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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
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!