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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - The gameboy colorizer thread | |
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iamhiro1112

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From: sd

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Posted on 02-07-05 10:42 AM Link | Quote
Well, I started colorizing my Mario Land 1 hack and came across a problem. The gb colorizer stores the color info in bank 0. But there is some sprites for this game in this area. So it started colrizing these guys for me and in some cases it dont look good. Also one of the enemies has begen acting differently. A rock that normall you should be able to climb on acts like a goomba instead when you step on it.

So, Im just talking for talking sakes cause I am not sure if the guy making gb colorizer will continue updating it. Would it not be possible to expand the ram and create a new bank? And we could then be able to color games without worry of effected other things?

I will continue working on my hack but may not colorize it.
Parasyte

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Posted on 02-07-05 12:38 PM Link | Quote
You're better off avoiding GBcolorizer altogether. You need a better environment to work with, especially in the compatibility department. Basically, the game needs some very specific hacks done to convert it into a GBC game. GBcolorizer's automation process will not be able to do it. So I say it should be started fresh without GBcolorizer.
Keitaro

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Posted on 02-07-05 08:33 PM Link | Quote
Hmm...well, I'm going to ask a bvvery bold, perhaps vague question here...what's the recomended method for adding ones own coloring routine, then? and I'm speaking in the general sence, not just SML specific.
Parasyte

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Posted on 02-08-05 05:44 PM Link | Quote
I'm not 100% certain, since I have not looked into the idea. GBcolorizer takes over the VBlank handler, placing the "colorization code" within the handler. I don't believe it has to be handled every frame like that, unless you need to change the color of certain tiles or sprites on each frame. Just as long as the color code sets up the video hardware correctly, I don't think it really matters where you place it, or how it's written. You will just need info regarding the GameBoy Color hardware, as well as z80-gb assembly experience and a little info on the game in question (Best place to put the code, where to find free ROM space, MMC used, etc).
Chibi Gatomon

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Posted on 02-08-05 09:55 PM Link | Quote
colorizing gameboy games?

I came across a Metroid II Return of Samus color hack, it looks pretty cool in color
Yoronosuku

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Posted on 02-09-05 03:07 AM Link | Quote
That game did use the GB Colorizer, though. However, that game has funny video program itself, anyway...at least, the way certain things refresh frame. But maybe someone who hacks it more knows it better off than me.
Chibi Gatomon

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Posted on 02-10-05 03:54 AM Link | Quote
I wonder how many colorizer programs are avalible for gameboy roms?
Keitaro

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Posted on 02-10-05 04:34 AM Link | Quote
Only that one...and it dosn't even work with half of them. And the ones it does work with, it does a crappy job Metroid only worked because like Yoro said, the video code was already fobbed out to some degree.
Chibi Gatomon

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Posted on 02-10-05 05:31 AM Link | Quote
ah okay then
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 02-11-05 04:46 AM Link | Quote
Colourizing ROMs isn't really something that can be automated. Crappy video code is one of the main reasons - it'd be a lot easier (though still damn near impossible to do automatically) if it was like Gamecube, where the games all use the same SDK and thus end up with very similar, optimized code, but a lot of old GB games have horrible code. Just look at Tetris.
iamhiro1112

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Posted on 03-03-05 12:53 AM Link | Quote
Well, If I knew the method to find empty space to place the colors I'd definately do that. I just about got my colorization of SML complete but there is a couple ugly glitches. I can fix most of them. But it did some odd thing where it made all the tumbling rocks behave like little goombas act like goombas when you step on them. So it makes later levels unpassable without some kind of invincibility code.
Supakitsune

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Posted on 03-03-05 01:33 AM Link | Quote
So put a Starman near the tumbling rocks.
iamhiro1112

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Posted on 03-03-05 04:48 AM Link | Quote
Would anyone be willng to do that for me? I ain't got that kinda skills yet. I'm about ready to release the hack in the next couple days. I was thinking of including a cheat file with a code for invincibility but putting that starman would be much more desirable.
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