this!
Title: Re: Metroid II EJRTQ Colorization
Post by: lexluthermiester on April 01, 2019, 12:55:42 am
I'm looking forward to a patch for the ending graphics! Thanks everyone for looking into this!
Same. And I have to vote for the blonde in blue. Samus Aran is blonde, which is Nintendo canon.
Title: Re: Metroid II EJRTQ Colorization
Post by: Rodimus Primal on April 01, 2019, 01:07:24 am
Same. And I have to vote for the blonde in blue. Samus Aran is blonde, which is Nintendo canon.

I like the blonde in blue as well. What also would be cool would be Justin Bailey red with green hair.
Title: Re: Metroid II EJRTQ Colorization
Post by: Shade Aurion on April 01, 2019, 01:30:22 am
I like the blonde in blue as well. What also would be cool would be Justin Bailey red with green hair.
And now we need a second optional patch XD
Title: Re: Metroid II EJRTQ Colorization
Post by: ShadowOne333 on April 01, 2019, 10:15:23 am
Here's my edit of the ending screen:
(http://www.bwass.org/bucket/MII.png)
I edited the image that vivify93 uploaded by adding the orange color from ShadowOne333's edited image, and this the results.
Here's my attempt, using the method of removing the outline graphics to use the black space background to give the illusion of an outline:
(https://i.imgur.com/kNJsoSy.png)

Using this can give you a good blond hair, with the highlights from the lighter skin tone and an orange-red outfit that makes for good shadows (though a bit oversaturated, but it's in line with most of the GBC library), and is a cheap and easy way to separate the hair from the clothing.

Awesome work on those two!
I did my mock up so that I didn't need to change any graphics at all, just in case the sprites were compressed in any form.
If they are, then I would only be able to change the palette, if they are not, then I could for sure implement any of these two new sprites.

Does anyone have a save file / save state right before the sprite appears?
So that I can make an IPS with these palette changes.
Title: Re: Metroid II EJRTQ Colorization
Post by: triforce141 on April 01, 2019, 11:33:05 am
Does anyone have a save file / save state right before the sprite appears?
So that I can make an IPS with these palette changes.

I got a save file for the part right before you fight the original Metroids and a state before the credits start.

Uses the VBA-M core in Retroarch, couldn't really find a way to make the saves work in something like MGBA standalone in short notice

https://cdn.discordapp.com/attachments/510355811965337600/562296650291347508/Metroid_2_EJRTQ_Saves.zip (https://cdn.discordapp.com/attachments/510355811965337600/562296650291347508/Metroid_2_EJRTQ_Saves.zip)
Title: Re: Metroid II EJRTQ Colorization
Post by: Shade Aurion on April 01, 2019, 02:40:36 pm
Here you go ShadowOne333 - https://drive.google.com/open?id=1tFwNT39IB3TZQh-A0U_5JwWEuWM_ETIA
Ignore the dubious lack of time =P (I actually played through the game again just now and was just over the the 3 hour mark >_< )


Title: Re: Metroid II EJRTQ Colorization
Post by: ShadowOne333 on April 01, 2019, 03:59:43 pm
Thank you both for the saves!
I am using mGBA for the hacking, so I had to work my way up to the Metroid Queen to make a proper save state.

Turns out the sprite of Samus at the end is not compressed, so it seems like I will be able to make Metalwario64's mockup a reality.
I will post any update later today or tomorrow, stay tuned :P

--------------------------------------------------------------------

EDIT:
Success!

(https://i.imgur.com/euTvjzf.png)

Now to be able to change the palette, all you have to do is:

This was ONLY the palette change.
If anyone feels adventurous enough, you can try implementing Metalwario64's new sprite, and then for the colours use these ones instead:
FF 4E 6C 19 BD 0E 42 00 9C 11

You should have a beige, yellow and an orange colour available for the sprite (in that order), so you can edit the sprite at will taking those colours into consideration.
Don't forget to remove the outerline from her skin.

You could try editing the sprite in YY-CHR or Tile Layer Pro, the address where the Samus sprite starts for that sequence begins at 0x017400 (2bpp)
Title: Re: Metroid II EJRTQ Colorization
Post by: triforce141 on April 02, 2019, 01:59:58 am
I managed to make a version resembling Metalwario64's attempt, apply this to a rom that already has the 1.3 patch
https://cdn.discordapp.com/attachments/510355811965337600/562512318936776719/metroid_ii_-_color_ejrtq_v1.3_-_addendum.ips (https://cdn.discordapp.com/attachments/510355811965337600/562512318936776719/metroid_ii_-_color_ejrtq_v1.3_-_addendum.ips)
(https://cdn.discordapp.com/attachments/510355811965337600/562514753180794910/74f7efcd2224.gif)
Big thanks to ShadowOne333 for hex and values needed for the color palette
Title: Re: Metroid II EJRTQ Colorization
Post by: ShadowOne333 on April 02, 2019, 04:32:10 pm
I managed to make a version resembling Metalwario64's attempt, apply this to a rom that already has the 1.3 patch
https://cdn.discordapp.com/attachments/510355811965337600/562512318936776719/metroid_ii_-_color_ejrtq_v1.3_-_addendum.ips (https://cdn.discordapp.com/attachments/510355811965337600/562512318936776719/metroid_ii_-_color_ejrtq_v1.3_-_addendum.ips)
(https://cdn.discordapp.com/attachments/510355811965337600/562514753180794910/74f7efcd2224.gif)
Big thanks to ShadowOne333 for hex and values needed for the color palette
That looks fantastic!
I was really running out of time yesterday, was about to check out of work and unfortunately didn't have the time to make the sprite editing myself, but I'm glad someone else managed to do it with the information I gave :)

Awesome work!
Title: Re: Metroid II EJRTQ Colorization
Post by: vivify93 on April 02, 2019, 05:33:58 pm
Decided to mirror it on Ze Bucket.

http://www.bwass.org/bucket/metroid_ii_-_color_ejrtq_v1-3_-_addendum.ips

I think the only other major thing that needs to be done is some of the greens need to be lightened. I don't think they'd even be visible on a real GBC. I opened the ROM up in BGB and it's just plain too dark.

(https://i.imgur.com/D9ltUWU.png)
(https://i.imgur.com/EtRvN1D.png)

It seems like this mod was made with a GBA in mind...
Title: Re: Metroid II EJRTQ Colorization
Post by: ShadowOne333 on April 02, 2019, 05:39:40 pm
@vivify93 you mean making the greens a little lighter?
That could be done through palette editing as well.
Could also help to change the colours on the Metroids to fit the original design :P

Bit of trivia, this is my first time touching anything GB/C related in terms of hacking lol
Title: Re: Metroid II EJRTQ Colorization
Post by: Metalwario64 on April 02, 2019, 05:42:45 pm
Decided to mirror it on Ze Bucket.

http://www.bwass.org/bucket/metroid_ii_-_color_ejrtq_v1-3_-_addendum.ips

I think the only other major thing that needs to be done is some of the greens need to be lightened. I don't think they'd even be visible on a real GBC. I opened the ROM up in BGB and it's just plain too dark.

(https://i.imgur.com/D9ltUWU.png)
(https://i.imgur.com/EtRvN1D.png)

It seems like this mod was made with a GBA in mind...
Yeah, either an SP model or an emulator. That's so dark that on a regular GBA it would be impossible to see since its LCD was even darker than the GBC.

Actually though, the GBC screens seem to up the gamma quite a bit, keeping blacks black but brightening darker colors. It might not look so bad on an actual GBC, but I haven't even taken a look at the base game yet so I don't know what the unaltered colors look like. :p

I don't yet have a GBC flashcart (though I really do want one), but running it in Goomba Color on a GBA and turning the gamma up all the way simulates the original GBC screen pretty well (I've compared them side by side doing this a while back), so I might check this hack out doing that at some point soon.
Title: Re: Metroid II EJRTQ Colorization
Post by: Quantam on April 02, 2019, 06:56:53 pm
Decided to mirror it on Ze Bucket.

http://www.bwass.org/bucket/metroid_ii_-_color_ejrtq_v1-3_-_addendum.ips

I think the only other major thing that needs to be done is some of the greens need to be lightened. I don't think they'd even be visible on a real GBC. I opened the ROM up in BGB and it's just plain too dark.

(https://i.imgur.com/D9ltUWU.png)
(https://i.imgur.com/EtRvN1D.png)

It seems like this mod was made with a GBA in mind...
I don't know what EJRT did his work on, but I developed the code on BGB. I did notice that BGB is vastly brighter by default than other emulators. In fact I turned the brightness down some in mine, but it's still much brighter than any other emulator I've tried. I can only assume you've manually turned the brightness way down (or are using an older version with much darker defaults).

Default settings in BGB latest version: (https://i.imgur.com/IVFN8Dm.png)
Title: Re: Metroid II EJRTQ Colorization
Post by: vivify93 on April 02, 2019, 07:07:42 pm
Oh, OK. I see. Well, I guess that shows how ignorant I am.  :D I still can't see the green in your picture on my monitor, though...
Title: Re: Metroid II EJRTQ Colorization
Post by: lexluthermiester on April 03, 2019, 03:44:30 am
I like the blonde in blue as well. What also would be cool would be Justin Bailey red with green hair.
That would be cool too!
Title: Re: Metroid II EJRTQ Colorization
Post by: ShadowOne333 on April 03, 2019, 12:41:03 pm
I made these two mockups for a Blue and Bailey Samus:

Blue Samus:
(https://i.imgur.com/XwhKwsc.png)

Justin Bailey Samus:
(https://i.imgur.com/8tkRPm7.png)
Title: Re: Metroid II EJRTQ Colorization
Post by: Metalwario64 on April 03, 2019, 03:19:08 pm
Eh, the only way to make a blonde hair and blue outfit work properly would be to code in a separate palette for the tiles that make up her hair, if that's even possible. Otherwise, I think maybe brunette with a blue outfit would work, especially since she was brunette in the first game (the green hair was due to the Varia suit, which the Justin Bailey code starts you with).

(https://i.imgur.com/V2mdCZI.png)

Actually, I think aesthetically this might be the best option so far, since the blue helps add a sense of color to the sprites (and Game Boy Color games tended to use bold, and sometimes overly saturated colors because the screen tends to desaturate them a bit). My orange and blonde palette is okay, but I think the blonde hair might not have enough distinction from her skin tone on actual hardware.
Title: Re: Metroid II EJRTQ Colorization
Post by: Chicken Knife on April 03, 2019, 04:21:21 pm
If you guys don't mind me asking, what software do you use for these mockups?
Title: Re: Metroid II EJRTQ Colorization
Post by: ShadowOne333 on April 03, 2019, 04:34:00 pm
If you guys don't mind me asking, what software do you use for these mockups?
Any image editor? :P
I use GIMP for the quick mockups, but this is NOT done in-game at all, it's simply done in an image editor to give the idea of how it might look like in-game once implemented.
Title: Re: Metroid II EJRTQ Colorization
Post by: SCD on April 03, 2019, 08:36:32 pm
Another neat idea is maybe give her colors based on her suitless appearance from Super Metroid:
(http://www.bwass.org/bucket/SMII.png)
Title: Re: Metroid II EJRTQ Colorization
Post by: DrDimension on April 04, 2019, 01:16:00 am
I really, really, REALLY love the 'Justin Bailey' one - such a great palette and a crazy good throw back!

Maybe once we have most of the candidates in, someone should post a poll for the more liked?
Title: Re: Metroid II EJRTQ Colorization
Post by: Midna on April 04, 2019, 01:36:38 am
I don't think the idea of "Black Samus" as seen in the original EJRT version is necessarily a bad one, but I definitely feel it could have been executed better. As is, the colors of her skin are so dark that she almost blends in with the dark space background, and definitely would on real hardware. I decided to tweak the palette a little for visibility's sake:

(https://i.imgur.com/KJ5PMPE.png)
Title: Re: Metroid II EJRTQ Colorization
Post by: vivify93 on April 04, 2019, 01:45:16 am
That's much better. I also think the sprite would look nicer if it followed the edit that removes her outline. Like so:

(https://i.imgur.com/o9h6qWX.png)
Title: Re: Metroid II EJRTQ Colorization
Post by: Metalwario64 on April 04, 2019, 02:08:52 pm
I really, really, REALLY love the 'Justin Bailey' one - such a great palette and a crazy good throw back!

Maybe once we have most of the candidates in, someone should post a poll for the more liked?
I like it too. The only complaint I might possibly have is that those are her suitless Varia Suit colors, which wouldn't make much sense if you didn't pick it up. The thing about that though is that the ending graphics show her in the Varia Suit regardless of whether you pick it up or not, so I guess it's a moot point.

Plus, it was included in an ending for Samus returns, so having it here would be okay too. I don't think we need a poll, just having optional patches so that people can have one of several options since her colors and outfits changed drastically from game to game.
That's much better. I also think the sprite would look nicer if it followed the edit that removes her outline. Like so:

(https://i.imgur.com/o9h6qWX.png)
Yeah, that looks much better.

Another neat idea is maybe give her colors based on her suitless appearance from Super Metroid:
(http://www.bwass.org/bucket/SMII.png)
that won't work because there aren't enough colors for it. We can only use 3 colors, with an invisible "black" outline made up of the background. Your dark grey suit, skin shadow, skin tone and hair color are four separate colors, and wouldn't work unless someone somehow separated the palette of the tiles that make up her hair.
Title: Re: Metroid II EJRTQ Colorization
Post by: dACE on April 05, 2019, 01:40:07 pm
Your dark grey suit, skin shadow, skin tone and hair color are four separate colors, and wouldn't work unless someone somehow separated the palette of the tiles that make up her hair.

That is really not a problem in this case - it would be dead easy to switch between palettes per tile (I know because I’ve looked into it).

EDIT:

There are 94 tiles that has assigned palette number between offsets 9 7834 and 9 7E04.
I changed these from 02 to 05 myself and cleaned up the sprite manually (That gives samus red hair and bikini).

Of course - you have to figure out what tiles make out the head/hair - but assigning a different palette should be trivial.

/dACE
Title: Re: Metroid II EJRTQ Colorization
Post by: lexluthermiester on April 05, 2019, 03:10:57 pm
Just a thought, has anyone considered a "Justin Bailey" version of this excellent project?
Title: Re: Metroid II EJRTQ Colorization
Post by: Midna on April 06, 2019, 06:51:21 am
Just a thought, has anyone considered a "Justin Bailey" version of this excellent project?

I believe it was discussed earlier in the thread, and it was decided that there wouldn't be, because the sprite used in that hack is frankly hideous and makes Samus look like some weird square-headed lanky alien.
Title: Re: Metroid II EJRTQ Colorization
Post by: lexluthermiester on April 06, 2019, 11:06:07 am
I believe it was discussed earlier in the thread, and it was decided that there wouldn't be, because the sprite used in that hack is frankly hideous and makes Samus look like some weird square-headed lanky alien.
That's kinda sad. Seems like it would be fun. No worries though, not complaining at all.  :thumbsup:
Title: Re: Metroid II EJRTQ Colorization
Post by: dACE on April 06, 2019, 12:26:58 pm
That's kinda sad. Seems like it would be fun. No worries though, not complaining at all.  :thumbsup:

Then why not make it yourself?

/dACE
Title: Re: Metroid II EJRTQ Colorization
Post by: lexluthermiester on April 06, 2019, 05:35:13 pm
Then why not make it yourself?

/dACE
It was just a friendly idea, no offense was intended.
Title: Re: Metroid II EJRTQ Colorization
Post by: Zimgief on April 11, 2019, 04:02:15 pm
Hello, I would like to know, is it confirmed that this hack works on real hardware? I'm tempted to cart-mod it for my collection, it is so well executed!
Title: Re: Metroid II EJRTQ Colorization
Post by: Quantam on April 12, 2019, 09:44:33 pm
Hello, I would like to know, is it confirmed that this hack works on real hardware? I'm tempted to cart-mod it for my collection, it is so well executed!
I know people have found it works on several real hardware. I'm not certain whether it's been tried on an actual GBC.
Title: Re: Metroid II EJRTQ Colorization
Post by: DrDimension on April 26, 2019, 02:39:24 pm
Anyone make progress on making a patch for this? I have something I hacked up locally, but it looks like crap compared to what you guys have done.
Title: Re: Metroid II EJRTQ Colorization
Post by: vivify93 on April 26, 2019, 03:18:21 pm
What more do you need? The good ending Samus was covered a few pages ago. The colorization is fully out and done.

http://www.bwass.org/bucket/metroid_ii_-_color_ejrtq_v1-3_-_addendum.ips (by triforce141)

Apply it on top of a ROM with 1.3 already installed
Title: Re: Metroid II EJRTQ Colorization
Post by: DrDimension on April 27, 2019, 08:22:11 pm
Ah, thanks! I somehow missed the original link!
Title: Re: Metroid II EJRTQ Colorization
Post by: illuminerdi on May 14, 2019, 11:16:35 am
Just a heads up - this does not work correctly with BennVenn's El Cheapo SD flash cart on a GBC. Title screen and other screens are garbled.

The same patched ROM works fine on Retroarche Gambatte core, so I think it's something to do with the flash card. Any suggestions for how to fix would be appreciated, I'd love to play this on real hardware when I go on vacation in July.

May 16, 2019, 11:21:58 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Followup to my last post - I spoke with BennVenn and he was kind enough to analyze the patched ROM for me. Apparently the EJRTQ colorization uses the MBC1 memory controller, which is incompatible with older flash carts such as ElCheap < 2.0 and reprogrammed chinese bootlegs.

He was also kind enough to patch the ROM to use MBC5, which should make it compatible with those flash carts and reprogrammed chinese bootleg carts!

I haven't had a chance to test the patched rom yet, but once I've tested and confirmed that it does work on real GBC hardware I'll see about making an Addendum patch for anyone who is interested in playing this STELLAR colorization on real hardware.

Thanks again to the devs of EJRTQ for this amazing colorization (it's seriously gorgeous!) and to BennVenn for helping make this work more broadly on additional hardware :) You guys rock!
Title: Re: Metroid II EJRTQ Colorization
Post by: EvilJagaGenius on June 18, 2019, 10:49:27 pm
I got a flashcart in the mail the other day for my GBA, an EZ Flash Omega.  I haven't gone that far in Metroid 2 yet, but the colors are looking good and the music sounds fine.  So - I assume that means it's working on real hardware!  Or at least in Goomba Color.  I'm looking forward to giving this a try!
Title: Re: Metroid II EJRTQ Colorization
Post by: lexluthermiester on June 20, 2019, 07:46:32 am
What more do you need? The good ending Samus was covered a few pages ago. The colorization is fully out and done.

http://www.bwass.org/bucket/metroid_ii_-_color_ejrtq_v1-3_-_addendum.ips (by triforce141)

Apply it on top of a ROM with 1.3 already installed
Thank You for reposting that IPS.