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Romhacking => Personal Projects => Topic started by: Sinis on March 11, 2014, 03:32:57 pm

Title: Castlevania 3: Dracula's Curse Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on March 11, 2014, 03:32:57 pm
---------------------------

Castlevania: Vengeance on Hell II



(http://i957.photobucket.com/albums/ae54/Craftvania/Castlevania-Vengeance-on-Hell-II-2_zps1e64f66e.jpg) (http://i957.photobucket.com/albums/ae54/Craftvania/Castlevania-Vengence-on-Hell-II-3_zpsd6e52b15.jpg)

First I'd like to thank Ballz for giving me their permission to add onto their story of their Castlevania II hack, Vengeance on Hell, with it's sequel VoH II based on the U.S ROM version of Castlevania 3!

The title screen isn't final as it's just me messing around with fonts and such to see which seems better to use from editing them down to fit in the allotted space given in the game via YY CHR.


Programs Currently Using

In case someone is curious on what programs I'm using in this project, here's a list on what I'm using  8)

-reVamp (Castlevania 3 editor)
-YY CHR
-XVI32 (Hex Editor)
-Adobe Photoshop CS5 for sprite editing by copying the YY CHR sheet
-Patience (self attributed .EXE human factor) ;)



Story Setting

The setting is to take place immediately after the events of VoH with new twists onto the story.  I am taking certain items, objects and enemies from Ballz's hack by giving them a new looks so that way the not only the player can be familiar with certain aspects but also understand that the chaos caused by Apollion is still rampant on the land due to 'unknown' factors.  Reason why Vengeance is still being sought is that Vilheim learns that other factors were in play to take and corrupt his daughter, the same factors that lead to Apollion's release and eventually Satan's release.

Working on a plausible story without screwing anything up since I will be using the same concept that was used in VoH with the historical and theological background so people would understand the world and characters more.


Plotted Changes to the Game

-Change the sprites within the attack animations of both Trevor and Sypha for the new characters' weapons
-Environments set in a mythological era with a few personal twists to make it feel like real environments
-Room environment layouts with editing from reVamp
-Complete enemy and character customization
-A complete edit to the game's music soundtrack (this will be completed when the text and graphic editing is 100% done and when their is a first version release; when I learn how to edit the music properly.)
-Reorganizing bosses with reVamp
-Deleting certain support characters, mainly Alucard and Grant, use their boss forms for something else.  Sypha will be edited into a side support character.
-Will still keep the different routes to take to the final destination of the game, however, would like to place the edited Sypha character in the different paths so the main character can still encounter this person.
-Increase the attack power of the Sypha character so they feel just as usable as the main character





Just a basic of things that I'm doing right now and want to do.  I'll be slowly working on this as real life has me busy from time to time but this is a 100% dedicated project that will see both the start and finish line.  Things such as the music editing and other detailed, in-depth hacking will come out in later versions as I am mainly focusing on editing the sprites, backgrounds and texts within the game.

I will post up more screenshots in time when I progress further with this hack along with character sheets of the new characters and backgrounds used throughout the game so that way if someone wants to use those sprites for their own projects they can!
Title: Re: Castlevania 3 Hack: Vengeance on Hell II
Post by: haxSon on March 13, 2014, 04:49:27 am
This sounds awesome :D

I love seeing new hacks, especially Castlevania hacks.
Title: Re: Castlevania 3 Hack: Vengeance on Hell II
Post by: Bregalad on March 13, 2014, 05:16:10 pm
Looks very promising, however I can't refrain to say it looks like the protagonist's sprite is messed up.
Title: Re: Castlevania 3 Hack: Vengeance on Hell II
Post by: Sinis on March 14, 2014, 12:07:06 am
@haxSon  I feel it'll come along awesome or close to it as next week I'll be working on some enemy sprites.  I need to find some sort of free video capturing device to record stuff from the monitor with sound so I can post up progress videos on YouTube lol.

@Begalad  The armor pieces are in need of work as I'm trying to aim for the character to be reaching back to grab a giant sword in swinging it over their head within the whip sprite's allotted area given in YY CHR, gonna fix the animation next week and post a GIF of it so I can get suggestions on what to fix before messing with other color schemes.  Also, I do have a few other giant sword animations jotted down on a piece of paper that I am going to create next week and also post those up to see on what people think.  Now if I do have to scrap the giant sword draw animation (a very last resort effort) due to it not working out too well then I'll work on a few small sword animations for the sword to be drawn from the side...and if that doesn't work out too well then I'll see about some type of medium sword drawn attack animations off of the back of the character from a sword sheath though I do like the process of the character pulling the sword out of thin air like how the Belmonts do with the whip to attack, will have to see if or when I get that far lol  :D

March 16, 2014, 11:22:05 am - (Auto Merged - Double Posts are not allowed before 7 days.)
(http://i957.photobucket.com/albums/ae54/Craftvania/Castlevania-VoH-1_zps92649699.jpg)

Quick update!

Adjusted the palette colors for the black and dark red colors to a lighter brown and cyan.  If anyone is curious the palette on the character is 0F 08 3C 20 for a reference if you can't see the character too well.  I'll be uploading a sprite sheet in this topic thread later this week after I get a decent looking giant sword attack for the character.


In my opinion I like this current color palette as it was my Option B.  Got quite a few more options to use but want to hear what people think first before going on down the line ;)
Title: Re: Castlevania 3 Hack: Vengeance on Hell II
Post by: haxSon on March 16, 2014, 11:07:39 pm
Hmm, I kinda liked the old palette,  but the new one is okay too... I think personally whichever you plan to go with I can get used to within a minute or so so long as the gameplay is good.

About free video software, have tried CamStudio?

<a href=http://camstudio.org/>http://camstudio.org/</a>
Title: Re: Castlevania 3 Hack: Vengeance on Hell II
Post by: Sinis on March 18, 2014, 01:57:50 pm
I'm actually going with the current palette that I have now since it won't clash with anything else that I have planned for the stage backgrounds lol!  Thanks for the Cam deal there, it'll be helpful!



A video is up on YouTube for those that want to take a gander at it!

https://www.youtube.com/watch?v=b4r2uFwrOxI




Things need to be worked out as I'm working on both the sword animation and character attack animation right now.  I'll get screenshots posted up when both are finished!
Title: Re: Castlevania 3 Hack: Vengeance on Hell II
Post by: haxSon on March 20, 2014, 12:24:02 am
Very nice! Is it safe to say that you haven't done any hacking beyond that part in video?
Title: Re: Castlevania 3 Hack: Vengeance on Hell II
Post by: Sinis on March 21, 2014, 04:41:59 pm
Very nice! Is it safe to say that you haven't done any hacking beyond that part in video?

For the most part, no level editing yet since real life has me busy.  Was hoping to get the sword animations done this week with a sprite sheet up of my character but, kinda busy right now.  The giant sword weapon is going to work out, just gotta change the sprite on the first frame for attacking.  Once I get that done then I'll be messing around with sub weapons and the side character that I have planned.  Once everything is situated out then I'll start level and enemy sprite editing with text being the finale stuff to change around for a first version release.

Other than that, things are coming alone nicely but slowly.  I want to finish up the sword animation this weekend and then hook up my big PC speakers to see if the poor quality sound was due to only having my headset plugged in.

I know that I can change the palette colors in the beginning animation before the first level but the thing that's really egging me is how to change the sprites around manually.  I know each area has it's own little coding but could be tedious work which will be saved for later  unless the creator of revamp, +daniel+, has figured things out with all that along with adding rooms and such according the reVamp notes I was reading some time back.


One thing I am going to leave at the very last is the castle before the 'movie' title screen since it uses the same sprites at certain areas.  Need to brainstorm up something since I haven't planned anything for that spot yet.  Also going to see if I can switch the palettes around for the sub weapons if reVamp allows it since I'm not fond of those weapons sharing the same palette coding with quite a few objects and enemies lol.
Title: Re: Castlevania 3 Hack: Vengeance on Hell II
Post by: Googie on March 26, 2014, 03:57:51 pm
This looks promising, I'll be keepin' an eye out for this one! :D
Title: Re: Castlevania 3 Hack: Vengeance on Hell II
Post by: Sinis on April 10, 2014, 02:17:01 pm
This looks promising, I'll be keepin' an eye out for this one! :D

Sounds good then!





A quick update since I haven't lately due to real life :p

I have scrapped the idea for the giant sword since the hilt I put in the character base attacking animation looks quite odd when throwing the sub-weapons.   Gonna go with a small or medium sword animation, mainly want to aim on what you see on Alucard in SotN but due to attack animation frame 2 there's not enough space to utilize it fully so gonna experiment around.

I'll have some screenshots posted up sometime to show the progression of the main character along with the beginning stages of editing Stage 1!
Title: Re: Castlevania 3 Hack: Vengeance on Hell II
Post by: Sinis on April 29, 2014, 12:46:19 pm
Greetings and salutations everyone!



Here's a screen cap from the current character sheet that I was going to post up but forgot all about it.  Been extremely busy with stuff so I'm slowly doing things to the game's sprites at the moment.  I do all the editing first in Photoshop by scale then I put it into the YY CHR game file.  I'll admit that I do copy stuff from other places but then scale it down to size and then modify it for the look I'm going after so it's original but in a NES way.

Don't mind the screen, was too lazy to edit it  :P

(http://i957.photobucket.com/albums/ae54/Craftvania/NES-Game-Project-Vengeance-on-Hell-II_zps392c8a0f.jpg)

Right now I'm currently changing the way things are made out in the attack animation.  Due to the hilt in the original attack animation being out of place, I'm going for a non-hilt base so that way throwing the sub weapons won't look like things are completely off...and yes, I am already changing the first frame of the attack animation (top right) so it doesn't feel like the character isn't reaching out too far with the left arm while swinging the sword.

I'm open to suggestions on what you may have, especially for the helmet as it still feels a little off for me so any input I welcome it! :)
Title: Re: Hack Projects
Post by: Sinis on August 15, 2014, 12:37:57 pm
Long time no chat everyone!  I need to address something that has a bit of bad news involved in my absence in my projects...and no, the projects themselves are not cancelled.  Things need to be redone.

Due to computer issues on an older PC that I was using, I lost everything that was being worked on.  Sadly I did not back up anything since I thought my old PC would be fine after so many years of having it, especially from it's recent rebuild that was done on it back in May.  Long story short, the old 250gb hard drive that I had went out and I lost all my documents and ROM projects last month.

I've been hesitant in posting this info but felt it was high time in doing so.  I know this is something that no one wants to read in someone's thread as it shows no progress being done but again, had to let everyone know on what was up.



On that note, please take notice I have changed the name of this thread from the original title 'Castlevania 3 hack Project: Vengeance on Hell II' to 'Hack Projects.'  Reason for this is to post my NES, SNES and Genesis projects within this thread so I wouldn't cluster up the Personal Projects section with stuff of mine and to also abide by the website/forum rules.


I hope that everyone understands this information that I have put out.  No apology of mine is deep enough to say onto those that were looking forward to seeing more of the stuff that I was doing and learning.


I will now start back at the 0 mark for every project that I had going and planned.

August 17, 2014, 02:50:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Vengeance on Hell II
*Update*



(http://i957.photobucket.com/albums/ae54/Craftvania/Aleysia-Concept-1_zps475a1ff5.gif)

Redid this from memory the best I could.  Not sure if I got every pixel exact but it feels right.



I decided to replace the knight character with a female protagonist.  Things still need to be ironed out.  The character was originally based on my Shanoa and Richter 8-bit characters that I made but was sadly lost on my other PC's hard drive when it crashed and burned.

Name of this character is Aleysia, the second daughter of Vilheim.  More info will be released later ;)

Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on December 16, 2015, 11:17:17 pm
Had to dig deep for this thread.  Been so long since I last worked on this (about 3 months ago) as real life has me tied up with working and the likes.  Haven't even been able to sit down and study 6502 Assembly Coding more though I am learning slowly.


Today's post is just a small update.  The top left one is a work in progress as that will be shown in full when that's complete along with others.  I haven't gotten to the bosses yet as I'm focusing on the lessers so they can be out of the way when that next step happens. 

(http://i957.photobucket.com/albums/ae54/Craftvania/Lesser-Demons-1-JPEG_zpsqleqffzd.jpg)


Its not much right now as I'm busy redoing the enemy sprites I currently have including the beginning area sprites to make them more plausible.



I have to address an issue about my YouTube page.  Some time back I was hit by a copyright claim on my only video for some odd reason which lead to me taking it down.  I'm not worried about it so I just shrugged it off and moved onward.  Whatever future videos that I do make about my progress on projects and future learning of things will most likely be put up onto my Photobucket.



That about sums up things for now.  I'll see about picking up the pace more to get this project moving faster but with patience added into the mix.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on December 17, 2015, 12:24:20 am
Oh my god!!!

This project is alive!  You're still working on it, I'm so relieved!  You have no idea how long I've been waiting for a Castlevania III hack!  Dude, you have my full support!
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: SunGodPortal on December 17, 2015, 02:32:17 am
Looks cool.

Seems like a good enough place to ask:
Does reVamp have anything that makes editing the graphics any easier or is it just a level editor?
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on December 17, 2015, 10:44:16 am
@TheLuigiLightning

Yeah, I dropped under the radar when work and other things got in the way so I pushed this project to the side off and on.  I actually have 3 other Castlevania 3 hacks planned when I learn more about 6502 coding (so I don't have to rely on others but my own fingertips) but unfortunately I cannot get a hold of RedRum for the life of me to ask for permission to do an Opposing Bloodlines 3 just for fun so its just 2 others for the time being...along other planned stuff lol.



@SunGodPortal

reVamp is mainly a level editor.  It can somewhat edit the graphics but only the layout, palette colors and whatever else is within the 8x8 boxes.  To explain on how it functions, it takes small areas from what you edit in YYCHR (or whatever editor you are comfortable with) and able to manipulate it around in either a complex or simple manner.  An example, take one of the boxes that contains the floor for the characters and enemies to walk on.  If you edit the big block that they trek on it will then become something different and they will fall through that spot because reVamp is telling the ROM "Okay, I just edited this so this will function differently" and the ROM will acknowledge this and go from there to change other boxes within that stage that shares the same mechanic box that contains the platform.

There are some areas within the game that you cannot edit in reVamp, like the opening scene before Stage 1, unless you have full knowledge with the game's code and reprogram it with whatever method suits you best like hex editing and the likes.  There are also different areas across the game that use the same sprites and same mechanics as compared to this room and/or that room as it has to rely on a certain law mechanic within the game and reVamp itself to abide by (as somewhat explained above).  You can break it by somewhat going out of the boundaries without any problems if you are careful enough but things could eventually result in the ROM either crashing, bugging out with either obvious or hidden bugs and/or glitching.  Tons and tons of testing has to be done to see what the limit is and of what you use to dodge this sort of outcome.  I suggest if you do such a thing write down the passwords to each stage so you can jump around and test them yourself along with making a backup ROM by copy and pasting so to save your progress in case a major screw up happens.  Going back to previous stages to see if things work is recommended because of what you change before it could also possibly change things behind it as that how reVamp works.  The debug menu approach can be good to test such things out but for my personal reference for myself is I'd rather go from stage to stage, area to area, to test everything so it can be tied to each other naturally along with catching on whatever I missed beforehand.

Again and I can't express this enough, everything relies on a rope tied to each other to function along with what areas that they are limited to.  I haven't yet tested every area to see which would take what with whatever boundaries can be pressed but sometime in the future I'm going to make detailed notes that relate to reVamp on full editing process and how to change the corrupt sprites to normal for each area though that is if reVamp will acknowledge the ROM afterwards because whatever full detail editing that  you do outside of reVamp will not make it read a Castlevania 3 ROM as it will think its something else.  Some outside editing won't bother reVamp but in-depth changes will.  On what these are will vary on what editing is done to the ROM itself.  These laws within reVamp goes with the Japanese ROM as well as they function in the same manner.

In the end, you just gotta sit down and just physically mess around with reVamp.  Your experience may differ from mine.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on December 17, 2015, 11:26:33 am
Hey man.  I just wanted to give my personal opinion on one matter; I know that you want keep the different path system intact, but to be perfectly honest, as you play the game over the years, that goes from being one of the coolest aspects of the game, to one of the most frustrating.  Why not just make the player play through all 15 stages?  That would be really cool!  It would actually make more sense, considering you need to put Syfa in 2 places at once.  Think about it.

One more thing I would recommend doing, if you can figure out how to do it, is expand the ROM to make the stages longer than the original.  Trax did this in Revenge of the Red Falcon, and I think it was a very cool idea!  I honestly wonder why I've never seen anyone else do that.  It's a ROM hack, so you might as well make the game/stages bigger.  I would also recommend making it harder than the original.  When I play a ROM hack, it's generally because I've mastered the game.  Just a few things to think about.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on December 17, 2015, 12:18:45 pm
Hey man.  I just wanted to give my personal opinion on one matter; I know that you want keep the different path system intact, but to be perfectly honest, as you play the game over the years, that goes from being one of the coolest aspects of the game, to one of the most frustrating.  Why not just make the player play through all 15 stages?  That would be really cool!  It would actually make more sense, considering you need to put Syfa in 2 places at once.  Think about it.

One more thing I would recommend doing, if you can figure out how to do it, is expand the ROM to make the stages longer than the original.  Trax did this in Revenge of the Red Falcon, and I think it was a very cool idea!  I honestly wonder why I've never seen anyone else do that.  It's a ROM hack, so you might as well make the game/stages bigger.  I would also recommend making it harder than the original.  When I play a ROM hack, it's generally because I've mastered the game.  Just a few things to think about.


When I gain more knowledge of such things I will take that into consideration for expanding the levels and I did have a planned project similar to the likes making things back to back.  There was a similar hack to this that I got that idea from but the individual who made it wanted money for its release so I put it on my bucket list to learn in the future.  If someone else beats me to it then they beat me to it so no worries there.  Least I know now there is no limits while expanding a ROM and since I have no plans of putting my projects onto cartridges this suits me just fine on making things bigger and longer.  Just have to see on what happens and how fast I learn things.

Speaking of such things, I remember reading the notes to reVamp that the programmer wanted to do something similar on how to learn to add rooms and a few other things but seems there were certain hiccups involved.  I have no idea if the creator of reVamp is still working on the program to find ways around these problems or not so I should look to see if there is any updated info about this progress or even an updated version of reVamp floating around.  I'm going to already assume that they might be doing other adventures or projects so I'm not gonna ask them in case they are busy so I will just browse around for info instead lol.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: SunGodPortal on December 17, 2015, 03:05:00 pm
Playing every level would be awesome. I wish someone would make such a hack for Legacy of Darkness. I'd love the oppurtunity to play every level as Carrie or Henry.

EDIT: And with the graphics question I was mainly wondering if it had anything to make editing the main character sprite any easy. The way the tiles are stored in the ROM is just weird.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on January 02, 2016, 06:06:48 pm
Its me, Craftvania, on a new account.  Gonna let that account sit since it doesn't suit me anymore.

Playing every level would be awesome. I wish someone would make such a hack for Legacy of Darkness. I'd love the oppurtunity to play every level as Carrie or Henry.

EDIT: And with the graphics question I was mainly wondering if it had anything to make editing the main character sprite any easy. The way the tiles are stored in the ROM is just weird.


From what reVamp has to offer, it doesn't make things easy to edit the stuff around exactly what you want it to do for editing the actual sprites or at least from what I discovered with it.  Most stuff on it arranges things around on the side sprite windows to change whatever 'blocks' to another thing.  Of how the author of it has it programmed you can get extremely detailed in editing Dracula's Curse's backgrounds but character and enemy sprites I didn't find much luck with so went with YYCHR.  Now speaking of YYCHR...

Of how I find the stored stuff by using YY's utilities they have submitted onto this website http://www.romhacking.net/utilities/119/ (http://www.romhacking.net/utilities/119/) or http://www.romhacking.net/utilities/958/ (http://www.romhacking.net/utilities/958/).

These two programs I find very useful for the projects I'm currently working on.  The first one is old as its stated as such on the page and the second link is the newer version.  For my personal preference I use the old one to do the editing for Dracula's Curse mixed with reVamp for background stuff and platform placing.

Of how to edit the sprites properly, open up whatever current project you are working on and see if it shows up properly in YYCHR.  From there find whatever pattern it uses or close to it.  If its like Genesis or SNES things may take a bit to locate, depending on how its tiled out.  Since I'm focusing on NES ROMs right now I use the pattern FC/NESx16 layout to see the sprites used in the animations.  When using this layout you'll have to use the 3rd up and down arrow that light up blue (for me they do) to navigate around to see things properly.  Some have smaller sizes than others so you'll have to watch out for that as we'll take Trevor's whip for example.  When its on the second and fully upgraded buff it will rely on two sets of sprites that are back to back on YYCHR.  One that has the end of the whip and another that makes up for the other sections when cast out in front.  The boundaries can be tricky to identify as it first threw me off entirely when I first looked at it but quickly found out it is split up into sections.  Now for other stuff they are 'cut' in half which shows only one side as this tells you "Hey, I rely on a single sprite that makes up both sides."  Kinda like how one animation of the cross boomerang and giant fire sprites rely on.  You'll have to pay close attention to some stuff especially the background sprites as its kind of tricky since certain areas rely on the same sprites from either this section or a small one from another section.

When editing in YYCHR luckily the palette set on the right allows you to adjust the colors close enough to what they resemble in the ROM so you can identify on what is what especially on what your character and backgrounds will look like though the palette section doesn't adjust and edit the actual colors in the ROM itself as you'll need to hex edit, use reVamp or whatever method that you use yourself to adjust the colors.

I hope this has answered your question or was clear enough to understand.  If you have any further questions about sprite editing stuff don't hesitate to send me a PM.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on February 10, 2016, 03:05:40 pm
Another tiny update and its more sprite work.  I've been busy with real life and friends that I haven't done much work on things but have found time recently to touch up on stuff.  Some of the enemy edits below are going to have their palettes changed except for the bat as I feel that I've nailed it to my liking compared to the earlier version that I had.  The undead guard and ghoul I'm still working on so consider those a work in progress.  I've included an attack animation for my main character that I feel comfortable with on having for a final sprite work.


(http://i957.photobucket.com/albums/ae54/Craftvania/Vengeance-on-Hell-II-Update-1_zps5s81j2mr.jpg)



I've also began to work on boss sprites now though I'll show those later on down the road once I get the rest of the lesser enemy sprites finished along with some stages edited.





By the way, something that isn't quite VoH II related (hope this isn't breaking the thread rules since I don't know where to properly post up custom sprite sheets on here.)  Some time back someone asked me in a PM to make some character custom sprites so here are my versions of the vampire hunters.


(http://i957.photobucket.com/albums/ae54/Craftvania/Vampire-Hunters-I_zpsbdzkxogq.jpg)



When I get done with these I'll post them up somewhere.  I'll have them edited and be able to fit into Castlevania I, II and III's main character sprite area along with how they will look while fitting them into YYCHR.  I've used a custom character sheet I made to make the characters so however people use them when I get the sprite sheets done is how they will use them.  I know they may look odd but its something for someone to give them a base to work with and edit at their leisure.  So far I have a Sonia, Richter (both Dracula X and SotN), Hanz, Castlevania II Simon and Trevor that I'm working on.  Others that I will be working on in the future will be Leon, Castlevania I Simon, Chronicles Simon, Castlevania IV Simon, Juste, Julius and Reinhardt.  I'll most likely work on those when I have more of VoH II done along with another project I'm gonna look into picking up and since I'll have the next two months to myself.  In that time I hope to get a big chunk done on VoH II so I can get some screenshots posted up of that instead of just sprite work.


Toodles for now!
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: PresidentLeever on February 10, 2016, 06:12:47 pm
Are you making any control changes? Screenshots look nice.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on February 16, 2016, 06:37:54 pm
Are you making any control changes? Screenshots look nice.

For control changes like character wise, I'm not sure.  I have no knowledge on how to do such things yet as I'm just barely breaking the surface on how to program things as is with a 25+ year old book.  Mainly sprite editing right now.  I'm going to look into getting an ASM programming book in the future to learn about this stuff instead of making an ass of myself begging for people on how to do this or that.  I do want to edit the music on this ROM hack before anything else like something major.  I sat down in front of the computer yesterday watching the memory stuff flicker about in an emulator that I'm using and I think I'm getting a slight idea on where the music data is for Castlevania 3.  Once I know where its at I'll be looking at one of those NSF things (can't remember on what they are called) to compare on what to expect from the ROM and music data then I'll start fiddling around with the music data on a separate ROM.


By the way, I do have some update screenshots.  Its not much to show but this is how much progression that has been made these past couple of days.  Level 1 is darn near complete though I need to tinker around with stuff to make it to how I like it.  I did use some sprites that I found online for one background piece though I'm not sure if I will to keep them for one particular spot unless if the feedback is positive about it then they'll stay but if its mixed then they'll be tossed out.  I can make my own but just wanted to see on how they will look.

(http://i957.photobucket.com/albums/ae54/Craftvania/Vengeance-on-Hell-II-Pic-3_zpslsnem8jr.jpg)

(http://i957.photobucket.com/albums/ae54/Craftvania/Vengeance-on-Hell-II-Pic-1_zpspm6bfg4s.jpg)

The part where I used another individuals sprites from some sort of free section on an open forum.  Wish I knew the person's name to reference them properly hence why I'm unsure on keeping them.

(http://i957.photobucket.com/albums/ae54/Craftvania/Vengeance-on-Hell-II-Pic-2_zpslaaprgw5.jpg)

The cauldron is a rehash from existing sprites from another game and sprite deal that I found.  I might change the sprites on this one as well.




The first level is meant to be dark.  The story that I have made up and to be edited into the beginning scrolling sequence will explain stuff on how things are unfolding.  I won't edit that until I'm done with the rest of the enemy and level sprites.  I'll also begin editing some enemy sprites and their palettes either Thursday or Sunday, depending if I become busy in real life or not.  Some stuff I'm planning out as certain enemy sprites 'feed' off of the same color palette values and quite a few of them do.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on February 16, 2016, 07:11:03 pm
Okay, you mentioned music.  I just want to state my personal opinion very clearly about changing music:

Music is a very big part of my life, and I'm always going to get very fussy about the soundtrack.  A lot of people who change the soundtrack end up with sub-quality music.  If you're going to change the soundtrack, make sure that it's comparable to the original, or, please just don't change it.  There's nothing wrong occasionally just remixing a track that's already in the game, or even leaving a track as is if it was perfect to begin with.  That's my personal stance.  Take it as you will.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: SunGodPortal on February 16, 2016, 07:20:52 pm
Quote
Okay, you mentioned music.  I just want to state my personal opinion very clearly about changing music:

Music is a very big part of my life, and I'm always going to get very fussy about the soundtrack.  A lot of people who change the soundtrack end up with sub-quality music.  If you're going to change the soundtrack, make sure that it's comparable to the original, or, please just don't change it.  There's nothing wrong occasionally just remixing a track that's already in the game, or even leaving a track as is if it was perfect to begin with.  That's my personal stance.  Take it as you will.

I'm fixing to start on a CVIII hack and the music is probably what I'm most excited about. If the author is like me he's been waiting his whole life to compose music for a Castlevania game. I'm sure it will be fine.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on February 16, 2016, 08:05:32 pm
Yeah... I want to agree, and say I'm confident in your words, but unfortunately, some counter examples come to mind... like Chorus of Mysteries.  I'm not even joking, in the soundtrack of that hack, there is absolutely no drumming whatsoever.  I think that guy was biting off way more than he could chew.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: SunGodPortal on February 16, 2016, 11:31:00 pm
Quote
Yeah... I want to agree, and say I'm confident in your words, but unfortunately, some counter examples come to mind... like Chorus of Mysteries.  I'm not even joking, in the soundtrack of that hack, there is absolutely no drumming whatsoever.  I think that guy was biting off way more than he could chew.

LOL
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: optomon on February 17, 2016, 12:01:15 am
To be fair that was one of my first music hacks done back in 2006, and done in the span of about two months. Had to start somewhere.

Learning to hack music is tough. Writing original music is also tough. I could probably help with CV3 music. Even though Cadence of Agony was years ago, that stuff hasn't quite left my mind yet. (Now THAT hack was me biting off more than I could chew).

Anyway like the graphics I'm seeing here, liking the details on those background columns.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: dACE on February 17, 2016, 04:29:03 am
Unless you are certain that you yourself could do something better, you should be careful when criticizing others. If you do have the SKILLS - you could even offer to help out.

/dACE
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Grimlock on February 17, 2016, 09:18:12 am
Yeah... I want to agree, and say I'm confident in your words, but unfortunately, some counter examples come to mind... like Chorus of Mysteries.  I'm not even joking, in the soundtrack of that hack, there is absolutely no drumming whatsoever.  I think that guy was biting off way more than he could chew.

I'd personally hate to be judged solely by some of my earlier works, you should have a look at some of Optomons more recent Castlevania tracks:


Optomons YouTube Channel:

https://m.youtube.com/?#/user/Optomon (https://m.youtube.com/?#/user/Optomon)


Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on February 20, 2016, 01:16:18 am
Okay, a small update.  First off I want to say that this hack is starting to have some of the difficulty and frustration from what the first Castlevania game has but in fairness.  I know that info  may scare people off but I'm keeping it down to the wire of being fair and justified.

Bug Found

-Found a bug with the Doppelganger boss upon testing the first stage today.  Instead of death matching the boss I decided to run to the left and due to the room layout (one block higher than the floor instead of two of where the doppelganger's room originally is) it literally spazed out while walking over the ledge while attacking faster.  Don't know how to fix this bug so I'm undecided to either keep in the death match, change the room layout (not feeling great about that idea as it will go against my initial plans for the first stage boss room), or put in another boss with the help of reVamp.


Slight improvements to Level 1's sprites though just the final corridor.  I'm looking into changing some stuff around while I'm putting sprites into the Clock Tower level and I am going to put some of those animated sprite sections to use.  I'm beginning to find myself going from the second to first level a lot to see on what I can add in to make it more dark-ish to my original idea without ruining it or hoping that I am not adding too much to it already lol.

(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Level-1-Improvement-1_zpszd4v68hq.jpg)

A sprite statue that I found from some time back so I edited and changed it around heavily to this personal version.  The green columns are my version of that 'chaos' column you see in Order of Ecclesia where Dracula's capsule is at (spoiler, sorry).  Had to dust off my DS to take a peek at it to get an idea of how to create it with my own twist on it...no pun intended.


(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Level-1-Improvement-2_zpsiblrrnxl.jpg)

Just added a few stuff to the boss room.


Sometime next week I'll showboat the Clock Tower stage of how that's progressing along.




@TheLuigiLightning:  I actually enjoyed Chorus of Mysteries and how it was themed from stage to stage especially the music.  I always felt there needed to be a part 2 to it with an extremely heavily hacked Castlevania 3 to where every stage was put back to back instead of stuck to chose the paths.  I have a similar hack in mind like that with the stages back to back that I'd love to tackle some day but that won't be a couple of years from now unless someone with tons of programming knowledge wants to do a joint effort to help out as I'd sprite and palette edit (all I can do right now) but that isn't a priority of mine as I'm heavily focused on this project right now.  I will say that one project that I'd like to do is to get with Ballzysoft, the original creator of the first Vengeance on Hell, and give that a rework on stuff.  I know its a 15 year old hack but thought I'd ask him once this is done to see if he's up to letting me edit stuff in it and remake a lot of it but if not that's cool.

For the music in VoH II, I deeply want to change it to fit around the areas.  The thing that I am kind of dreading is to add extra music tracks since a few areas within Dracula's Curse shares the same music from area to area so no clue if its going to be a complete nightmare or what to edit in extra themes.  With that being said this hack won't be coming out for some time until I can learn this even if its just the current music within it which will be just fine with me no matter what the outcome will be.


@SunGodPortal: You'll have to let me know when you begin working on it!


@Optomon, I appreciate the comment sir.  I may try different columns to see on how they are though right now I'm focusing more on enemy sprites and Clock Tower editing.  Hoping to get that level done by the end of next week unless something comes up.


Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: SunGodPortal on February 20, 2016, 01:54:08 am
Quote
@SunGodPortal: You'll have to let me know when you begin working on it!

I'm just starting to lay the ground work now. Been working with another game for about a year but needed a good break. Have had a pretty good idea of what I've wanted to do for a while so it's really just a matter of doing it. Always wanted to do a Castlevania hack since it is pretty much my favorite series. Being that it's pretty much dead now it seems like a good time to make a tribute. Never did any ASM hacking before so that's gonna be one of my main goals with this one. Music too.

I'll be working with the US version. Any notes you've accumulated and wouldn't mind sharing would be nice (I'll do the same once I get rolling). I plan on working on a little bit of everything so anything would be relevant.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on February 20, 2016, 09:46:57 am
Any notes you've accumulated and wouldn't mind sharing would be nice (I'll do the same once I get rolling). I plan on working on a little bit of everything so anything would be relevant.


Sounds good.  I can get some notes put together on Monday from what I've discovered so far.  Do you want them posted on this thread, in a PM or in a document like notepad or Microsoft Word?
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: PresidentLeever on February 20, 2016, 10:11:43 am
Thanks for the reply. If it comes to it, what would be your ideas for control changes?

What I would like to see as general changes that, aside from convenience could allow for more aggressive enemies and bosses in some ways:
-Being able to jump onto and off of stairs
-Being able to turn around in mid-air
-Being able to control your jump height
-Less clunky sub weapon use near and on stairs
-A rondo of blood style sub weapon switch or weapon inventory
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on February 20, 2016, 10:58:32 am
I'd personally hate to be judged solely by some of my earlier works, you should have a look at some of Optomons more recent Castlevania tracks:


Optomons YouTube Channel:

https://m.youtube.com/?#/user/Optomon (https://m.youtube.com/?#/user/Optomon)

I didn't mean to sound like dick about it.  I'm glad to know that he's gotten better since then in terms of music.  I checked out Optomon's newer music, and it's actually pretty good.

February 20, 2016, 11:18:38 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Thanks for the reply. If it comes to it, what would be your ideas for control changes?

What I would like to see as general changes that, aside from convenience could allow for more aggressive enemies and bosses in some ways:
-Being able to jump onto and off of stairs
-Being able to turn around in mid-air
-Being able to control your jump height
-Less clunky sub weapon use near and on stairs
-A rondo of blood style sub weapon switch or weapon inventory

Dude, not being able to control yourself in midair is the entire point of the NES Castlevania series.  If you want a change like that, look for a Super Castlevania IV hacker.  I know personally that if that sort of change was made to this hack, I would most likely lose interest.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on February 20, 2016, 01:31:08 pm
Thanks for the reply. If it comes to it, what would be your ideas for control changes?

What I would like to see as general changes that, aside from convenience could allow for more aggressive enemies and bosses in some ways:
-Being able to jump onto and off of stairs
-Being able to turn around in mid-air
-Being able to control your jump height
-Less clunky sub weapon use near and on stairs
-A rondo of blood style sub weapon switch or weapon inventory



I have no plans on changing any of the controls for the character and the item inventory.  The functionality of how the character is, Trevor in this case, is meant to be clunky and with horizontal attacks as it brings a certain challenge factor into the game and this is what I want to mimic with the new level layouts.  The only helpful thing to attack in an angle is the axe and that's about it and that item alone is powerful as its equal to a single attack from a powered up whip or darn near close to it.  Also with item talk, I don't want to change the values of their attacks nor am I going to change of how many heart usage that they have upon use.  I want to keep the challenge factor within the ROM so that way people can still play something they are familiar to but with new stuff to it.  If this does help I already silently raged at my own ROM hack and its that type of silent rage a person gets when playing the first Castlevania game lol.

The only thing that may effect game play is the boss changes I want to do.  No extra attacks but due to how reVamp likes to say "Oh yeah, the boss is there so have at it" but when you get to the boss room you may see them one second but then they may disappear or bug out.  An example was that I wanted to move the Medusa boss to be the stage 1 boss but when I walked to the boss room you could see the snakes on the ground before it formed but when you got close to trigger the fight the snakes would disappear.  You could walk back out of the room then it would show up again then one would think it probably bugged out but when you go back to check it out it does the same thing over and over.  I figured that there is some sort of room value to be had in all of this since each room is set upon its own rules to work under.



To throw this out there as an FYI.  Before I do any program changes to this hack in the far off future (including music editing) I want to sprite edit everything along with level layout before anything happens because any big changes to the ROM itself reVamp won't recognize it.  Some stuff I'm sure you could get away with but it all depends on what it is and how it falls under the rules for reVamp to allow.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: PresidentLeever on February 20, 2016, 03:13:17 pm
To be clear, I never mentioned anything about diagonal attacks.

"Also with item talk, I don't want to change the values of their attacks nor am I going to change of how many heart usage that they have upon use."

Didn't mention this either.. I'm a big question mark right now.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: SunGodPortal on February 20, 2016, 03:31:12 pm
Quote
Sounds good.  I can get some notes put together on Monday from what I've discovered so far.  Do you want them posted on this thread, in a PM or in a document like notepad or Microsoft Word?

It would be cool if they were public so others could take advantage too. Or if you don't want this thread clogged up we could start a separate thread like the one that exists as a catch-all for Persona 3/4 research. I'm surprised by how few notes I have found for this game considering how important it is.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on February 20, 2016, 04:23:17 pm
Quote
To be clear, I never mentioned anything about diagonal attacks.

"Also with item talk, I don't want to change the values of their attacks nor am I going to change of how many heart usage that they have upon use."

Didn't mention this either.. I'm a big question mark right now.

Aight, I'll make a strait forward answer then sir.  No changes will be done to the movement of the character.  I probably should have cut to the chase to type that in the first place so pardon the first response relating to your question.




It would be cool if they were public so others could take advantage too. Or if you don't want this thread clogged up we could start a separate thread like the one that exists as a catch-all for Persona 3/4 research. I'm surprised by how few notes I have found for this game considering how important it is.


I have absolutely no problems in making my notes public.  I had planned on making a detailed log on what went to what since there's hardly anything to Dracula's Curse out there.  Could start another thread for Dracula's Curse notes only.  Would also give a chance for other people to dish in as well if they wanted to.  No matter what happens I don't mind people offering help or supplying notes openly on this thread and if that's the case when the time comes I could add their names to the document when its all said and done or whoever beats me to it if this route is taken.  I'm chill with any outcome really.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: SunGodPortal on February 20, 2016, 05:45:00 pm
Quote
I have absolutely no problems in making my notes public.  I had planned on making a detailed log on what went to what since there's hardly anything to Dracula's Curse out there.  Could start another thread for Dracula's Curse notes only.  Would also give a chance for other people to dish in as well if they wanted to.  No matter what happens I don't mind people offering help or supplying notes openly on this thread and if that's the case when the time comes I could add their names to the document when its all said and done or whoever beats me to it if this route is taken.  I'm chill with any outcome really.

Cool. Can't wait to contribute. This game needs more documentation.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sliver X on February 20, 2016, 06:09:32 pm
Vengeance on Hell was what inspired me to to total conversion style hacks like Dragoon X Omega. If I had spare time I'd contribute music or something to this.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on February 21, 2016, 04:03:32 pm
Beginning to work on the Clock Tower level to make it into a Mountain side.  Its going to be interesting to edit the world map via the route selection screen when it comes down to it since it relies on multiple same sprites.  The part that I'm concerned about is where you escape the clock tower and the map shakes then leads up to the Clock Tower crumbling.  My objective is to edit literally everything within the ROM so I'll have to see on how creative I can get when the time comes to edit that section.  reVamp doesn't offer to edit it so I'll rely on YYCHR and what happens in real time game play after completing the level.


(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Level-2-Edit-1_zpstqbrx4sd.jpg)

(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Level-1-Edit-2_zpsoyymyaa2.jpg)

(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Level-2-Edit-3_zpscsijyrfl.jpg)



I'm still messing around with sprites so its not final yet.  I have the main majority of the stuff on what I need put in so now I just need to add extra stuff to make it look like an actual environment and to put those animated sprite sections to use.  May be simple stuff in the end but hoping to at least nail a decent plausible atmosphere for the level.



Vengeance on Hell was what inspired me to to total conversion style hacks like Dragoon X Omega. If I had spare time I'd contribute music or something to this.

For some reason, Vengeance on Hell is probably my favorite Castlevania 2 hack out there.  I really want to redo that with Ballzysoft's permission along with the other people that contributed to it as I found some bugs within the ROM when climbing up the stairs it would sometimes reset the game to the title screen and it was something else in some mansion that it would do the same thing.  For contributions I shall leave that decision up to you sir.



It would be cool if they were public so others could take advantage too. Or if you don't want this thread clogged up we could start a separate thread like the one that exists as a catch-all for Persona 3/4 research. I'm surprised by how few notes I have found for this game considering how important it is.

Stupid question.  Which section within the community forums should that be posted under?  I did a quick gander around and could not find it though I shall look again in case I over read by accident.


Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Grimlock on February 21, 2016, 06:30:41 pm
Something to consider:

You may be up against limitations in the game itself but if possible I'd recommend revisiting the areas that have a great deal of repletion and maybe work in some different tiles or even modify your graphics to better utilize black.  One of the secrets to working around the NES's limited tile availability is to utilize black where ever possible.  Your columns in the background look good and do successfully utilize black, you can use this technique in your foreground graphics as well.  Also you don't have to completely fill the areas that are solid such as platforms and walls, you can fade into black with transitional tiles, like the area between a lite surface and shadowed dark area.

Let me know if that makes sense, I can elaborate more if need be.

(http://i98.photobucket.com/albums/l247/grimlockarts/VoH-II-Grim_zpsp5zrfy4q.png~original)
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: SunGodPortal on February 21, 2016, 06:52:55 pm
Quote
Stupid question.  Which section within the community forums should that be posted under?  I did a quick gander around and could not find it though I shall look again in case I over read by accident.

It was in the ROM Hacking section.

Persona 3+4 Hacking (http://www.romhacking.net/forum/index.php/topic,16217.0.html)

I like the format of it. The OP is updated from time to time and that helps keep things organized.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on February 22, 2016, 12:14:40 am
Something to consider:

You may be up against limitations in the game itself but if possible I'd recommend revisiting the areas that have a great deal of repletion and maybe work in some different tiles or even modify your graphics to better utilize black.  One of the secrets to working around the NES's limited tile availability is to utilize black where ever possible.  Your columns in the background look good and do successfully utilize black, you can use this technique in your foreground graphics as well.  Also you don't have to completely fill the areas that are solid such as platforms and walls, you can fade into black with transitional tiles, like the area between a lite surface and shadowed dark area.

Let me know if that makes sense, I can elaborate more if need be.



I was trying to make it feel like the player was traversing through a type of limited pathway through the mountain side.  Something like making the person feel that they are limited in space in certain areas but I'll definitely take your suggestion into consideration.  Thanks for the input.




It was in the ROM Hacking section.

Persona 3+4 Hacking (http://www.romhacking.net/forum/index.php/topic,16217.0.html)

I like the format of it. The OP is updated from time to time and that helps keep things organized.


Thanks for that.  I'll most likely start the thread about it tomorrow evening as I'll get stuff together.  I had some notes written down but they're nowhere to be seen.  Wasn't much but no biggie to regain all the info as I didn't have much.  The main majority of it from my end would most likely be small stuff like which enemies share color palettes, reVamp guides from stage to stage, YYCHR info, etc.  I'm gonna document everything that I find because there are some stuff that I literally found in YYCHR that were blocks that even I didn't know.  Came across this issue while editing the Clock Tower level and seems there is a little 8x8 section that was a block.  I can't recall any area in Clock Tower that used that tiny spot for a solid block.  Gonna play that level tomorrow on the original game and see if I can find it.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: SunGodPortal on February 22, 2016, 01:30:54 am
Quote
Thanks for that.  I'll most likely start the thread about it tomorrow evening as I'll get stuff together.  I had some notes written down but they're nowhere to be seen.  Wasn't much but no biggie to regain all the info as I didn't have much.  The main majority of it from my end would most likely be small stuff like which enemies share color palettes, reVamp guides from stage to stage, YYCHR info, etc.

Cool. I'm gonna start doing experiments this week. Might be able to get some RAM and ROM addresses out of it.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on February 22, 2016, 01:20:51 pm
Cool. I'm gonna start doing experiments this week. Might be able to get some RAM and ROM addresses out of it.


I've started the thread.  I'll add more to it as I need to jet.  Thread can be found here http://www.romhacking.net/forum/index.php/topic,21344.0.html (http://www.romhacking.net/forum/index.php/topic,21344.0.html)
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on March 08, 2016, 11:32:05 pm
Been a few since I last updated so I better throw up a few stuff.  Been messing around with a few stuff for stage 2 off and on these past couple of weeks to give me a plausible mountainside feel.  If I can't nail it too well then I'm probably going to change it to a burning town which was my original idea.  I already have a sprite set made up for it so just gotta see on what happens.


I understand some people may not like this idea that I'm going to do to the roster but I'm going to only have 2 playable characters throughout the game.  They are both going to be playable right at the start along with the game to be in Hard Mode.  I'm still keeping the side routes within the game so that way the player can see different areas in each play session and besides, I don't know how to 'tie' each level back to back yet and that kind of thing is being saved back for a few future projects.

Anyway,  here's the roster with sub weapons.  Vilheim from the first Vengeance on Hell makes her appearance to go after the demonic horde that has wrong her family.  The story of VoH II will be revealed later.

May or may not keep some names to the sub weapons.

(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Characters-and-Sub-Items_zpsn2a3zeal.jpg)


Here's a test for the main title.  Things are still in progress as this is not final.

(http://i957.photobucket.com/albums/ae54/Craftvania/Castlevania-Vengeance-on-Hell-II-Title-Test-1_zpsuhgb7lwq.jpg)

I might fill in the blood more to something similar like what  you see in the Japanese title version of Super Castlevania IV.




Once I get done arguing with myself on what to keep for stage 2 I'll post it up later this week or the next as I'm kind of busy with real life right now...seems it never ends but no biggie.



Take care for now.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Grimlock on March 10, 2016, 08:04:49 pm
Nice work on the weapons sprites.  :thumbsup:
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on March 21, 2016, 04:41:53 pm
Nice work on the weapons sprites.  :thumbsup:

Thanks.  I'm gonna rework Vilheim's weapon once I get Ship of Fools finished up, or in between, depending on when I remember to do it since I get caught up in things lol.




More work has been done so hope you guys and gals don't mind screenshots.  Things are slowly progressing since I'm doing other things right now but at least I'm moving forward.  Went back to remake some things and add stuff so areas wouldn't feel 'empty' when traversing through the rooms especially in the beginning level.


(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Title-Final_zpszlvhw1f8.jpg)

I still can't design title screens too well so this is the final for now.



Level 1, Demonic Castle got some loving and which I feel is now complete.

(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Demonic-Castle-2_zpspgm4vttq.jpg) (http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Demonic-Castle-1_zpsfj4ffdmd.jpg)



Level 2, Sieged Town is maybe 7/8 done due to the fact that I'm not sure that I'm feeling good about the fire sprite that I made off of a reference that I found.  Already making up some others to replace it but here's what I have so far along with a defiled church.
(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Sieged-Town-GIF-1-Fire-Test-1_zpshn4q1pc1.gif) (http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Sieged-Town-2-Defiled-Church_zpsvto20ame.jpg)

I originally had a hillside planned from earlier screenshots but I scrapped the idea for that level.  May utilize it in another future hack but time will tell.


Level 3, Rolling Hills Cemetery.  Tried to give this a Rhondo of Blood feel to it.  The third picture is a reference from the first Vengeance on Hell's ending cutscene.
(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Rolling-Hills-Cemetery-1_zpswefynnld.jpg) (http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Rolling-Hills-Cemetery-2_zpskob6h8wb.jpg) (http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Rolling-Hills-Cemetery-3_zpsqu8msvei.jpg)



No programming is done yet as that stuff will come after every level and sprite is edited just in case reVamp doesn't like the ROM anymore.  On a side note, I'll probably get back to typing out stuff on the Castlevania 3 thread that I started for an open contribution thread later next week.  I'll probably tidy things up so it looks more presentable and user friendly instead of a cobbled up mess.





I know stuff is going slow with this hack but I'm taking my time to make things go together properly.  Hope people understand this and thanks for the patience in return.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on March 21, 2016, 05:15:02 pm
Dude, don't apologize for the speed that the hack is progressing, because you're accelerating significantly, and even though the updates are far between, they're big ones.  You get a lot done each time.  Second, I've taken my first glance at the stage pictures, and... overall, they're okay.  I feel like they just need to be cleaned up a little bit, and then, they would be awesome.  This may have just been my first glance impression, but I noticed a lot black + other colour patterns, which wasn't that pleasing to the eye.  If that's what you were going for though, in order to give a desolate feel, I guess that's one way to do it, but Castlevania III felt desolate, but it was still very pleasing to the eye.  I feel like you have some really cool scenery and pallet choices that I like more than in Castlevania III, but due to the things I talked about that brought it down, it evens out to okay.  If you just clean it up a bit, like I said, there's no reason why it can't look 10 times better than Castlevania III.  Keep that in mind.  I'm sorry if I'm not articulating my criticism very well, I've only taken one glance at each stage screenshot.  When I've taken my second look in a little while, I'll try to elaborate.  Finally, the background of "Castlevania" on the title screen looked better with the more reddish colour.  I hope this was helpful, because I'm always happy to give input.

March 21, 2016, 05:19:38 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, I've taken my second glance almost immediately after making my first post, and, as expected, I take back a number of things that I said; the 1st and 3rd stages look awesome.  My initial criticism only really applied to the second stage, and it's hard to articulate what it is about it that's not very appealing.  The best way I can put it is that it feels rough, while the 1st and 3rd stage are very smooth.  Take that as you will.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on March 22, 2016, 01:24:32 am
Okay, I've taken my second glance almost immediately after making my first post, and, as expected, I take back a number of things that I said; the 1st and 3rd stages look awesome.  My initial criticism only really applied to the second stage, and it's hard to articulate what it is about it that's not very appealing.  The best way I can put it is that it feels rough, while the 1st and 3rd stage are very smooth.  Take that as you will.


Its completely fine and understandable on what you said before and after so its all good sir.  I know level 2 feels kind of stuffed and that is what I wanted to aim for as level 2 will most likely be the only one like this.  Its pretty much a remake from one particular town that I have in mind to show on how it was added on to since the events of Vengeance on Hell.  I need to play through VoH and Simon's Quest to find out if Ballzysoft renamed this town or not as I never really paid any attention to the names of the towns, and areas, in his hack via the message signs and 'hint' books.


I also want to explain on what I am aiming for.  On what I want to do with the level background layouts, I am trying to keep things in a type of Castlevania 3 graphic vibe but with a new feel and atmosphere to it.  Some levels may be darker than others while some may be bright but with some dark areas as I want to do this to try and get that somewhat diverse feeling to it as if its a real area as far as 8 bit sprites can handle and give off.  I'm going to experiment more with certain levels on some sprites that I have in mind to make that I hope gives off that feeling of exploration, especially to make the player feel that they are passing over or under something.  Since I've wised up on how they put the sprites into Castlevania 3 I feel confident enough to do this though it just all depends on which areas rely on the same sprites from previous levels so it will be interesting indeed lol.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on March 22, 2016, 11:45:34 am
That's fine if you're going for a rough feel with stage 2.  I still would recommend cleaning it up just little bit, because it's very hard to find the sweet spot of something seeming legitimately torn and shred, and avoiding it seem like a pixel mess.  With my 3rd, it's not as messy as I remember, and I think it could work, but the big thing that takes away from the atmosphere is the blackness patches near the stairs.  Would it be possible to add some colours there, or does reVamp limit you in that way?  (I actually tried using reVamp, and I know how much of a pain in the ass it is.  I've never really had the patience to do anything with ROM hacking).
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on March 22, 2016, 04:17:28 pm
With my 3rd, it's not as messy as I remember, and I think it could work, but the big thing that takes away from the atmosphere is the blackness patches near the stairs.  Would it be possible to add some colours there, or does reVamp limit you in that way?  (I actually tried using reVamp, and I know how much of a pain in the ass it is.  I've never really had the patience to do anything with ROM hacking).


The area by the stairs was on purpose as I wanted it to feel like an area within the buildings' shadow though it might change as I'm already reworking level 2.  I played through it again today and asked myself as to why I added those certain things.  Hoping to free up some 'blocks' in reVamp's background selector.  For color wise, its kind of limited as reVamp allows only 4 palette sets on the screen at once so there is some clashing of colors as I want to use as much colors as possible in certain areas while still remaining within the ROM's normal size area.  If things go slightly over (though it looks like things won't be) I'll just look into expanding the ROM a bit.  There was a document on here somewhere that explained how to do so but I haven't picked it up yet.  Gosh I can't remember on who they were but on another website a few years ago a person told me I can expand the ROM a bit as it won't effect reVamp at all.  I haven't put that statement that they gave me to the test yet and when I do I'll let people know if its true or not.



On a side note...before I forget.  For those that are curious about the characters I posted back some time ago, I got side tracked.  I'll finish the sprites this weekend and get them out.  Don't really know on where else to post them other than this thread.

March 23, 2016, 02:10:25 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Small update today.

I've changed around a lot of things which freed up some background blocks in reVamp along with the YYCHR.  Got some new animations made but still working on a few tidbits before level 2 is done.


(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Fire-Test-2_zpsmmqq9ocw.gif) (http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Fire-Background-1_zpsyaxb3zvh.gif)

The first GIF shows a floor fire in the background that I'm still messing with.  I thought about using more of the animation areas in the YYCHR but felt this would do instead of over doing it plus I have a few more ideas to throw in and hope it works out decent instead of making it look and feel stiff.  I also want to add on a tiny extra area for the fire for it to blend into the background so that way the black block line isn't there.  If the game had 4 animation blocks instead of 3 I'd be able to make a fully plausible fire animation but feel this will have to do lol.

The blinking in the background is to represent on what's going on with how far the fire has spread within the town.  Felt I had to do this instead of making it feel blank like the previous GIF in a prior post showed.  There isn't much I can do to further the fire animation but thought about adding some ash animation here and there at some places but will mainly be on the outside of the buildings since things are limited on the NES. 


I also understand about the podium that you attack to reveal an item.  It will be moved along with others that I may have in the way so things don't clash with the background animations.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: resq on March 24, 2016, 01:42:21 am
Hi. I support this mod. I'm not a huge Castlevania fan but I love hacks and this looks wonderful so far. I hope it gets finished.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on March 24, 2016, 10:23:45 am
What is HAPPENING???!!  What did you do to level two???!  It's an apocalyptic fire seizure, and it's going to destroy everything, we are doomed!  (Dracula, my man, you've really outdone yourself this time.  You've ripped through time and space, causing inter dimensional flashes of matter to splatter colours of doom and destruction right before everyone's very eyes.  All hail Dracula, dude, my manpire, sir).
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Googie on March 24, 2016, 10:28:57 am
This is lookin' real cool, I love the progress... :beer:
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on March 24, 2016, 10:47:31 am
Seriously, you're crazy dude.  This is turning into something else.  When I said to clean up level two, that wasn't code for "destroy everything in existence".  It also wasn't code for "rip through time and space, causing seizure inducing flare all over the galaxy.  Children in Africa certainly didn't need this.  This should be the last level, or maybe a bonus level, if only that was possible.  All we really need now is a harmonic, tritonal, 8-bit version of Edge of the Blade by Journey, and this level would be complete!  (Okay, I'm just messing around, I'm sure you know that.  This is really cool what you're doing).
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: resq on March 24, 2016, 11:55:55 am
Seriously, you're crazy dude.  This is turning into something else.  When I said to clean up level two, that wasn't code for "destroy everything in existence".  It also wasn't code for "rip through time and space, causing seizure inducing flare all over the galaxy.  Children in Africa certainly didn't need this.  This should be the last level, or maybe a bonus level, if only that was possible.
I have to concur. The children in Africa - you should always think about them first.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on March 28, 2016, 09:23:08 am
Hi. I support this mod. I'm not a huge Castlevania fan but I love hacks and this looks wonderful so far. I hope it gets finished.

Trust me when I type this, its going to get finished as I'm not abandoning this as too much time and effort has been put into this already.  There is no ETA when it will be finished as I'm going back to other levels to tidy up stuff while I continue onward.  Once I feel comfortable with when all the levels are done then I'll go back to editing enemy sprites and other stuff....THEN program editing for music and small stuff will come very last.



Seriously, you're crazy dude.  This is turning into something else.  When I said to clean up level two, that wasn't code for "destroy everything in existence".  It also wasn't code for "rip through time and space, causing seizure inducing flare all over the galaxy.  Children in Africa certainly didn't need this.  This should be the last level, or maybe a bonus level, if only that was possible.  All we really need now is a harmonic, tritonal, 8-bit version of Edge of the Blade by Journey, and this level would be complete!  (Okay, I'm just messing around, I'm sure you know that.  This is really cool what you're doing).

I know your messing around so its cool.  Think I'm about done messing with level 2 as I don't have much room left within that level to do stuff.  I have plenty of room for the rest of the game but level 2's background blocks via reVamp are used up now lol.



This is lookin' real cool, I love the progress... :beer:

Thanks for the comment.  Hope people will like the level style as I'm trying to go after that first Castlevania difficulty while putting in a Rhondo of Blood and now a SotN vibe to some areas while keeping things original and within the Castlevania 3 look.  I gotta admit as I'm having tons of fun with this hack lol.






A small update.  The character sprite sheets I promised will be released later this week as I'm sprucing them up still.  I've literally put them into separate C3 ROM hacks to see how they feel and I'm making adjustments before I release a few of them.  Now for ROM progress.


(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Sieged-Town-Fire-1-Final_zpsvqzpz3fv.gif) (http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Fire-Test-2-Final_zpszeebkd4z.gif)


So these are the final fire sprites.  I had to ditch the ash idea as I'm pretty much out of room for background blocks in reVamp for this level.  I might go back to edit some stuff but right now I'm setting level 2 to the side as I've messed with it a lot this past month.  Already put up a sticky note to remind me to do this.


(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-The-Ancient-Causeway-1_zpsqxfycuvz.jpg) (http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-The-Ancient-Causeway-2_zpsdsoatsq7.jpg)


I've already made tons of progress on Level 4 A.  I was going to wait to bring out update screenshots until I got Level 4 B partially done but didn't want to be rude and not respond to people.  So, named this level The Ancient Causeway.  This level is not going to correspond to how the Ship of Fools layout was intended to be (wondering around the ship) as I want to make it feel as if the player is moving forward via going upwards to finally reach a higher ground.  You will noticeably see that change when traversing around.  This level was originally intended to be some sort of broken dam concept but I trashed the idea and went with a forward type environment instead.  I'll most likely go back to Level 3 and change the background sprite in the VoH reference area so it corresponds more directly on with seeing Level 4 A in the background.  For the first boss encounter, I've made darn sure after its defeat the player auto scrolls to the second area of Level 4 A since Medusa/Gorgon won't be used at that particular spot.  Right now its a small toss up between two bosses that I want to put into there since I had to throw one out the window as it wanted to walk to the left side of the screen and pop out on the right side.  Guess its something to how its AI was programmed to read its room layout as it literally said, or in this case showed me, "Screw you, I'm going for a walk!" and popped onto the right side after it took a few cheap pop shots at me then proceeded to pimp walk to the left with its cold shoulder waving goodbye.  To counter this, I instantly smacked it with my reVamp pimp hand and used another boss instead lol.  [/end humor]



On a side note, I know that I use Vilheim a lot in the screenshots (Sypha) when I upload them.  To explain this, I am making this hack have pro and con areas for both characters so that way the player will need to strategize on which character would be best suited to use in order to traverse through the environment more easily. It is highly possible to go through each area with just using a single character but the challenge factor will be greatly increased.  Some areas will need to utilize both characters and knowing of how damn slow it is switching between each character I want to increase the switch time so it doesn't feel like a tedious process.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on March 28, 2016, 01:20:58 pm
Do you plan on making this hack harder than Castlevania III?  In order for me to feel like hacks are worth while, they need to be harder than the source material.  But just slightly harder.  When in doubt, always resort to quality over difficulty, making little things here and there be harder without taking anything away from the fairness factor.  To be honest, this actually applies to the original Castlevania III on the Alucard path; some of those stages were very poorly designed, and I really don't want to see that in this hack.  The Sypha path was perfect, and it makes Castlevania III my 2nd favourite NES game to Battletoads, but I never play on the Alucard path, because the same kind of love wasn't put into that experience.  Make sure that both paths are well designed, so that people will be inclined to take both paths in any given playthrough.  In Castlevania III, not only do I prefer the Sypha path, but I don't even play the Alucard path anymore, which sucks, because my favourite track in in that path.  I don't want to have the same experience with this hack.  One path is allowed to be harder, but make sure it's because of legitimate reasons.  Also, how many different level tracks will be in the game?  Is the music going to be differently formatted tracks from other games, or is the music going to be completely original?
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on March 28, 2016, 04:02:27 pm
Do you plan on making this hack harder than Castlevania III?  In order for me to feel like hacks are worth while, they need to be harder than the source material.  But just slightly harder.  When in doubt, always resort to quality over difficulty, making little things here and there be harder without taking anything away from the fairness factor.  To be honest, this actually applies to the original Castlevania III on the Alucard path; some of those stages were very poorly designed, and I really don't want to see that in this hack.  The Sypha path was perfect, and it makes Castlevania III my 2nd favourite NES game to Battletoads, but I never play on the Alucard path, because the same kind of love wasn't put into that experience.  Make sure that both paths are well designed, so that people will be inclined to take both paths in any given playthrough.  In Castlevania III, not only do I prefer the Sypha path, but I don't even play the Alucard path anymore, which sucks, because my favourite track in in that path.  I don't want to have the same experience with this hack.  One path is allowed to be harder, but make sure it's because of legitimate reasons.  Also, how many different level tracks will be in the game?  Is the music going to be differently formatted tracks from other games, or is the music going to be completely original?


I can safely say that the difficulty will be a bit harder between levels compared to the original but not impossible.  Since there will be only two characters from the start I want to have that option available to people on exploring different paths as most areas will be different.  Sadly some environments may look similar to one another as some places share the same level sprites like for example the Clock Tower shares its same level sprites with Tower of Terror and Final Clock Tower but for Tower of Terror there is no animated sprites to be found there however at the very end it feeds off of a different spot of sprites so I'll have to McGyver it the best I can as I don't want it to be somewhat exact to how Vengeance on Hell was with a town here and a town there but with a town at this spot and then a town at a far end of the map with nothing of the likes in between.  Too early to tell but that is what I want to aim for.

The music I really want to edit before I release the hack because I don't want any versions to be different other than maybe a bug fix here and there.  I was studying and watching the values some time back on how it played out in the emulator's hex window and I'm getting an idea of how it is but not fully yet as I don't know on where the info is properly stored along with how to make the notes long and short.  I honestly don't know on who to ask for help on it and due to my previous blunders about asking about music hacking on my other account openly and to other people, not sure if I want to do that ever again as I made an ass of myself.  Was a bad thing to do on my part and it was a lesson well learned as it won't be repeated.  Back to the point, I have some tracks in mind but I don't want to release that info just yet as I most likely want to bring that info out right at the end when the hack is nice and fresh or just let people find out when they play the hack lol.  I'll mess around with an NSF and see of how different it is from that to the actual ROM.  Was told it has the same area values but that stuff is beyond my head still.  I do have this http://gmvania.blogspot.com/2012/08/bookmark-this-blog-entry-last-update.html (http://gmvania.blogspot.com/2012/08/bookmark-this-blog-entry-last-update.html) to use and its extremely useful from what I saw as it helped me understand things a wee bit more when I quickly browsed through it.  I suggest to copy and paste the info into Microsoft Word or whatever that you have if interested because you never know when this kind of info disappears as how the older websites tend to go these days.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on March 28, 2016, 06:48:56 pm
I hope that there's an extremely tense track for stage 2.  It should be something that definitely acknowledges, and even emphasizes its tense feel, but is still somewhat melodic.  That was what Castlevania 1 and 3 specialized in, as well as in 4, but not as much.  Castlevania II was a lot more blunt as well with its musical tone, but definitely still shined with Bloody Tears.

Let me try to give a bit of an example of what I mean.  Here's an example of a downright super tense track, no subtlety whatsoever;

https://m.youtube.com/watch?list=PL285D3A10DC288C85&v=o1OrC6utelQ

That's rare to hear in games.  Generally, music in games have the purpose of providing energy to a situation, as well as trying to portray a certain mood.  Castlevania's music were masterpieces at performing this sort of task, and had so many subtleties in them, but I think with stage 2, you should go for something in between; emphasis on tension, but still make it quite melodic.  I can give a couple of good examples;

https://m.youtube.com/watch?list=PL285D3A10DC288C85&params=OAFIAVgz&v=IsKpuIhWVg8&mode=NORMAL


https://m.youtube.com/watch?v=64wMFoVEn08

https://m.youtube.com/watch?v=URm8S4TlM0M
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on March 29, 2016, 08:14:29 pm
Time will tell when I have the rest of the game made out.  I do want the music to stand out though it just all depends on what I edit for stuff in the environment to have whatever music blend in with it.



For now, no screenshot updates for the ROM hack as I'm replanning some stuff for Level 4 A while beginning to mess around with sprites for Level 4 B though I did find a small bug dealing with Vilheim (Sypha) doing a special attack on the stairs which would lead them to not stop on the platform as intended.  I think its rare because I was only able to do it twice out of a hundred or so times that I tried to replicate it again so not sure of how to correct it if or when it happens again.  The only update I do have is about that sprite sheet.  Can't find where to post it up on this website since it doesn't have a custom sprite section (besides the screenshot area but that's just that, screenshots) so I'll just post it here.


Hope posting this here in my thread isn't breaking the forum rules in any way.  If it is just let me know and I'll delete it lol.

(http://i957.photobucket.com/albums/ae54/Craftvania/Castlevania-Custom-Hero-Pack-1_zps6k6s9qnv.gif)


As you can see there is a Trevor, 2 versions of Simon, Hanz, 2 versions of Richter and 2 versions of Sonia.  Haven't really seen any Sonia 8 bit sprites floating around so guess these can be added as a first?  Eh, I don't really care honestly lol.  The SotN Richter was kind of inspired by Optomon's Cadence of Agony Richter.  I didn't have plans on making the SotN version at first until a friend said why not do it and so I did lol.  It could be better but felt this was good enough for the time being and I do hope someone can make a better version since I have an odd style of doing stuff.  In the end, they all could use some work I know but did these in my own odd style.  If you don't like how they are designed just take them and do whatever you like at your leisure on what you want to design for your ROM hack or whatever freeware game you want to use these as a base for.  Don't need to reference me at all as I didn't put my name on it.

Don't think I'm going to make character sprites for the first Castlevania just yet as I haven't even looked at its YYCHR to get a base and to see how big of an area it is for said sprites to fit properly in to.  I think these might fit into Castlevania 2 but haven't checked yet though they will definitely fit into Castlevania 3's Trevor base area without problems.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: resq on March 30, 2016, 04:19:52 am
That looks very, very good. The Hanz one maybe lil bit too much of the red color but it's just normal.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on April 13, 2016, 11:07:35 am
That looks very, very good. The Hanz one maybe lil bit too much of the red color but it's just normal.

Thanks and for Hanz, I now its kinda red but felt that was a decent outline to use.  Might have been too much but people can edit it to how they want it.




Sorry for no updates on the ROM hack, been busy with stuff and I'm kinda sick.  However I do have a video to share due to people that were curious on how the remade Clock Tower looked like.

https://www.youtube.com/watch?v=_t4Voq1FEHA&feature=youtu.be (https://www.youtube.com/watch?v=_t4Voq1FEHA&feature=youtu.be)

I'm hoping that next week I'll return to working on this hack once again though life is more important right now.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on April 13, 2016, 11:49:26 am
Hey dude.  I watched the video, and here is my current concern; when the game was in motion, the whole scene didn't look nearly as smooth as I imagined it.  But, with that being said, I did feel like it could have been due to not the best quality video capture.  What program did you use, and how good was the quality, if I may ask?  Also, if you feel comfortable doing so, could you release a bit of a demo to check out the levels so far?  I wanted to take a look at it for myself, and my computer has a very good graphics card, so I will definitely be able to tell if it was just a matter of the video quality, or if it should be cleaned up a little bit.  Fortunately, I have some good news; I'm... pretty sure it was the video quality, because something I noticed was that it wasn't just the level I was seeing that didn't look as smooth; there was also the life bar at the top, and the rest of the stuff on screen.  I could have sworn that in the screenshots, everything looked smoother.  So I'm 65% sure it was just the video, but if you want me to take a look at it for myself, I can definitely do that for you, and I'll give you my personal diagnosis.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Cecil05 on April 13, 2016, 12:34:35 pm
Must say this Vengeance of Hell 2 hack looks great.  :thumbsup: I really admire the Sonia sprite. Looks great.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on April 14, 2016, 09:04:20 pm
Also, one last thing, if I may add, I feel like the lone strand of background fire next to the door at the very beginning is out of place.  Every other instance of fire is fine, but that one has bothered me since you introduced the flames, and now that I've seen the game in motion, that definitely confirms it.  The rest of the fire is fine, but seriously, that background strand right next to the start really doesn't need to be there.  I only try to give input and advice, but I seriously advise that you take that one out, because it honestly looks like filler, and it would look better without it.  Keep the rest of the fire, the rest of it is awesome, but just that one strand of flashing background right at your spawning point shouldn't be there.  It doesn't even have any grounded fire causing it to be there, making it seem even more pointless.  I really don't know any other way to put this besides, "that really needs to go."  Again, I'm here 99.9% of the time to just give input, but I'm telling you, that should not be there.  Still though, it's your choice in the end.  I'm not saying this to be rude, though I do feel like it's coming off that way unintentionally.  I just really, seriously think that one instance should be taken out, and I don't really know how to address that without coming off as dick like this.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on April 15, 2016, 10:38:47 am
Hey dude.  I watched the video, and here is my current concern; when the game was in motion, the whole scene didn't look nearly as smooth as I imagined it.  But, with that being said, I did feel like it could have been due to not the best quality video capture.  What program did you use, and how good was the quality, if I may ask?  Also, if you feel comfortable doing so, could you release a bit of a demo to check out the levels so far?  I wanted to take a look at it for myself, and my computer has a very good graphics card, so I will definitely be able to tell if it was just a matter of the video quality, or if it should be cleaned up a little bit.  Fortunately, I have some good news; I'm... pretty sure it was the video quality, because something I noticed was that it wasn't just the level I was seeing that didn't look as smooth; there was also the life bar at the top, and the rest of the stuff on screen.  I could have sworn that in the screenshots, everything looked smoother.  So I'm 65% sure it was just the video, but if you want me to take a look at it for myself, I can definitely do that for you, and I'll give you my personal diagnosis.

Its nothing but the video quality.  The screenshots differ from each other as the ones with the characters in them are from within the game and the ones without are screenshot edits of reVamp on the desktop.  Was too lazy to play the game that day for proper screenshots so settled with those instead.  I'll post up actual gameplay of the remade Mad Forest as people are asking for that which is cool with me.  With all due respect sir, no demo will be released of this game and input is always welcomed so no worries.


Also, one last thing, if I may add, I feel like the lone strand of background fire next to the door at the very beginning is out of place.  Every other instance of fire is fine, but that one has bothered me since you introduced the flames, and now that I've seen the game in motion, that definitely confirms it.  The rest of the fire is fine, but seriously, that background strand right next to the start really doesn't need to be there.  I only try to give input and advice, but I seriously advise that you take that one out, because it honestly looks like filler, and it would look better without it.  Keep the rest of the fire, the rest of it is awesome, but just that one strand of flashing background right at your spawning point shouldn't be there.  It doesn't even have any grounded fire causing it to be there, making it seem even more pointless.  I really don't know any other way to put this besides, "that really needs to go."  Again, I'm here 99.9% of the time to just give input, but I'm telling you, that should not be there.  Still though, it's your choice in the end.

That spot was on purpose to show one side of the building compared to the right lower side that was destroyed by the demons infesting the town.  No filler intended.



Must say this Vengeance of Hell 2 hack looks great.  :thumbsup: I really admire the Sonia sprite. Looks great.


Thanks.  Its been a lot of fun working on it so far.





An actual small update to ROM progress today.  Feeling a bit better so redid some stuff for the Ancient Causeway last night and this morning.

Redid the ground level a bit more.

(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Ancient-Causeway-Ground-water-Level_zpsuzxjtdbq.jpg)


Screenshots showing more towards the end on where the player is coming upon the demonic tower area.  Yeah...not much I can do with Tower of Terror since it shares the same sprites as the Clock Tower level but I'll work around that limitation and bring out something once I get the Deadly Marsh area done which will most likely utilize the swamp water mechanic to represent those hazard areas from Vengeance on Hell.

(http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Ancient-Causeway-Demonic-Tower-Area_zpslnlei07c.jpg) (http://i957.photobucket.com/albums/ae54/Craftvania/VoH-II-Ancient-Causeway-Demonic-Tower-Area-2_zpswoz65pya.jpg)


The Demonic Tower area is not done as you can see.  I'm trying to decide on what design to give it.  I'll be figuring something out over the weekend.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on April 15, 2016, 07:02:43 pm
I am so happy right now.  For the first time in my life, I have successfully managed to do a playthrough of Castlevania III without dying a single time.  About a year ago, I managed a 1 death playthrough, and it seemed like I was never going to manage to uplift that one death, but I decided to pick the game up again this week, and on Friday, I did it!  I have no plans to do a no deaths run for the Alucard path though.  They really showed a lot of love for the Syfa path, which makes Castlevania III my second favourite NES game of all time to Battletoads, but it's too bad they didn't show the same kind of love for the Alucard path.  It's just not as well designed.  (Sinis, I'm counting on you to make both paths just as well designed in your hack!  It honestly kills me that Castlevania III suffers from not having both paths well designed, and if you are able to give both paths the amazing treatment that this hack is getting in general, I just might like this hack even more than Castlevania III.  But just remember, that's a high standard.  I love, love, love Castlevania III, and I really hope you live up to that love that I have for the game).
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on April 18, 2016, 12:53:25 pm
I am so happy right now.  For the first time in my life, I have successfully managed to do a playthrough of Castlevania III without dying a single time.  About a year ago, I managed a 1 death playthrough, and it seemed like I was never going to manage to uplift that one death, but I decided to pick the game up again this week, and on Friday, I did it!  I have no plans to do a no deaths run for the Alucard path though.  They really showed a lot of love for the Syfa path, which makes Castlevania III my second favourite NES game of all time to Battletoads, but it's too bad they didn't show the same kind of love for the Alucard path.  It's just not as well designed.  (Sinis, I'm counting on you to make both paths just as well designed in your hack!  It honestly kills me that Castlevania III suffers from not having both paths well designed, and if you are able to give both paths the amazing treatment that this hack is getting in general, I just might like this hack even more than Castlevania III.  But just remember, that's a high standard.  I love, love, love Castlevania III, and I really hope you live up to that love that I have for the game).




Well, I'm gonna try my best to design the game levels specifically around both Aleysia and Vilheim while also bringing out the atmosphere of these levels.  Some areas will be easy compared to others that will offer a challenge factor while still looking nice to the eye.  So far I have 3/4 of the game brainstormed up though haven't worked on their sprites just yet.  Still bugs me that some levels rely on sprites from other previous ones but it is of what it is.




By the way, new video is up showing the Rolling Hills Cemetery area.  https://www.youtube.com/watch?v=PCGmvG7OMMA&feature=youtu.be (https://www.youtube.com/watch?v=PCGmvG7OMMA&feature=youtu.be)

I'm gonna go back to this level and redesign the treeline so it would be less paper cutout like.  I'll admit that I dropped the ball on that but I'll correct it.

One thing to add about the game play.  Aleysia's chain whip idea which I got from Aria of Sorrow's chain whip will be remade to something else which utilizes the original attack sprites that I made for her.  Felt that the current chain whip was still too Belmont-ish and lazy on my part so I'm gonna remake her weapon attack sprites.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on April 18, 2016, 01:57:01 pm
Okay, so I watched the video a couple of times.  Here's my traditional constructive criticism; I'm very happy to see that this is looking challenging, to say the very least.  However, the enemy usage could use some work.  Here's what I noticed; there were two sections in the stage with a whole bunch of those jellyfish like enemies, along with the spiders that come from the top of the screen.  Regarding the jellyfish, there are way too many of them.  I thought that they were tedious enough to kill and move forward from in the original game, and you only had to deal with them on one screen.  At least there aren't too many pits to fall in in those sections, especially considering the spiders are also there, which, if there were a lot of pits, I would probably have to hunt you down out of anger, because both the jellyfish and spiders knocked me into pits so much in the original game, and I'm not going to take well to that sort anger again, just welcoming it from my doorstep, into my house, if you will.  But other than that, those two sections are kind of repetitive.  The only enemies you see in those sections are the spiders and jellyfish.  Why not try putting skull statues, or those skeletons that swing swords?  You should especially consider utilizing those owl enemies there, because I think I only saw one owl in the entire stage.  It would make those sections a lot more interesting.  But the thing that would make the owls interesting in those sections is that you may not necessarily have an opportunity to kill them as they spawn, making your timing to hit all the more critical.  Some things you should consider, because a lot of the enemies seem to me like they were placed for the sake of putting enemies on screen, as opposed to having clever level design in mind.  One thing I really liked though, was how you jumped down to one platform, and had to time it carefully to take out that sword-welding skeleton before it knocked you off.  That's clever, and also interesting level design.  It would be a good idea to do something similar with a skull statue somewhere.  Whatever you do though, absolutely do not place spiders to come down where stairs are.  That was a terrible design choice in the original game on level 7 in the Alucard path.  If you do that, we will have a problem... are we clear...?  Good.  Overall, I feel like this level still needs a lot of work.  I see the way the platforms are placed, and there's definitely potential for much more interesting enemy placement.  And as for the Ancient Causeway at the end... no need to change the music there.  It's perfect.  The most fitting track you could ever ask for.  Doesn't that bright blue sky go so well in synchronization with the uplifting, mellow, and peaceful tone of the Haunted Ship music?

If I could also give some comments about the Sieged Tower, I think there should be more enemies there.  That's all I really have to say on that matter.  The Ancient Causeway, from what little I saw from it, looked great.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on April 18, 2016, 03:20:42 pm
Quote
Whatever you do though, absolutely do not place spiders to come down where stairs are.  That was a terrible design choice in the original game on level 7 in the Alucard path.  If you do that, we will have a problem... are we clear...?  Good.

I can understand the frustration about such things.  Going up the stairs is the problem about spiders as it literally kills time unless using Alucard with his 3rd power up ability kills them easier but with Trevor alone without an axe can be a problem.  Now going down the stairs while spiders are around is a different story.

For the rest that you are talking about, sadly I cannot throw tons of other enemies into that area as that is not how reVamp allows it.  Sure I can do this or that but enemies rely on a certain feed address (something like that I think) which only allows certain sprites to be in that area.  Lets say about the first room with the balloon pods for example, if I were to put Axe Knights and a lot of other stuff in there the sprites that they normally use will rely to what is banked to that room for its animations.  I'm sure there is a way to bypass that but I'm not skilled enough to do such a task as I'm heavily relying upon reVamp for what it allows.  I'm afraid if things go too far the ROM may become corrupt and lock up or become buggy as all heck.  I'm speaking about all of this on an amateur viewpoint so if someone knows the wiser then please let me know.  For now, I'm doing on what reVamp allows.  I could experiment and see in time but I can't promise much.

Music talk once again lol.  Don't forget that I am still changing the music in the future to this hack once I learn how to.  The ROM right now has the stock music with nothing changed to it yet.  I have a list made out to what I want to implement since the rest of the game is somewhat thought out.  Just need to get that far.  Remember, I'm not releasing this hack until the music is edited in because I'm not doing version this or that unless it is a bug fix of some sort.  Once the levels and the rest of the sprites are edited then comes the programming with text AND music editing in tow though text editing will be a priority first before music once that point in time is reached.



Trust me, I want this hack to stand out.  Sure its not going to be the best as this is all amateur work that I'm doing and I'm perfectly fine with that.  The only thing that I do care about is hoping to give it a decent replay value or least hope so for others to enjoy.  Maybe I'll have some decent ideas in this for others to utilize in their stuff and then I might not.  In the end, it just all depends on who fancies what.  For now, I'm having fun making this hack and do look forward to making more in the future.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on June 04, 2016, 09:31:35 am
I really hate to update my project like this with nothing proper to show.

This hack is on hold until further notice.  Why?  My new PC burnt up last night with all of my stuff with it.  Luckily I did have the ROM saved back onto a flash drive so nothing important was lost.


Please take notice.  This hack is not cancelled in any way, shape or form but just on hold and until I can figure out on how to get money for a brand new gaming PC and for a new Photoshop CD.  I really don't want to do stuff on this office PC because its just a simple machine and I don't want to put it through anything because it can barely play any sort of ROM on it due to its age lol.


So yeah.  That's the gist of things right now.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: TheLuigiLightning on June 04, 2016, 11:49:58 am
You seem to be having a lot of bad luck with this project man.  I feel for you because last year, I went through a ton of PCs.
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Sinis on February 10, 2017, 02:59:46 pm
Necro bumping my own thread up as I'm updating it :)



This project isn't dead, I'm just working on Cadence of Agony sprites for Sephirous as everyone has seen lol.





The update to VoH II is that I'm going to make it open to everyone that nesfan has officially joined this project to compose music in FamiTracker.  I hope to get a music list to him on Sunday or Monday to work on whenever he pleases to as I want him to have all the time in the world to work on it as its going to be a hell of a big list.  Once he's all done with that I'll search around for someone  to program it in along with someone else that is willing to do some slight changes to some character programming as well like in depth game balances, bug fixes that were found in the original Castlevania 3 ROM, new weapon attack animations, new power-up's and a few more that I will reveal later on once my volunteer work with Sephirous has been completed.



I also silently released a video some time back on the remade Ship of Fools level.  It may be old news to some but to others that were watching this thread is new info for them to watch.  It will be called Ancient Collapsed Aquaduct.

https://www.youtube.com/watch?v=VkqJjFxcoRs (https://www.youtube.com/watch?v=VkqJjFxcoRs)


I already have plans to redo some of that level as with level one but right now other stuff comes first  :)






I know this isn't part of VoH II but since it is my own thread I'll update everyone on a topic some time back that started in the CoA Linear Reboot thread.  People have asked me about the Castlevania 3, Castlevania Legends hack of what the update is on that.  I've already started a notebook for ideas to swing around for whoever programmer wants to come aboard with this project as there will be quite a bit of stuff to hopefully implement in.  I'll also begin sprite work on the enemies once I begin reworking the enemy sprites for VoH II so I can be doing both at the same time since I'm getting faster at this as I'm understanding things more with how stuff is jammed in Castlevania 3's sprite areas.  I will go in full detail on what I will be aiming for in that project once my work within CoA is completed.  I will most likely combine the Castlevania Legends project into this thread so I won't be cluttering up the projects area with two threads going.  When I do that I hope people will have the patience and read stuff as I will be going in a lot of detail for my planned road for both VoH II and Legends.

So to answer the question of some people that have asked me here and elsewhere.  Is my Castlevania Legends hack going to be official?  Yes it is :)




For now, I will go back to working on CoA stuff :)
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: DavidtheIdeaMan on February 10, 2017, 03:04:51 pm
Oh man,not only I have both Cadence of Agony and Vengeance on Hell II to look forward to,but a Castlevania Legends nes rom hack is now official,well Sinis,since that's going to happen,I wonder what interesting plans and & ideas you have for Legends? ;)
Title: Re: Castlevania 3 Hack: Vengeance on Hell 2
Post by: Ballz on February 10, 2017, 06:43:07 pm
I approve of this project.
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on February 19, 2017, 02:38:19 am
I approve of this project.


That's deeply appreciated sir.  Hope you approve of other future updates that I will present in the coming months :)




Castlevania Legends Update: Music Track 1

https://www.youtube.com/watch?v=v7AQn0LvbNc (https://www.youtube.com/watch?v=v7AQn0LvbNc)

Just a small fill in for those that are wanting more Castlevania Legends NES stuff.  Thanks to nesfan he has the first track made....which was about a week ago.  I've been busy with both real life and projects that I am finally able to upload it.  Bloody Tears from the GameBoy made with the tunes found in Castlevania 3 within FamiTracker.  I know its not really hacking but this is pretty much laying the groundwork and tune reference for whoever wants to join me on this project by programming it in.  Things might change slightly once it is implemented into the ROM itself and when that day comes I'll change the video to match that within the ROM.



For normal talk about both projects, I'll supply a list later in the week on what I will be looking to change in VoH II and to implement into NES Legends.  For now, I shall talk to you all later :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on February 19, 2017, 10:05:00 am
Well looks like I got another interesting Castlevania rom hack to look forward to,both Cadence of Agony,Vengeance on Hell II AND Legends,geez you guys are just pouring out greatness!  ;D 
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on February 23, 2017, 04:40:58 pm
Castlevania: Vengeance on Hell II


Since I'm unable to sprite stuff right now figured I'd upload a fresh FamiTracker tune from nesfan as a reference for whoever future programmer gets on board with my projects.  Cross A Fear has landed for VoH II :)

https://www.youtube.com/watch?v=19hT_HWe9GI&feature=youtu.be (https://www.youtube.com/watch?v=19hT_HWe9GI&feature=youtu.be)


A coin toss decided on which ROM hack it was going to be in of either VoH II or Legends.  Heads won the outcome lol.





By the way, in the future I won't be uploading/sharing every track made for both VoH II and Legends as you guys and gals will have to play the ROM's to find out what was made and put in.  Only select stuff will be let out of the bag as I don't want everything to be discovered beforehand as that would spoil a lot of it :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on February 23, 2017, 04:48:03 pm
Unerstood,but do think you think you can bundle NSF music files when either of your two games get done and released in the near future?
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: TheLuigiLightning on February 23, 2017, 05:09:26 pm
I hope you don't feel obligated to make an original melody track for every stage in the hack.  There are some amazing tracks from Castlevania III, and what I think is, if you can't come up with something better, use one of the melodies in the actual game.  If you want to make it sound a little different with Famitracker, that's not a bad idea, but it should sound better than the original in that case.  But back to my point about using tracks that are already in the game, I think that making a slightly darker sounding version of the Mad Forest theme would work just fine with stage 3 in the hack.  Maybe just play around with it, and add some dissonance in the harmonies.  As well as possibly having a drum opening, like you had with the track you just released.  I noticed a much more atmospheric tone in the music that you posted, compared to the original Castlevania 3 soundtrack, which might make you feel like you need completely overlay the entire soundtrack in order to keep with the tone you're going for, but it's absolutely incredible how versatile music is.  I'm picturing a modified version of Mad Forest in my head right now, and it would work so well with the stage.
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on February 23, 2017, 05:13:49 pm
Unerstood,but do think you think you can bundle NSF music files when either of your two games get done and released in the near future?

I still plan on keeping the option in to listen to the music in Castlevania 3 when you hit A + Start buttons together so you'll be able to listen to them that way :)



@TheLuigiLightning

I appreciate the idea but I already have a full track made up for VoH II :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on February 23, 2017, 05:21:37 pm
Heh heh,alright then :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: TheLuigiLightning on February 24, 2017, 01:41:02 pm
I still plan on keeping the option in to listen to the music in Castlevania 3 when you hit A + Start buttons together so you'll be able to listen to them that way :)



@TheLuigiLightning

I appreciate the idea but I already have a full track made up for VoH II :)

Will that music option be on a stage by stage basis, or just to be listened to in some sort of settings menu, like "hey, you want to listen to some music?"  Because Anxiety would not fit at ALL with the bridge stage.
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on February 24, 2017, 02:53:24 pm
@TheLuigiLightning

You know  how you can listen to the music itself in the Castlevania 3 title menu?  Pretty much the same concept as I know it will be tied to the edited soundtracks within the game so you won't hear Anxiety at all :)




I have also decided on the .nsf stuff.  I will release that when VoH II is complete and uploaded to the community's download section, the same for Legends' .nsf file.






For other talk.  There is also another thing I'd like to do.  I would like to try and put a small community together of people that know on what they are doing and literally tear apart Castlevania 3 from top to bottom and document everything.  Why I want to do this is because there is literally little to no information out there.  I did start that info thread last year about it and will update it more once other things are done with Sephirous's project, CoA.  A person that I know, LevelEngine, sought out the person who made a particular well of information about Castlevania 3 and turns out that's for Akumajou Densetsu so Castlevania 3 documentation is highly needed.  I know a lot of people frown down upon stuff like this sometimes but I would love to ask around see if people are willing to do this as a side thing from every day life and whatever other stuff they are working on as we all have the time in the world to upload and share this information.  There's stuff out there for Castlevania and Castlevania II: Simon's Quest so figured can go ahead and do Castlevania 3.  My contribution would be pretty much sprites and color palettes as that's all I can literally handle as I'm an average joe.  I want to work with other people on this and want to encourage it :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sephirous on February 24, 2017, 03:29:09 pm
It's funny,
The thing that I look forward to doing in COA above all else is editing the Track Names in the Sound Test Option. (A+B+Start)
It's going to be neat seeing the new names. I have no idea why that excites me but it does.  :crazy:
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: TheLuigiLightning on February 24, 2017, 11:17:13 pm
Do you plan on implementing any newfound advanced knowledge to Vengeance on Hell?  A while ago, you said that it wasn't going to be a high end hack, but you might be able to after learning all of the ins and outs of Castlevania III.  I still stand by my statement of there being uses for enemies that can only be placed on certain screens with the knowledge you currently possess.  Wouldn't it be great if you could find a way to place enemies at will?
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on February 25, 2017, 08:14:15 am
Do you plan on implementing any newfound advanced knowledge to Vengeance on Hell?  A while ago, you said that it wasn't going to be a high end hack, but you might be able to after learning all of the ins and outs of Castlevania III.  I still stand by my statement of there being uses for enemies that can only be placed on certain screens with the knowledge you currently possess.  Wouldn't it be great if you could find a way to place enemies at will?


I thought it wasn't going to be either but changed my mind as I figured to go that one extra mile plus getting a little more experience under my belt.  Music was the plan at first but want a few other little details redone like harder bosses because with Sypha/Vilheim's flame attack eats them up so I want that challenge factor in place.  I also want to look into changing Vilheim's attack stance while also giving them the same power as the main weapon of Trevor/Aleysia but short range.  Another factor is to start out with both characters in normal mode and eliminate the other two from the game altogether however I would like to make Alucard's 3 way attack a sub weapon for Aleysia and Vilheim and if it can't then something else will replace it.  It all depends on who I can find that is dedicated in helping to make these changes though I want to change all the levels first with some text tweaking then pass it on.  I do have Sephirous on board to help with other changes as he knows how to hex edit in-depth sprites, nesfan with putting things together for music references and now I just need that programmer, or two, to help with stuff.

As for enemies, I'm not sure if that is possible as from what I noticed within reVamp that each enemy has a certain bank to rely upon with a certain set.  Place something else down the sprite will become bugged and glitched as they won't work properly.  It will also cause the ROM itself to crash on certain occasions within certain areas if you place Enemy Q with Enemy X.  If there is a workaround for that then its well beyond and over my head.





Since I'm talking about game changes, my plans for Castlevania Legends.

The milestone that I want to do is to actually add ropes to the game instead of stairs.  This I know is possible as I saw this almost 10 years ago on YouTube from some Russian hacker doing that to Castlevania 3.  His English was extremely poor as all I remember him saying "Stairs remain but unusable.  Don't know to sprite well can't put rope pictures in."  I tried to find the video but its no longer there and sadly I do not remember on what name he was going under as I was too mesmerized by what he was doing lol.  Back to the point, I want to change some boss functions and add new bosses so there is no double bosses while also eliminating others to be replaced with new ones found within Legends and a few other GameBoy Castlevania games.  I know this won't be an easy thing to do but as there will be extra stages compared to the GameBoy version I want to go all out with that.  For levels, I want them tied back to back with no routes.  The only stage I want to eliminate is the first Clock Tower's second stage where you traverse back down as there will be no point in it since the world map will be remade to resemble an outer castle grounds feeling as the stages where it shows the walk cut scene will be placed more towards the ending levels to the castle itself so it gives the player that feeling you are finally coming close to the end levels but the end levels will be more challenging than the rest.  For movement and weapons, pretty much the same though dunno how it will go down with the elemental stuff that was within Legends.  I might keep those on the side as an idea though can also use some kind of utilization from Sypha's sub weapon attacks to fill that gap and make them drop within the world.  The fireball attack from a powered up whip may be there but I can see it being exploited and also make the dagger sub weapon somewhat useless so still debating to keep it in the idea pool or toss it.  Crouching I'd like to see it be attempted to program in.  Different animation for throwing the sub weapons and magic stuff as it can be something similar to that of Sypha.  Hell, at this rate I wonder if Sypha can just be turned into Sonia and reprogram her base attack to that of 3 animations instead of 2 for the staff to wield the whip.  Be an idea to throw out there to see if things work.  Maybe tie the whip animations that from Trevor and put it in on Sypha's base.  I'd have to leave that up to the programmer and see if they can do that to their own personal discretion on how they want to approach it.   Transition from stage to stage, I still want the doors in as they too are in Legends plus some areas solely rely on them.  The door transitions will be eliminated entirely like the area within Mad Forest for example on where it goes from the door to the route selection.  Those will be eliminated and a boss will be there instead.  Some stages will be very short I know but will look into making them longer or hopefully longer.

The Alucard fights and character cut scenes won't be in as I said somewhere up top as I want to place this setting sometime after Christopher Belmont's time.  Someplace between him and Richter but not where it interferes with Juste's era.  Gotta look at the timeline sometime and see where I can properly put it in.  It won't be canon of course but just want to go that extra mile and adjust it accordingly lol.

Password and such I want to toss and see if someone is willing to implement a save feature.  Something somewhat similar to that found in Castlevania Chronicles but without the level select.  Can have the option to save upon the game over screen.


Last but not least (broken record time) is music.  First track is listed above in a different post.  I do want to insert others from Legends in but not the entire thing.  Just the stage music and the intro/story as to make it longer to fit in the beginning story reel.  Other stuff will be selected from the GameBoy games and around the Castlevania Library.



I think that about covers things for now :)

February 25, 2017, 12:34:17 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
It's funny,
The thing that I look forward to doing in COA above all else is editing the Track Names in the Sound Test Option. (A+B+Start)
It's going to be neat seeing the new names. I have no idea why that excites me but it does.  :crazy:


I need to get that done in my stuff still.  I found something sometime back on how to edit the text though I won't mess with that later on until my stuff is done with you first :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on February 25, 2017, 12:43:15 pm
Welp when CoA gets finished,I'll be playing that game like crazy and I think it'll keep me busy while waiting for these two games,I am finally glad to see that Castlevania rom hacks are finally getting the full treatment they deserve,keep up the good work Sinis.  :thumbsup:
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: TheLuigiLightning on February 25, 2017, 01:56:20 pm
Welp when CoA gets finished,I'll be playing that game like crazy and I think it'll keep me busy while waiting for these two games,I am finally glad to see that Castlevania rom hacks are finally getting the full treatment they deserve,keep up the good work Sinis.  :thumbsup:

Indeed, I've waited a long time to see Castlevania 3 hacks, and they're looking pretty good.  Much better than all of the mediocre-terrible CV1 hacks that have been made over the years.  In all honesty, I'm looking forward to CoA the least out of all of them.
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on February 25, 2017, 02:12:43 pm
Why thank you and Im glad you agree,also I dream of creating a full blown special edition of Dracula's Curse or use it's Engine to create a remake of Castlevania,however I don't have the skills to do such a thing,as my user name suggests,Im more of an idea person.   
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: TheLuigiLightning on February 26, 2017, 11:07:29 am
It's never too late to learn, but yes, it's true that hacking requires a certain amount of knowledge and blind persistence.  It's not for everyone.  My father is a computer programmer, and he's tried to get me to learn, but it takes a lot of dedication and focus, which I've just never had enough of to learn.
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on March 01, 2017, 03:23:27 pm
Yeah that's true but for now I'll just think up ideas for the game.
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on April 08, 2017, 02:01:09 pm
An update to Legends NES and VoH 2.


People were wanting to see the Sonia Belmont sprite in full action so posted up a video about it.  Its really just showboating of how it looks right now.  Some Cadence of Agony reboot stuff is in there as well :)

https://www.youtube.com/watch?v=LNjZMp2hPG8&lc=z13tidszfrnty3ftf23iz1kwquiyj1jai04 (https://www.youtube.com/watch?v=LNjZMp2hPG8&lc=z13tidszfrnty3ftf23iz1kwquiyj1jai04)



For my level statement on having this and/or that short, I'm going back on it and will look into making certain stages long and hopefully make others longer.  I also want to utilize the extra character spaces for new animations for Sonia since it will only be  her.  Really not sure if I want to put an Alucard fight into it as this is going to be set in a different time frame unless someone knows on what they are doing and programs it in then it will be in but right now its on the shelf until further notice.




For VoH 2, just a music track that was silently uploaded a month back.  https://www.youtube.com/watch?v=q6_cJc-kcMg (https://www.youtube.com/watch?v=q6_cJc-kcMg)

Meant for a mansion area  :P




That's about the gist of things right now :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on April 08, 2017, 07:36:58 pm
As I said before,excellent job Sinis,hope to see more down the road!
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on April 14, 2017, 02:50:25 am
A very late night update for music tracks.  Praying Hands makes it way onto the NES and the next track for Castlevania Legends NES :)


https://www.youtube.com/watch?v=3a7cE70FNi4 (https://www.youtube.com/watch?v=3a7cE70FNi4)


Not much to say as I'm extremely tired.  Hope you ladies and gents enjoy :)

April 15, 2017, 03:52:17 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Figured I'd share this before I disappear for the weekend to work on other stuff.  Track #3 out of 5 for Castlevania Legends NES that I will be sharing to the public has been uploaded.  Dance of the Holy Man finds its way onto the NES :)

https://www.youtube.com/watch?v=3qhuzeGm2Mc (https://www.youtube.com/watch?v=3qhuzeGm2Mc)


There is a reason as to why its going to be in the hack as I'll give that info out later :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Googie on May 09, 2017, 04:54:53 pm
Cool music, I really dig ém.  ;D
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on May 09, 2017, 06:18:03 pm
Thanks Googie!  There should be more sometime very soon for Legends NES though have to see on which ones to decide on posting first or wait until the next batch of music to be released.  Might be a bit because there are two specific tracks that I want to share before sealing the door on the music for Legends NES until its released.  Also depends if I can find a programmer, or two, that is more than willing to join me in both of these projects to get things done.  I have a few people in mind that I want to ask but know they have projects themselves so I'm just sitting here twiddling my thumbs patiently waiting for them to get done for me to properly ask them.  I'm also open for someone that knows on what they are doing wants to volunteer in all of this because next month in June I'm definitely starting back up VoH II and starting on Legends NES so later this year I will be needing a programmer to help me finish these two though Legends NES may take longer as there are quite a few things that I want to overhaul, add and manipulate within the ROM itself :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on May 09, 2017, 06:39:55 pm
Alright hearing this from you Sinis has got my interest even more,I can't wait to see on what you do with both games but first you have to finish your end with CoA first of course.
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on May 09, 2017, 06:57:46 pm
Alright hearing this from you Sinis has got my interest even more,I can't wait to see on what you do with both games but first you have to finish your end with CoA first of course.

Don't worry about my actions.  Things are moving forward on my end :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on May 09, 2017, 07:02:45 pm
Alright,glad to hear that. :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: TheLuigiLightning on May 09, 2017, 09:28:40 pm
Would it be possible for you to make it so that your health scrolls when you gain, or lose health.  That was a nice little detail that they had in CV1, and I don't know why they took it out in 3?
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on May 10, 2017, 11:57:16 am
Would it be possible for you to make it so that your health scrolls when you gain, or lose health.  That was a nice little detail that they had in CV1, and I don't know why they took it out in 3?


In all honesty, I'm not sure as to why they left it out.  Probably due to the fact that Castlevania 3 was rushed out is my only guess.  Hell, just recently Sephirous found an entire unused level within the game itself so he's still exploring that while also seeing what other secrets lay in the programming.  Who knows on what else they left out and didn't program in.


If I can find a programmer I'll ask them to implement both the scrolling health bar and extra level in to both VoH II and Legends NES :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: PachaWillWatchYa on May 10, 2017, 12:37:01 pm
Actually from what I understood it wasn't an unused level per se, rather he found graphics used in that picture in CoA ROM. Don't take my word for it though, ask him instead.
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on May 10, 2017, 03:03:23 pm
Reread the thread and caught my error on mistaking it as a level.  My bad and thanks for the correction :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: PachaWillWatchYa on May 10, 2017, 03:43:03 pm
Haha, no probs, I often have to reread things in english a few times to understand it completely.
I'm not familiar with all that many idioms and phrases so I try to make them up from the context.
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: TheLuigiLightning on May 10, 2017, 05:41:22 pm

In all honesty, I'm not sure as to why they left it out.  Probably due to the fact that Castlevania 3 was rushed out is my only guess.  Hell, just recently Sephirous found an entire unused level within the game itself so he's still exploring that while also seeing what other secrets lay in the programming.  Who knows on what else they left out and didn't program in.


If I can find a programmer I'll ask them to implement both the scrolling health bar and extra level in to both VoH II and Legends NES :)

That would be amazing.
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Googie on May 12, 2017, 02:41:18 pm
Can't wait to see more on this hack, I should give CV3 a spin to see what levels I can make. :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on May 12, 2017, 03:16:04 pm
Can't wait to see more on this hack, I should give CV3 a spin to see what levels I can make. :)


Of how things are going, I might actually be working on my projects almost full time next month as some things changed unexpectedly.  Its nothing bad just how life goes  :D


All I suggest is be patient with Castlevania 3 when you are editing everything.  Tons of stuff to it but very rewarding in the end when everything is put together.  Lots of trial and error for every sprite to make all the animations blend together since parts are 'cut' oddly to make things fit like Frankenstein's Monster for example.  That took a bit to do due to pieces here and there but was very rewarding in the end once everything was placed together :)



Thought I was going to do only 3 projects to Castlevania 3 (CoA and these two) but got some ideas for 2 more though I'll probably do those once I visit some other projects first after these two :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: TheLuigiLightning on May 12, 2017, 04:42:32 pm
That's a lot of projects to be taking on.  Don't overwhelm yourself.  The more you talk about publicly, the more you promise things, and the more likely you are to crash and burn out.  There's no rush, and work at your own pace.  It's the only pace you can productively work at in comfort, and looking too far forward can cause nothing to end up being produced.  Finish this project first.  You've already hit many bumps in the road, and I really want to see this hack finished.
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on May 12, 2017, 06:04:06 pm
That's a lot of projects to be taking on.  Don't overwhelm yourself.  The more you talk about publicly, the more you promise things, and the more likely you are to crash and burn out.  There's no rush, and work at your own pace.  It's the only pace you can productively work at in comfort, and looking too far forward can cause nothing to end up being produced.  Finish this project first.  You've already hit many bumps in the road, and I really want to see this hack finished.


Trust me, you don't  need to worry about a thing.  These other projects that I have ideas about are a few years off anyway or at least once I get done with VoH II and Legends NES.  CoA and PoL were something I decided to help out with and I really did want to get my hands into CoA as I planned on eventually picking that up though Sephirous beat me to it lol.  The guy for PoL was very polite about presenting PoL to me and it was just small stuff though I regret on dragging that out this long since real life constantly got in the way and sad to admit that I did focus on CoA more from self interest which I did apologize to him about.  Speaking about PoL, if things go right and how much left I have with CoA my stuff with both should be about done in 3 weeks or less.  My weekend will be busy so not much work will be done on anything sadly.

Once I am done with CoA and PoL I will be back into these projects.  If someone asks for help on whatever Castlevania 3 project I'll give them pointers as I will most likely not sprite for anyone else for a while as I want to work on my own things so I can get them done and (start the drinking game if you are reading this) find a dedicated programmer to alter stuff for me :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Googie on May 19, 2017, 12:04:54 pm
Can't wait to see more progress on this hack, gotta have patience...  :crazy:
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on May 19, 2017, 01:32:49 pm
On the second week of June I will be back onto my stuff as I'm almost done with my things for both CoA and PoL :)



Also on a side note, if anyone is interested I posted up another reference track for Legends NES that was kindly made by nesfan https://www.youtube.com/watch?v=Xc7Dd9bRqdc (https://www.youtube.com/watch?v=Xc7Dd9bRqdc)

Just waiting for one more specific track to be completed to post up then after that I will be closing the doors on sharing anything relating to the music for Legends NES until its 100% complete and released :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 07, 2017, 01:09:42 am
To update everyone on the current status on both VoH II and Legends NES, I am halting these projects on the U.S version of Castlevania 3 and moving both to the Japanese counterpart, Akumajou Densetsu.  I have talked with nesfan about this move and he is going to remake everything that he's put together for both projects into VRC6 reference tracks.  He has all the time in the world to work on these as there is no rush in completing anything.  Everything that I have done for VoH II and even some on Legends NES will be copied over however the level layouts for VoH II will be altered to what people have seen in my YouTube posts.  When the time comes I will post new videos of level progress, reference music made by nesfan and other things around these two projects.

Translation.  Once everything is absolutely done with levels and programming I'll ask around for translators that want to hop on board to put both games in English, German and Spanish.  Japanese, which I do not know, would need to be redone to match that of the stories on both games.  Of course, English is the main focus however the others will come later.  I know that I can ask someone for permission about using their translation project as a template but I want to do this all from scratch :)


In all of this, sadly I'm still searching for a programmer that is wanting to tag along that knows the insides and out of assembly.  In the coming month I am going to begin my attempt at studying assembly and 6502 along with whatever else is needed so he or she won't be alone nor everything put onto them in these projects as I will be sharing the load as well once the programming parts come around.  I've asked around for such help but people are busy with their own stuff so I'm going to take the bull by the horns and try to get over my learning curve and see if I can learn such things.  Sephirous has kindly agreed to help me out with certain things down the road as well which are similar factors he has done and wants to introduce to CoA.  I'll post up ideas and sprites based on such ideas to what I'd like to aim for.


For now, that is about all I will update on as it is very late here and since seeing of how things are moving in my direction in real life (unexpectedly again) I'll be working on these sooner than what I thought :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on June 07, 2017, 03:04:51 pm
Well well,this sounds very interesting,Im surprised that you have just about everything done on VoHII as well as CV Legends Nes but switching it to the jap version of CVIII sounds an awesome idea and the soundtrack for both of them will sound ten times better using the VRC6 sound chip,can't wait to hear them,plus I hope you can get a programmer to help you out with your games and also Im sure you can figure out in altering the levels for VoHII. :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 07, 2017, 03:20:54 pm
I'm far from done on VoH II and Legends NES.  I still have levels to design and enemies to create let alone other concept stuff to throw out.  I'm also redoing the first level of VoH II again to make it more consistent on what I was going for let alone throwing the characters strait into a castle right off the bat.  I'm trying to make things consistent because I want to eventually take out the forks in the game and make the levels back to back on both projects let alone look into replacing the password system with a save state in which I'll have to find someone for that but right now my main focus is restructuring VoH II onto the Japanese ROM.  Least I can have two reVamps going so just have to copy on what I have done on the U.S version over to the Japanese one.  Time consuming but well worth it :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on June 07, 2017, 03:33:47 pm
Oh my bad then,but still I can't wait to see more stuff on the both of them,I bet it'll take ya two years at least to finish them. XD
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: TheLuigiLightning on June 07, 2017, 06:37:48 pm
You've just lost my support.  I was specifically seeing this through as a US Castlevania III hack.  I have no interest in playing this if it's the Japanese version.  The difficulty is majorly toned down, and the music sounds like nails on a chalkboard.  I am extremely disappointed that you are making this decision, and I can't find it in myself to accept it.  If this is how you want to do things going forward, then, fine, I respect your decision, and I wish you the best on it, but I will no longer be following either of these projects.  All the best.
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 07, 2017, 07:52:30 pm
You've just lost my support.  I was specifically seeing this through as a US Castlevania III hack.  I have no interest in playing this if it's the Japanese version.  The difficulty is majorly toned down, and the music sounds like nails on a chalkboard.  I am extremely disappointed that you are making this decision, and I can't find it in myself to accept it.  If this is how you want to do things going forward, then, fine, I respect your decision, and I wish you the best on it, but I will no longer be following either of these projects.  All the best.

All good :)
Title: Re: Castlevania 3 Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: niuus on June 07, 2017, 09:47:13 pm
To update everyone on the current status on both VoH II and Legends NES, I am halting these projects on the U.S version of Castlevania 3 and moving both to the Japanese counterpart, Akumajou Densetsu.
Best decision ever! Music is a lot better
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Kurt91 on June 08, 2017, 12:07:39 am
So, other than the different music chip, why are you changing to the Japanese version so late in development? I'm afraid I don't know very much about the differences between the two versions of the game other than the music.
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Twizman on June 08, 2017, 09:10:17 am
Fantastic news!  :thumbsup:
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 08, 2017, 10:48:39 am
So, other than the different music chip, why are you changing to the Japanese version so late in development? I'm afraid I don't know very much about the differences between the two versions of the game other than the music.

Its still early in development for both hacks.  Very early actually to what I have planned.  Due to the move is from the fact that I'm able to find more information on how the Japanese ROM works compared to the U.S version.  There are slight differences in the programming from what I'm now beginning to learn and since I have more time to myself for my own stuff with Metroidvania on the side at my own leisure with Sephirous I'm going to begin studying on how to learn all of this since I've found a better book and videos to help me in this.  I've asked people for help but figured they were too busy with their own stuff so going to see if I can get over my learning curve against numbers to learn all of this.  I have no clue on how long this will take me but since I have information and visual guides it will be extremely helpful and hopefully speed things up though that's wishful thinking :)


@David

Not sure on how long this will take me.  VoH II will see some changes here and there but Legends NES will be the one that will have a lot of overhauling done to it.  I want to complete all of the stages and sprites first before any sort of programming is attempted and since this will now involve in translation I'll seek out someone in the future for help on this.  Though for both games I do want to take out the forks in the road and implement a save feature like that seen in Castlevania Chronicles.

If I cannot figure everything out then I will seek out help and ask around to see if anyone wants to join me in helping for programming.  That will be my very last resort from now on.


@Everyone Else

People think these are going to be easy play through hacks.  They aren't.  I'm going to state right now.  I never said they were going to be easy.  As I already said and a few times before in this thread as you can wade through and read my previous comments, I am replicating Castlevania's difficulty within these hacks to offer that challenge factor.  Things will progressively get harder and harder while still rewarding the player that sense of completion and victory over their accomplishment through the levels.  I'm fully aware that certain items within the game are overpowered hence why they are going to be modified down in strength while enemies will receive an increase in difficulty especially the bosses for both projects.  I have thought everything through on how I want to tackle this and know nothing can be completed overnight.

These are not going to be cancelled even if I somehow meet an untimely demise and die in real life.  I have already planned on sending copies of both of these projects to Sephirous and nesfan periodically along with my plans in case such a thing does happen.  I know that's a bit over the hill type of planning but I want to make damn well sure these projects are finished no matter what even if I'm not around anymore :)




...and yes, I will have Easter Eggs within both games since there is a rise in interest for such things :)




@Moderator

Thanks for having this account in full control over this thread!  I was going to ask someone about such a thing and to delete the Castlevania account but it kept slipping my mind so someone beat me to it.  My apologies for not letting someone know about it sooner and for having two accounts.  If such actions need to be taken towards me about such a thing I will not show resistance nor bicker about it :)






Now, towards the projects.  There isn't much to say from my end right now.  I am still working on VoH II's editing within Akumajou while the U.S version is up in another window of reVamp.  Once things are done I'll post videos up on progress.  People have also asked about tutorial videos for Castlevania 3 and since Akumajou Densetsu shares everything in the same fashion except for a few differences I'll see about doing an editing video of explaining graphics sometime and then eventually the programming.  I'm gonna go overkill on documenting everything I possibly can for both game versions :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sephirous on June 08, 2017, 12:47:21 pm

@Moderator

Thanks for having this account in full control over this thread!  I was going to ask someone about such a thing and to delete the Castlevania account but it kept slipping my mind so someone beat me to it.  My apologies for not letting someone know about it sooner and for having two accounts.  If such actions need to be taken towards me about such a thing I will not show resistance nor bicker about it :-)

I actually had an encounter on here with a guy that had 4 separate accounts.

It was awhile back when I had a guy pm me requesting to help me with Cadence.
But after I responded I got an email response signed by a different name. Turned out the same guy was responding to me under 4 separate alias.

Apperently the guy was a load of crap.
Because I never got any help for Cadence.
I told him I was going to report him if he didn't cut the crap as anyone would eventually do. Problem was it had escalated to my email at this point. So it was either delete the email or contact RHDN. But at that point it was far past and outside the website. Fairly personal with Comcast.
However after fighting with the dude he finally got all pissed at me among other stuff and told me that I would never be able to report him because he changed his IP Everytime he logged in making it nearly impossible to connect the user names together.
The bullshit part is, He claimed he had been doing for years and no one noticed??
I finally just blocked him, all 12 email addresses mind you.

What a nightmare that was though.
That's why I changed my email awhile ago. I didn't know what else to do.  :banghead:

But so far no one​ unusual has contacted me but I can't help but think he's still here somewhere.

And yes I know giving my email was my own fault.
But 4 user names on here???

The guy had nothing better to do apperently.  :banghead:
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on June 08, 2017, 01:04:22 pm
Yeesh,but hey Sephirous,how are things going with both CoA and Metroidvania?
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: PachaWillWatchYa on June 08, 2017, 01:36:22 pm
Since you mentioned that you want to implement saving, I believe one of Drakon's hacks has SRAM saving. I'm not sure if it's the one that he has published.
Still, even if it's his unreleased hack, I'm pretty sure that he left some documentation.
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 08, 2017, 01:50:35 pm
Since you mentioned that you want to implement saving, I believe one of Drakon's hacks has SRAM saving. I'm not sure if it's the one that he has published.
Still, even if it's his unreleased hack, I'm pretty sure that he left some documentation.



When the time comes for that part to happen I plan on asking other individuals to see if they can help with creating that and make it open to the public.



I looked around online and couldn't find anything for the SRAM saving unless I was looking at the wrong places so it'll have to be created.

@Sephirous


That sounds disgusting that they  had to do that....good lord...
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: PachaWillWatchYa on June 10, 2017, 01:16:22 pm
https://www.romhacking.net/forum/index.php?topic=17668.0
It appears hack isn't released.
But there is some documentation.
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 10, 2017, 04:08:09 pm
Oh yeah, I remember that thread.  I commented on it during a time when I was obsessed in finding information.  Sad that he never released it but I'll be utilizing those notes to the utmost fullest :)

June 13, 2017, 12:33:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Since I got rained out due to a major storm last night thought I'd work on Legends NES a bit to get things going with that.  Stage 1 is coming along extremely slow.  I'll probably call this stage Abandoned Hillside Fortress to go along with the story that I'll have set for the game.

(http://i957.photobucket.com/albums/ae54/Craftvania/Legends-NES-Stage-1-Early-Alpha_zpsipxc5baj.jpg)


While I go along within the game I'll be placing the ropes on where I want them though they aren't implemented in yet to replace the stairs (don't know how to program things just yet) as that will come in later when all the levels are complete as I need reVamp to do the level layouts and placement of everything.  From what notes I've read on certain program tweaking reVamp will freak out and not acknowledge the game at all.  Certain stuff you may get away with but I don't want to test that out until everything is done and then see how far I can go with reVamp afterwards :)




As for the reference music for both VoH II and Legends NES, nesfan is working on them slowly and redoing each one for VRC6.  I will be keeping the original uploads up on YouTube while the new ones are posted and since people were asking for boss music I'll post those up when nesfan gets that far :)

Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: nesfan on June 13, 2017, 01:27:35 pm
damm that looks good
is it going to be somewhat nonlinear like the original Castlevania legends ?
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 13, 2017, 03:07:57 pm
Its going to be linear throughout the game.  When the time comes I plan on having the road forks taken out and everything back to back with certain stages moved around to be adjusted accordingly around the map.  I'd like to have transition scenes between each level like how it is in the later levels when you see Trevor with a helper.  The levels that are part of Dracula's Castle (starting at the catacomb level) will be the final stage blocks.  Trying to keep all of this kinda similar to how it is seen in Super Castlevania 4 but with the character going past on the screen with a small tune going just long enough for that transition phase.  I plan on doing the same with VoH II :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on June 13, 2017, 03:35:22 pm
Fine work so far Sinis,Im liking what Im seeing :)

I hope you do a good job with both projects,still waiting on two other certain CV romhacks though XD
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 15, 2017, 09:56:30 pm
Haven't had much time to do stuff today so got the title done for Legends NES for Akumajou Densetsu.
(http://i957.photobucket.com/albums/ae54/Craftvania/Castlevania-Legends-NES-VRC6-Title-1_zpsvpmbdbub.jpg)



There is one issue that I can't seem to fix.  The title screen upon the intro reel.  I've found the hex values via the emulator that gives off the palette colors but changing all the values to that of what's in the menu title doesn't effect anything.

(http://i957.photobucket.com/albums/ae54/Craftvania/Castlevania-Legends-Unsolved-Palette_zps2dbwecz2.jpg)


In time I'll have to ask Sephirous for help on this as I can't figure this darn thing out let alone altering the prayer scene sprites into something different.



As for stage one, its halfway done.  I'll get a vid posted of how things will look while using invisible stairs right when its complete.  Music wise, nesfan has one track done for VoH II but its not being released right now  ;)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on June 15, 2017, 10:17:55 pm
Awesome work on the title Sinis and Im looking forward in watching the stage 1 gameplay! :D
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: nesfan on June 16, 2017, 01:07:17 am
well looks like i know what track i am doing next lol
bloody tears for stage 1 like in gameboy legends right ?
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 16, 2017, 10:39:44 am
well looks like i know what track i am doing next lol
bloody tears for stage 1 like in gameboy legends right ?

Bloody Tears is meant for two stages down for the graveyard remake.  The one for this stage I'll message you about as I don't want people to know the entire music track except for those that is shown on YouTube ;)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: marioxb on June 16, 2017, 11:52:44 am
...The Japanese version.  The difficulty is majorly toned down, and the music sounds like nails on a chalkboard.

People exist that don't like the Japanese CV3 music and think the US sounds better? Probably just one guy, actually.
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: nesfan on June 16, 2017, 12:45:23 pm
Well each to their own not everybody has to like the same thing
heck I knew someone once who did not like chocolate no allergies just didn't like it
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: dACE on June 16, 2017, 05:56:37 pm
People exist that don't like the Japanese CV3 music and think the US sounds better? Probably just one guy, actually.

Yeah - and poor Sinis have lost that support (whatever that meant).

/dACE
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sephirous on June 18, 2017, 01:35:46 am
Most likely you found the values for the Title Screen after the end epilogue screen. Which is why the intro reel stayed the same.
The Japanese Version is located in a different spot and doesn't use all 4 Values. Meaning you will need to search for part of the full string instead of searching all 4 at once since it's split up in multiple places. There is a rhythm to it. Which can be easy or extremely tedious. The 0F can be linked to a primary value making it invisible upon search. The castle crumble screen uses this method for the sky, which is why at first try the sky colors seem non existent.
I can do that when your ready.  :thumbsup:
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 18, 2017, 03:04:46 am
I  need to send you a copy of it anyways so I'll send a deal of Legends NES to you tonight :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on June 18, 2017, 01:46:36 pm
That sounds awesome that he's helping you out with that screen problem,Sinis. :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 18, 2017, 01:56:21 pm
That sounds awesome that he's helping you out with that screen problem,Sinis. :)

It is and he's offered help on things that I will have a hard time on.  I'll probably skip back and forth to get those things done so they're out of the way though only gonna have him do this for now as I'm doing sprites and such for VoH II while he gets that one spot for the  title fixed for Legends NES.  I'll have him do the same for VoH II when that's ready outside of  his stuff for CoA when he has time as I'm in no hurry for him to complete these things :)



Also for programming since I'm talking about it.  I did find a lot of good references, both visual and text, to try and  help me out in understanding all of this and to see if I can get past this curve that I have for numbers in programming.  Found all of this by accident and will post up all of the info that I did find for someone to point out which is good for what and all that.  I know the info is there here on the website however to start at the basics and go from there I needed to look elsewhere for things like introductions, exercises and all that.  I hope its just enough and if its not then I'll seek out help :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on June 18, 2017, 02:07:04 pm
Heh heh well then,I hope he helps you out more on the harder stuff overtime,also it'll make things less frustrating for you and a little easier for both of your projects :) plus Im sure he can help you out more often when he finishes up CoA.
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sephirous on June 18, 2017, 08:18:38 pm
All Set.  :thumbsup:

The intro wheel title colors are complete.
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on June 18, 2017, 08:26:56 pm
Woo!

Hey Sephrious,what's up,how are things going with the CoA project,I heard you are still installing the rest of the sprites plus did you ever get any feedback from Optomon for the NSF/music lately?
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 20, 2017, 07:36:40 pm
Alright, I'm happy to finally show off the first level to Castlevania Legends NES.  Stage 1 - Abandoned Hillside Fortress.
https://www.youtube.com/watch?v=mjyyh5mUVnk&feature=youtu.be (https://www.youtube.com/watch?v=mjyyh5mUVnk&feature=youtu.be)

Have to traverse around on glitched stairs as the ropes are not implemented in yet.




The reworked title for Vengeance on Hell 2 for Akumajou Densetsu is done.  I'll send it off to Sephirous later tonight for him to change things around for me once again :)



(http://i957.photobucket.com/albums/ae54/Craftvania/Castlevania-Vengeance-on-Hell-2-Title_zpsvylasi6s.jpg)


Toned it down quite a bit to what it was. 




That's about all for now :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on June 20, 2017, 07:56:53 pm
Amazing,just amazing,Sinis you are impressing me with these updates to your two projects and I just saw the vid you uploaded and I love it,I hope you find a way to implement the rope climbing to Legends Nes,can't wait to see the changes you done to Vengeance on Hell II,keep up the great work!  :thumbsup:   
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 29, 2017, 10:00:21 pm
Aight, finally got around to reworking Stage 1 of VoH 2.  I tossed everything that I had previously to give it a ruined feel instead of 'plopping' the player into a complete castle.

Still a lot of work left but its coming along :)


(https://i.imgur.com/O1tDyG0.jpg)





The first level is the only one I'm reworking from what I have planned.  Never was happy on the outcome when I first messed with it.  I'm going to rework the health bar as well as that was from something prior I made up.  Other than that, I'll be posting some stuff later next week about stuff I'd like to have someone implement in once that point in the road is reached.  Seeing of how stuff is for 6502 and Assembly is really making me nervous and feel it might not be for me so I'll probably stick to sprite and level design.






For Legends NES, reworked Sonia's look.  Decided to give her pants and make her top part appear more standing out.  Based it off of a design that I have for an 8 bit Mirror of Fate Simon sprite.  Haven't done anything else as I've been busy off and on during the day.

(https://i.imgur.com/uHBdMQa.jpg)



Next week I'll get to working on Stage 2 for Legends NES as this weekend I'll be busy with things before the 4th.  Next weekend I'll begin working on boss sprites for Sephirous's Metroidvania so that can get going as well :)




If the photos end up like the previous ones that I see on the thread then I'll search for another photo sharing site.  Tried Google Plus but it doesn't want to cooperate very well as it kept showing a broken image http link in the img command.
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on June 29, 2017, 10:03:01 pm
Wish could see it,god damn it Photobucket -_-;
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 29, 2017, 10:11:52 pm
Wish could see it,god damn it Photobucket -_-;



Can't see any of it?
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on June 29, 2017, 10:17:16 pm
Nope
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on June 29, 2017, 10:18:50 pm
Ugh, thanks a lot Photobucket...


Looking around right now for a new photo sharing website.





Aight, trying out imgur for posting up stuff.  Made the album private so only those that have a link or when I post up stuff in this thread is when people can view them.  Hope it works because I really don't know of any other sites for photo sharing as I don't pay attention to those kind of things.
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on June 29, 2017, 10:31:26 pm
There we go,much better and awesome job Sinis,it's looking great,hope to see more and above all,Im glad you are not Photobucket! XD
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: KingMike on June 30, 2017, 12:17:18 am
People exist that don't like the Japanese CV3 music and think the US sounds better? Probably just one guy, actually.
Well, I showed my friend the game on my actual cart and he said the Japanese music sounded too "techno" (or something similar) for the setting.
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on July 02, 2017, 02:04:38 am
From what little time I had today I finished up stage 1, Ruined Castle of Apollion for VoH 2.


(http://i.imgur.com/zdZ1qVc.jpg)


A pillar to the abyss in the background that was one of the objects used to keep Satan at bay (made up reference lore for the first VoH).  It took some severe damage from something however, from what?  ;)



(http://i.imgur.com/Q8gTCxr.jpg)

The ruined summoning chamber that brought Apollion out of the shadows to be defeated in the first VoH game.  Something came through to make sure it couldn't be used again.  Was it a friend or foe that caused the heavy damage?  Time will tell  ;)

The Big Bat is planned to be turned into a fallen angel boss with hopes to have it redone some instead of breaking off into smaller bats.  I'll get the sprite sheet out in the future once the stages are complete :)

Character wise.  Aleysia, the main character, is no longer the daughter of Vilheim.  I looked back on my notes and did a severe error as Deborah, referenced in the first VoH, was the only daughter (my bad).  Aleysia is now a demon hunter in alliance with Vilheim that has been charged by the Church to inspect the area due to unforeseen forces rising up without warning that began wrecking havoc across the land while something froze the area into a state of ice at the same time.



Later in the coming week when I have some time to myself I will get a video posted up to show how much stage 1 has changed compared to what it used to be.  I am also fully aware that the previous pictures are goofed up thanks to Photoshop however I cannot recover them as my account on there has been blocked for some reason.  I have the pictures stored elsewhere however it will take some time to redo everything though at this point I might not fix stuff as things are being redone to accommodate around the story that I decided to go with and work out thanks to my error.


I'm also throwing in a third character in the place of Alucard however I'd like to have that programmed a little different to what it currently is.  I'll have to get a sprite sheet made and posted out later on to what I want to aim for.  For those that may speak up, there will be no fourth to replace Grant as I want it to be a trio.  Also on the talks, I'm going to make some new moves for Aleysia and Vilheim that I hope can be programmed in.  Won't be many changes but I'd like them to stand out.  I'll go over those later on :)



Anyway, that's about the gist of things for now :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on July 02, 2017, 11:00:27 am
Holy crap,this is a HUGE improvement over the previous version of Stage 1,nicely done Sinis,keep up the great work!
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on July 04, 2017, 09:05:42 am
Had some time this morning to record stage 1 for VoH 2 so  here you all go :)

https://www.youtube.com/watch?v=szkd9_B_J4U (https://www.youtube.com/watch?v=szkd9_B_J4U)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on July 04, 2017, 06:46:20 pm
Seen the vid and loved it,hope to see more on this and Nes Legends! :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on July 07, 2017, 01:00:56 am
Aight, thanks to nesfan the first set of VRC6 reference tracks are out.  Both are for Legends NES so hope you all enjoy :)


Bloody Tears VRC6 https://www.youtube.com/watch?v=cxtMLzjm6Z4 (https://www.youtube.com/watch?v=cxtMLzjm6Z4)

Ripe Seeds VRC6 https://www.youtube.com/watch?v=VykwX8zx5G8 (https://www.youtube.com/watch?v=VykwX8zx5G8)





On that note, I'm heading to bed to saw some logs.
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on July 07, 2017, 09:57:51 am
Heh heh nice,hope to see more tracks in VRC6 form. :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on July 16, 2017, 12:54:52 pm
An update since I haven't given one.  No visuals this time though I like to keep everyone in the loop for my thoughts on what's going on.



Legends NES.  I looked at the timeline to see where I could squeeze it in.  Wanted Simon to somehow make an appearance in the project however due to how close things are with Harmony of Dissonance and Rhondo of Blood after Simon's Quest I'm going to set Legends NES in the time period of 1376, a hundred years prior to the events of Dracula's Curse so it can have its own jive on things without screwing anything up in the timeline.  I know Legends is no longer in the official canon but felt by putting it this far back would give it room for its own thing.



For both projects, translation into German has been offered by TheShepherd82.  I still need to have both projects translated into English but I now somehow picked up someone that has offered German so that's a plus.  At this point I understand that I could have used the English translation patch on here but I wanted to do everything from scratch without asking someone to use their stuff for a base so in time I'll need to ask around for someone that can offer to translate both VoH 2 and Legends NES into English.


Programming.  Sephirous has kindly offered help with things that go over my  head.  His contributions will be greatly welcomed :)





That's about the gist of things for now :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: DavidtheIdeaMan on July 16, 2017, 12:58:01 pm
Awesome,I hope Sephirous can help you out more after finishing up all the work on CoA. :)
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: KirkyMonster on July 16, 2017, 01:02:08 pm
Both games look fantastic you are quite an artist.  :thumbsup:
Title: Re: Akumajou Densetsu Hacks: Vengeance on Hell 2 and Castlevania Legends NES
Post by: Sinis on July 17, 2017, 12:56:32 am
Both games look fantastic you are quite an artist.  :thumbsup:

Thanks.  Some stuff is from other games but those are visual Easter Eggs within the levels :)


Awesome,I hope Sephirous can help you out more after finishing up all the work on CoA. :)


The stuff I have for him will be a long ways off but once I'm done with stuff on my end he can add whatever touches he wants to both projects :)




For a head's up.  Looks like I might be pushing VoH 2's level creation to the side some these days as I'm gonna focus on Legends NES as people are wanting to see that come out more over than VoH 2 for some reason.  I will still continue to work on the lessers along with the third character so you will still see VoH 2 pop up now and then.  People have also suggested that I'd make some of the enemies in Legends NES look similar to those within both Rhondo of Blood and SotN.  Figured I might as well since I tossed one ROM hack idea to the wind a month back so now is a good time to use certain sprites that I made.  Just gotta give them animations instead of being a singular sprite :)







On a side note, decided to release each track that nesfan completes for both games.  Some friends of mine talked me into it and figured that it wouldn't hurt.  I know that I said that I wanted people to find out about stuff but of how I look at it now there is no need to be greedy in some form and not release any info about these. 

So on that note...Final Stage, Bloodlines is heading to VoH 2 to replace Overture.  Here's the track https://www.youtube.com/watch?v=O5ejOEQKOJI (https://www.youtube.com/watch?v=O5ejOEQKOJI)

Been sitting on this one for a while.  Hope you ladies and gents enjoy it and all thanks goes to nesfan :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 07, 2017, 04:30:40 pm
Stage 2 of Legends NES is being slowly worked on.  Things will change though showing people that progress is moving forward :)

(http://i.imgur.com/91y3s3C.jpg)


Might call this area Deborah Cliff Mineshaft though need to see which areas are closer to Dracula's Castle as I cannot recall if Deborah Cliff is anywhere near close or not  :P




I've also skipped ahead on some things and decided to seek out the permission from both ShadowOne333 and Vice Translations for the English patch on Akumajou Densetsu.  Reason for this is that I've been seeing a few translators that I was wanting to ask becoming busy with their own projects so I figured it wouldn't hurt to ask another individual in seeing about using their material.  Just need to hear back from Vice Translations as I emailed them through their website :)



Someone has suggested that I use both stairs and ropes in the hack.  I may do this though dunno on how that will clash with how the stairs are programmed in though that's just my guess on the matter.  Other than that, need to post up a new track for Legends NES as nesfan has the intro music done :)




Sub weapons.  I was asked if I was going to have someone implement the fireball attack on the Vampire Killer to that from Legends on the GameBoy. I wasn't going to at first but then thought about maybe having it as a sub weapon and seeing of how Sypha's abilities will make the game too easy I'm going to toss the elemental attacks out the window (fire, ice and lightning) as this would give way too many sub weapons in the game though again I don't know on how people would like this matter of having a huge variety of sub weapons at their disposal throughout the game.


Anyway, that's about the gist of things for now.  Working on concepts to make Stage 2 look like a mineshaft without it being anything closely related to that in SotN :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 07, 2017, 04:34:18 pm
Nice new screenshot for Nes Legends and also good luck with the rest of the project. :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: ShadowOne333 on August 07, 2017, 05:05:23 pm
I am looking forward to the Castlevania Legends NES project :)
It's looking really neat and I feel like that's one of the CV games which get less love, it's like the Metroid II of the franchise, the black sheep haha.

As for the English translation, you are free to use my patch, however I requested Sinis to ask Vice Translations as well, since a big part of my hack is their translation, so if they give the thumbs up, he is free to use my hack as a base :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 07, 2017, 05:11:05 pm
Ah hello there ShadowOne it's good to see ya,say have you ever consider adding stuff to your CVIII translated project?
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: ShadowOne333 on August 07, 2017, 05:17:54 pm
Ah hello there ShadowOne it's good to see ya,say have you ever consider adding stuff to your CVIII translated project?
Depends on the stuff :P
If it deviates too much from the main focus of the game, I might not.
But what do you have in mind?
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 07, 2017, 05:21:02 pm
Oh not much just like giving Alucard a Sword and sub weapons since Grant is a powerhouse in the Japanese version of the game.

Besides I have my own personal ideas for the american version even though I don't have the skills to do so hence my name,Im just an idea person.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 07, 2017, 06:48:56 pm
As for the English translation, you are free to use my patch, however I requested Sinis to ask Vice Translations as well, since a big part of my hack is their translation, so if they give the thumbs up, he is free to use my hack as a base :)


I'm patiently waiting for an email back from the website that I found via their profile on here.  If they don't agree then I'll wait to ask around once after the levels are done so that way no one thinks its empty since stuff is still early however would like to have a simple thing implemented in as even later I'll need to find a programmer on here to implement the German alphabet in for that translation :)






Towards the project right now, some stuff I came up with on the fly.  A new jump and death animation I'd like to have and replace those currently in the game.


(http://i.imgur.com/bU5SyU5.jpg)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 07, 2017, 07:01:41 pm
Well well those sprites look interesting :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 07, 2017, 07:42:16 pm
Indeed :)


Here's the track for the intro reel as I'm calling it Prologue of the Hunter https://www.youtube.com/watch?v=HzbpI-KEx4Y (https://www.youtube.com/watch?v=HzbpI-KEx4Y)



Since the GameBoy version was just called Prologue and this has an added song tied into it figured I'd add onto the word :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 07, 2017, 07:48:18 pm
Awesome,Legends Nes is looking and sounding more awesome with each update,Im looking forward to playing this game and CoA,which that one is released that is. XD
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sephirous on August 10, 2017, 01:20:14 am
@ David The Idea Man

If Shadow did start installing stuff like Alucard Swords and stuff, You bet the first thing I would ask is if I could use his new creations in Cadence. But...There is that old American Vs. Japan Version thing that probably would interfere.

Sadly the Improved Controls Patch isn't American Rom Compatible.
It's not a big deal, But something I forgot and overlooked while designing. It's important when building these games to never forget even though the Roms are similar, That there is always that bunch of code that just loves to remind the creator that they aren't the same.

Luckily when it comes time for me to do some of the creations with The Prayer Screen Etc, That part of the Japan Rom is the same, For the most part it is identical. The ASM is more what is different. (Music, Sprite Animations, Enemy Damage Etc)  :thumbsup:
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: ShadowOne333 on August 10, 2017, 02:01:47 am
Oh not much just like giving Alucard a Sword and sub weapons since Grant is a powerhouse in the Japanese version of the game.

Besides I have my own personal ideas for the american version even though I don't have the skills to do so hence my name,Im just an idea person.
A sword for Alucard huh?
The idea sounds nice indeed, but that's out of my knowledge sadly.
I haven't tried touching 6580 ASM at all which the NES uses, I barely even understand 65816 xD. ASM is not my strength, but surely giving Alucard a sword with his hellfires as subweapon would be awesome, I'm up for that if someone tries todo so.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Zynk on August 10, 2017, 04:52:52 am
Towards the project right now, some stuff I came up with on the fly.  A new jump and death animation I'd like to have and replace those currently in the game.


(http://i.imgur.com/bU5SyU5.jpg)
Sorry... but I can't "read" the death sprite. Maybe give her lesser shading and give more emphasis on where her head and limbs are. Or you could base some poses on the GB game, esp. the idle pose (chest front, not back front).
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 10, 2017, 11:33:17 am
Remake the walk from the GameBoy eh?  I could give it a try and see where it goes as I never remotely even thought about doing that and I did redo the death sprite as you can tell where things are as I'll post that up with other things sometime next week for more feedback.  Thank you though :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 10, 2017, 11:37:29 am
Hmmmm sounds interesting :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 10, 2017, 12:00:37 pm
Hmmmm sounds interesting :)

Indeed :)

Though the idle stuff, wonder if any extra programming will screw anything up for that.  Been thinking about that type of thing off and on for some time since I don't plan on having a timer for the game.  I could work on something and fling up a mock thing to see on what people think of it :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 10, 2017, 12:09:39 pm
Sounds like a good idea Sinis,hope you keep that in mind? :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: PachaWillWatchYa on August 10, 2017, 12:10:21 pm
Honestly, at first I thought the second sprite was a backflip, due to her pose.
But the jumping one is nice.
And I'm all in for idle sprite.

I'm just wondering where you'll fit them in, considering that 2 character gfx can't be loaded at the same time(as far as I know, NES can use 4 chuncks of gfx(for the lack of a better name) for sprites and 4 for background), unless you sacrifice space in one of 2 chunks of gfx that are used for enemies or the one used for HUD.
You did say something about only using ropes, but then later you said that you might actualy use both stairs and ropes, so you'll probably have to reuse some sprites for different animations.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 10, 2017, 12:30:02 pm
I don't plan on having any side characters in the game so I'd like to utilize their areas in some way possible especially since I'm still debating on having Sypha's elemental attacks in the game as either rare sub weapon drops or switch between them in a collection thing to give the normal sub weapons a boost while hitting enemies.  May be a too far fetched idea but that's on the side table.


Ropes and stairs idea I've recently decided to actually toss out and just keep the ropes.  I went against my original words and lost focus so definitely want to keep the ropes in as an only means  to get around besides the doors. 




There's a lot of other ideas I want to swing around and get feedback from the community as I'm now finding the time today to physically sit down and work on the game stuff so I will see about posting stuff up maybe later today and if not tomorrow for sure.  If I'm not too damn busy next week I want to pitch some custom lessers around and see of what people think.  I'm also wanting to get feedback on what people think about voice simulation in a game.  Not greatly used but see about something for the death animation and maybe getting hit then that's about all.  I need to talk to nesfan about it again but I have a lot of things going for him right now with making the reference tracks for only Legends NES.  Don't need to overburden him on the matter let alone I want to get all of the music done first then talk about other things :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: PachaWillWatchYa on August 10, 2017, 12:36:35 pm
Ok, if you won't use stairs then there should be enough space.
If you still lack space for sprites there might be some in the HUD "portion", though I don't remember what gfx are where in Cv3 ROM anymore.
I suppose you could use other character's space for enemies/bosses.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 10, 2017, 12:50:40 pm
Whoever I get for a programmer (start the drinking game for every time I say the word) I'll ask them about expanding stuff so things can fit in.  I'm not putting this on a cart so not worried about space issues or how big this will be.


Time will tell and when that rolls around things will be adjusted accordingly :)




By the way.  Does anyone know on how to get in contact with Vice Translations besides their website?  Their original profile on here has not been active in quite some time (since 2010) and haven't heard back from them so beginning to wonder if I should start asking around for English translators for the project.  I'm not fond of Twitter so not making an account to just go on there and ask them about it.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 10, 2017, 05:31:52 pm
Cool.

You know,Im surprised that Sephrious is helping with this project,but I hope he help you even more on it after he finally finishes everything for CoA.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 10, 2017, 06:05:32 pm
You know,Im surprised that Sephrious is helping with this project,but I hope he help you even more on it after he finally finishes everything for CoA.

Once he's all done with CoA I'll have him work on certain stuff while in return (and hoping this weekend isn't a cluster and a half) to finally start working on the boss sprites for Metroidvania  :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 10, 2017, 06:09:23 pm
Heh heh alright,sounds good :)

But also about Vengeance on Hell,since you are working one the sequel,it's ashame that the first didn't get the red carpet treatment like the second one?

Plus I wonder on what date Sephrious will plan to release CoA,when he get's it done. XD
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 10, 2017, 10:01:38 pm
Heh heh alright,sounds good :)

But also about Vengeance on Hell,since you are working one the sequel,it's ashame that the first didn't get the red carpet treatment like the second one?

Plus I wonder on what date Sephrious will plan to release CoA,when he get's it done. XD


Eh, it is of what it is.  In time I hope to draw more attention to it.

He's got real life stuff right now so when he updates is when he updates :P






On a side note, redid Sonia and those sprites a little.  Been messing with stage 2 off and on all day so didn't do too much to her stature.

(http://i.imgur.com/LrS8thG.jpg)



The death animation will fit into the original death sprite area along with the new jump for the kneeling position but I'm saving that back for a new spot somewhere on the ROM itself because I still want to utilize that.  I'd like to piece them up like how the game already has it especially for the rope climbing sprites...which I should work on sometime tomorrow.  Dunno to either go with two animations or three in how the walk cycle is.  Definitely going to have a three frame animation for the whip attack while on the rope, which sub weapons will also use the same on the rope.  Going to try my best to have it animated in a way to share the same whip animations on foot to cut back on room  :P



There was a question that was shot to me that I want to share on here since I never got to address one thing...can't remember if I did but going to state it anyway lol.  I'm not going to add the crawl animation that was in the GameBoy version.  Of how Castlevania 3/Akumajou Densetsu is that would cause more unwanted work let alone possible bugs as when  you do get stuck in a wall you can keep jumping up until the point you get permanently stuck and have to reset the game.  I'd rather not have that  :P
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 10, 2017, 10:07:28 pm
Oh,your right.

Also nice work on the sprites :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 10, 2017, 11:31:17 pm
Thanks.



An update about the email I sent out.  Got an error back saying that the email could not be reached.  Double checked to what was up and it was typed correct so don't know why I would get it back this late after a couple of days.  I'm not making a farking Twitter account to ask the person so now I'm kind of in a pickle right now.  Guess I'll go ahead and finish the game as planned then look around for a transcriber.  Such is life  :P
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 10, 2017, 11:42:18 pm
Anytime
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sephirous on August 11, 2017, 01:59:57 am
Cool.

You know,Im surprised that Sephrious is helping with this project,but I hope he help you even more on it after he finally finishes everything for CoA.

I can do pretty much anything when it comes to graphics and thinking outside the box. I have just been quite busy lately and haven't had much time to get on the computer.
I'll try my best to make some time over the weekend.  :thumbsup:
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 11, 2017, 08:37:36 am
Heh hehawesome,I mean you are THIS close to finishing it,I bet you are excited huh? :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 11, 2017, 04:09:56 pm
We'll see in time for CoA :)



For Legends NES, I'm not jiving with the new sprite walk that I made so going to redo it so she looks normal and more back to her original look.  I'll post this stuff up later next week as I'm getting off track again  :P
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 11, 2017, 04:16:59 pm
Well alright,but you know,I want to see Castlevania III get a fan romhack remake sometime in the near future and maybe use the engine to remake the first one but you know,Im surprised no one has made a romhack of Super Castlevania IV yet?
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 11, 2017, 04:20:53 pm
I came close to doing both of those though for Super Castlevania IV it was going to be called Super Castlevania done on Castlevania 3.  Legends NES came out in the end as I felt it could be something way later in the future or for someone else to handle.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 11, 2017, 04:27:07 pm
Oh I see,well I hope someone does do a full special remake of both games,like I said a year ago,Im planning to draw out ideas and such and maybe share with them to whoever will do those remakes.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 18, 2017, 12:24:42 am
Been very busy lately though slow progress is being made.  Still messing with Stage 2, Deborah Cliff Mine.  Its coming along :)

(http://i.imgur.com/JYSelzr.jpg)


(http://i.imgur.com/rxSjkr0.jpg)


I'm not changing Sonia's look anymore.  Out of all my character sprites I've made she's the only one that's gone through the most changes so this is a final look for her.  No more :)

As for the stage, I have plenty of room left over and hit a creative point so I'll show that off when the video is posted.  Maybe another week or two, depending if real life still has a hold of me along with any future development for CoA and MetroidVania.  I know that I stated about posting up some sprites for the rope climbing in which I'll do that this weekend when I do make some time for it.  Started on it and its halfway done.  When I do want it implemented I'm going for 3 animation frames which extend into four like how the walk cycle does so it feels like an actual person climbing instead of it being mirrored however the attacks will share the same sprites from looking left to right which is fine as that's how Castlevania is anyway.


That's about the gist of things for now :)

Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: maseter on August 18, 2017, 01:34:46 am
My first thought was "wow i can't wait to play as a skeleton"!
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Ar8temis008 on August 18, 2017, 07:18:15 am
I'm sorry if you've already answered this. The thread is massive, but is this going to include those stupid arena pits?
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 18, 2017, 08:31:00 am
Nicely done Sinis,it's looking great so far,keep up the great and awesome! :thumbsup:
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 18, 2017, 10:28:45 am
My first thought was "wow i can't wait to play as a skeleton"!


Lol.  Could always do a Skel's Revenge Part 2 for the heck of it though I'd have to ask the original creator for permission first ;)


I'm sorry if you've already answered this. The thread is massive, but is this going to include those stupid arena pits?

Its all good and nah.  I'm  not including those cursed things :)


Nicely done Sinis,it's looking great so far,keep up the great and awesome! :thumbsup:

Thanks like always David :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 18, 2017, 10:45:15 am
Heh heh no problemo Sinis,seriously I am glad you are working on this remake/re-imagining of the gb title of the same name,I just hope Sephrious can help with the project more,however he still hasn't finished up CoA (I hope that he dose) because Im starting to get hyped for this one! :D
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 18, 2017, 11:15:20 am
For CoA, its in Optomon's hands right now an that's all I'm gonna state on it.  Don't want to give away any spoilers on what is being further done  ;)


For Sephirous's help, I'm going to  make up a  mock intro for the prayer screen sometime, insert those sprites into the game and let him go all out on it with the mock intro as a reference.  Another major thing I'd like to do for the prayer screen is to move Trevor/Sonia down on the screen some instead of being up high while also taking out the lightning and sound effects for that area however that part I'll have someone else do unless he can figure out how to move her down himself though I'll let him experiment around with his own knowledge and mettle for it.

Right now since I have time I'm working on lessers off and on throughout the day along with Sonia's rope climb and attack animations.  Going to do those just right so I can rely on the original whip animations for attacking instead of  making new ones :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 18, 2017, 11:35:51 am
Oh,I have no idea that Optomon is working on some certain things on it,heh heh,I wonder what will be shown when HE gets it done. (smirks)

Hmmm,all those ideas sound great and I hope you can manage to do the rope climbing animation and plus turn her soul skills into actual sub weapons that can be used in the game,all of this sounds sounds really exciting Sinis,Im surprised that you and your team are working hard on this game,also I think it's a good idea to put Vengeance on Hell II on hiatus until Legends Nes is fully done. :) 
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 19, 2017, 03:25:18 pm
Indeed he is.  Right now I'm just patiently waiting around for him and Sephirous to give me word on whatever to make once everyone has gotten that far down the road as stuff will be starting sometime soon :)


This is what I have done so far.  Redid the rope climb sprites and feel they are decent though I do want feedback on them.  I'm aiming for them to fit perfectly in walking animation frames in Grant's area.

(http://i.imgur.com/LyBv7Cn.jpg)


I'll get the attack animations posted up later.  Been in town all day and am zonked.  Tons of people arguing and fighting over areas early before the lunar eclipse that's going directly over my area Monday  :P
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 19, 2017, 03:41:24 pm
Heh heh alright then,also the climbing sprites are looking great so far :)

Also I hope it dosen't take Optomon long enough to finish his end of the work for CoA,because Im starting to loose my patients in waiting for the game,it's driving me nuts XD
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 22, 2017, 03:16:14 pm

Also I hope it dosen't take Optomon long enough to finish his end of the work for CoA,because Im starting to loose my patients in waiting for the game,it's driving me nuts XD


The things that are planned right now will take months.  The stuff that was discussed between Sephirous, Optomon and myself will take time so sit back and relax...



Forgot to post this over the weekend.  Got side tracked a lot  :P

(http://i.imgur.com/TnIavVH.jpg)




On a side note, Stage 2 is about halfway done.  Went back to change some things :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 22, 2017, 03:18:24 pm
(Sighs) I thought this might happen,maybe I should stop and waiting for posts for the project and move on,because all of these constant stuff that keeps getting add to the game,prevent it even more to being finished and Im sadly getting impatient,but still I wish you guys with the project.

Also good work on Sonia's sprite.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 22, 2017, 04:30:00 pm
As the old saying goes, Rome wasn't completely built in one night  :P

I was impatient like you once but I learned the hard way after finding out that this older technology isn't a walk in the park to mess with nor program.  Made an imbecile of myself when doing so.  Learned from it and walked onward.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 22, 2017, 04:53:45 pm
Well I hate to bring this,Im an impatient person =/
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 22, 2017, 04:57:21 pm
I can tell.

All I ask is, on all of our behalf, please have patience with us.  If you are bored go rummage through the patches on here and pick something out.  Tons of stuff to choose from.  You never know when you'll find something hidden in the library that's got a great replay value :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 22, 2017, 05:03:26 pm
Meh,I guess but I think the best thing to do is to move on,plus some of the Castlevania hacks are just rehashes,no new music,just updated sprites,the only one I have is Chorus of Mysteries and Im surprised no one still has made a CVIII hack where Alucard has his Sword and sub weapons that he can use and a better weapon for Grant.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: ShadowOne333 on August 22, 2017, 09:22:53 pm
Sinis, did you get any word from the guys from Vice?
Just curious to know what the outcome of that was.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 22, 2017, 09:45:57 pm
I haven't gotten any word back from them yet.  Beginning to wonder if that email is dead like how that account associated with it is.  I really don't want to make a Twitter account either to go and ask them about it if they even are active on there.


So right now I'm trying to decide to either on risk of not asking them and yet still give them credit alongside yours with that one patch or when the time comes to try and find someone that can change stuff over.  As of now I need English as a main one to have translated along with German in the future but now I have three more which is Japanese (change the story text), Russian and Spanish.  Really don't know how I picked up the other three but people who I socialize with have let me know that word about Legends NES is starting to reach quite far in a lot of communities. True or not, people are kindly asking about these to be translated to those languages.


For now, I'm more focused on having it changed to English.  I know that I have your blessing for the patch but my paranoia runs wild when I don't get a word back from another source because I really don't want to do a no-no when they do eventually respond and say no.  I just want to be on the safe side of things :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: ShadowOne333 on August 22, 2017, 10:38:56 pm
I say go for it and continue with mine.
Adding them to the credits alongside with me should be enough.
Something like:"Original Work - Original Akumajou Densetsu English translation" for theirs.

Also, I'm a native spanish speaker, I could lend a hand down the road for that one if you wish.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 22, 2017, 11:09:21 pm
I could go with that route then and hope they aren't cross about it :)

Sounds good then :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on August 30, 2017, 08:41:12 pm
Been sitting on this decision for a while now.  Been talking it over with nesfan after talking to Bregalad and snarfblam.  For Legends NES I'd like to have that converted over to the N163 sound engine format.  I know what you all are thinking. "Oh gosh, another move?  Is it going to be pushed back more??" Yes it is. I want to take as long as possible on Legends NES since there will be extra programming involved especially with new moves and such for it.  I know looking for a programmer to do this will be extremely difficult to do as it will be like looking for a needle in a haystack.  Why the move to N163?  Because its there and its possible.  Right now nesfan will be focusing on the VRC6 stuff unless he wants to go on with N163 6 channel stuff.

I understand that the ROM itself may not have so-and-so stuff for it but programming it in, whoever does it, will have all the time in the world to do this.  They just have to be very familiar with mappers and the likes for it to actually happen.  Could always find a sound engine that utilizes this and port it over though it all depends on what the programmer will want to do.

Am I reaching for a pipe dream?  Doesn't feel like it.  I've seen the impossible become possible on this website by talented programmers and not afraid to ask around for it when the time comes.  Was just holding onto the idea until I got more information.  Not an easy task to undertake but something I'd like to happen towards Legends NES.  Everything will have to be done by scratch since it will be a full on sound engine conversion.  Again, I'm not worried about putting this on a cartridge so can expand to whatever size necessary with hopes of not have to rely on a single custom or its own type of emulator just to run it :)


As for VoH 2, that will remain VRC6.






I know people will step forward and say I should just stick to VRC6 however this is something I want to aim for and with the help of whoever wants to step up and take on this massive task it will be deeply appreciated.  This will most likely be the only project I'll ever do this to :)




In time I will post up more stuff for Legends NES as I went back to tweak up some things.  Never knew I'd be putting this  much love and attention into the Clock Tower lol :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on August 30, 2017, 08:54:17 pm
Another Chiptune change,oh well XD anyways good luck with the Clock Tower stage for Legends Nes :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on September 04, 2017, 12:41:31 pm
Just letting everyone know that the N163 idea is going to be messed with.  Finding out of how possible it is made me happy however punching in the numbers may take up more room than necessary so experimentation right now in what to have.  You all know I jump the gun on things but if worst case scenario happens we'll just stick to VRC6.  Might have to go that route of how things may be looking in order to save room and keep ideas that I want.  Learn as one goes along so such is life.  Plans always change :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sephirous on September 04, 2017, 07:33:10 pm
If you need to expand the Rom for more code room, I can do that if you want as I did it to Cadence Of Agony.

Give the programmer about 256Kb of code room near the end of the Rom.  :thumbsup:
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on September 04, 2017, 07:34:46 pm
Sounds interesting :) also still waiting for more CoA goodies to get me hyped for the game,gah I really need to play it! X3
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on September 04, 2017, 08:46:31 pm
If you need to expand the Rom for more code room, I can do that if you want as I did it to Cadence Of Agony.

Give the programmer about 256Kb of code room near the end of the Rom.  :thumbsup:


To save time and hours of pain I'm going to just stick with N163 and leave one future project that I have saved back for that idea.  I'll let you know of those plans later on down the road :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on September 04, 2017, 08:58:38 pm
Hmmm I wonder how the soundtrack to Legends Nes will sound like with that chip?
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on September 04, 2017, 09:32:07 pm

To save time and hours of pain I'm going to just stick with VRC6 and leave one future project that I have saved back for that idea.  I'll let you know of those plans later on down the road :)



Making adjustments to this comment.  Made an error typing it.  I'm freaking tired and almost dead to the world  :P



Sticking with VRC6 so it will be easier on everything.  My apologies on that.  Was thinking VRC6 but typed N163 instead.  Gonna disappear for the rest of the night before I make another mistake.  Super long day lol :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on September 04, 2017, 09:48:52 pm
LoL alright there Sinis,I hope you rest easy? :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on September 06, 2017, 02:50:51 pm
No rest this week, only sweat and work lol.




Final decision for Legends NES, I am keeping it VRC6 to save back on extra work.  I know things can be extended however no need to add anything extra to the pile besides I'm a sucker for VRC6 anyways  :P



For now, I shall disappear again for the rest of the day.  Of how things are going it might be a couple of weeks until I can work on Legends NES, MetroidVania and anything remotely CoA.  Got a lot of stuff to work on that was just brought to my attention besides my driveway and privacy fence.  Such is life  :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on September 06, 2017, 03:13:07 pm
LoL glad to hear that the VRC6 chip is still being used for Legends Nes's soundtrack,also I wish you luck in your work Sinis and don't try to push yourself too hard? :)

I Hope to see more stuff soon later this week or next week. XD
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on September 22, 2017, 07:21:40 pm
Found some teeny, tiny time today to work on Legends NES.  Getting things sorted out however still far from done on remotely working on anything throughout the day  :P


Second half of Stage 2.  Finally working things out.  Using some of the blocks from the actual Legends GB game to see how it looks.  May or may not keep it, dunno yet.  Still gotta decide on what background to go with as I'm trying to make this level feel like the cave area in the GameBoy game.

(https://i.imgur.com/bogGnwj.jpg)

Another room.  The moving platforms need to be adjusted around a bit.

(https://i.imgur.com/t9fCUZN.jpg)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on September 22, 2017, 07:44:03 pm
It's looking rather nice Sinis,I hope you get a chance to work on it more along with CoA or is Optomon doing that still?
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on September 22, 2017, 07:57:30 pm
He's doing CoA.  That will take time to do all the stuff for it.  Need to talk to him sometime when he's got some free time on  his hands.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on September 22, 2017, 07:58:56 pm
Ah okay then,I hope he's doing an okay job in putting everything together with the game itself?
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on October 05, 2017, 11:37:02 am
Ah okay then,I hope he's doing an okay job in putting everything together with the game itself?

The gentleman knows on what he's doing so Sephirous and me aren't worried at all :)




On a side note, after Halloween has gone I'll start working on Legends NES full time again with MetroidVania in the evening hours.  Writing down ideas for VoH 2 so kinda working on that as well :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on October 05, 2017, 11:41:51 am
Well I hope he gets it done before 2018 hits?

Heh heh,nice to hear this piece of news,Sinis and also Im glad you are going to work on Nes Legends more often now and Im curious to know what are your ideas for VoH II are? 
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 02, 2017, 04:03:28 pm
Well, a small update on Legends NES and its not too pretty.

Thanks to some idiot out there I'm gonna have to rename Legends NES into something else however I plan on keeping Legends within the title so the theme can still be there.  I'm able to keep all of my stuff up on YouTube however certain ones I'll need to rename.  With that being said I'm going to talk to Sephirous on what he thinks on moving my Sonia Belmont and the events around her into the universe where the Cadence of Agony reboot resides in.  The story I did have will have to be trashed in order to accommodate the new.


I expected drama when I started my stuff which is no big deal but the only thing I'm sour about is I have to redo the story as I had something great going.  This won't effect the levels in any way though when I do get to designing more of them I'll have to adjust them around to the new time period.  I'm going to keep this thread titled the same for now until otherwise.

Such is life :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on November 02, 2017, 04:08:11 pm
Hmmm,I think that sounds like a good idea Sinis. :)

Also whoever started that problem for you,just forget about'em.
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 02, 2017, 04:42:28 pm
I'm not worried about it though just find it as an inconvenience.  Anyway, I'll update something next week as I'll brainstorm something up :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on November 02, 2017, 04:50:01 pm
Oh,well alright then. :)

Heh heh,okay,I'll be looking forward to the update and best of look with the sprite work for CoA :)
Title: Re: Castlevania Legends NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Vanya on November 03, 2017, 01:25:31 am
I'd just keep things as is and not worry about it.
It's a fan work. You can do it however you want.
Title: Re: Castlevania 4 and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 03, 2017, 09:38:08 am
I don't wanna test fate too much right now so I'm safely movingly my Sonia Belmont into the universe of Chorus of Mysteries and Cadence of Agony by having it set 100 years after one project by Sephirous that is also set after the events of CoA.


Going to look up some stuff and see on what I can make so the title doesn't sound cliche while still having the theme of Legends in all of it.  I'm open for suggestions while I safely put all of this behind me to move forward as I'm not letting this project die :)





Worked on it some this morning before doing my stuff for CoA :)


(https://i.imgur.com/zV4luCl.jpg)




The transition part before going up into the cave temple area.


(https://i.imgur.com/af43c38.jpg)
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on November 03, 2017, 09:56:02 am
Well well,so your going to make this game into a follow up to CoA huh,I think that's an interesting idea there,Sinis :) Im glad that you are not giving up on this project,keep up the great work! :thumbsup:
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: ShadowOne333 on November 03, 2017, 10:13:20 am
Wait so is Legends NES being worked into something else entirely or simply a name change?
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on November 03, 2017, 10:16:00 am
I think the gameplay and style will remain as it is but the name will be changed. :)
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 03, 2017, 10:28:26 am
Just a name and story change.  The original elements that I have planned for the game will still remain there. 
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Spooniest on November 03, 2017, 01:08:11 pm
Castlevania: The Legend of Sonia Belmont seems classy and snazzy to me.

Use if you like. Forget the credit, I spat out words.
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sephirous on November 04, 2017, 02:55:26 am
Well well,so your going to make this game into a follow up to CoA huh,I think that's an interesting idea there,Sinis :) Im glad that you are not giving up on this project,keep up the great work! :thumbsup:

I'm actually working on a third game in the series, This one essentially would come after that.
I'm still doing the investigating part so far, It's going to focus more on the story rather than the game play.
Basically after Armand departs from Richter and returns to town. Armand's next journey begins. I am going to use The Simon's Quest Engine and have a plot where Armand seeks revenge against Death. Now if you think of Simon's Quest you probably can see where I am going with this...Maybe.  ;D
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Ar8temis008 on November 04, 2017, 09:45:00 am
Castlevania: The Legend of Sonia Belmont seems classy and snazzy to me.

Use if you like. Forget the credit, I spat out words.
How about Castlevania: Legend of Demon Castle
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on November 04, 2017, 11:06:09 am
I'm actually working on a third game in the series, This one essentially would come after that.
I'm still doing the investigating part so far, It's going to focus more on the story rather than the game play.
Basically after Armand departs from Richter and returns to town. Armand's next journey begins. I am going to use The Simon's Quest Engine and have a plot where Armand seeks revenge against Death. Now if you think of Simon's Quest you probably can see where I am going with this...Maybe.  ;D

Well weell,Im eager to see this. :)
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 05, 2017, 10:39:31 pm
Got some names figured out however the add poll feature is nowhere to be found for me or is turned off for this thread.  I don't know if its due to this account being merged over with my old one that started the thread or that permission was taken away.  I remember seeing that option available ages ago but not now :P


I'm able to do a new thread with a new poll but nothing to add towards this one.  Times I am very tech challenged lol.

November 05, 2017, 10:49:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I see on what the problem is.  Due to whoever merged this account with my old one it still recognizes the account Sinis as a poster and not the owner of the thread even though I can modify the first message and title of this thread to whatever I want.  Probably some sort of bug lol :)
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Spooniest on November 06, 2017, 03:47:08 am
How about Castlevania: Legend of Demon Castle

Or better yet, do it in Japanese, which would be Akumajo Densetsu...! Wow that sounds like the best name for this particular piece of software I've yet heard
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 06, 2017, 10:19:50 am
Lol, the sarcasm is thick  :D



Right now I have five titles to choose from.  Legends of the Dark Dragon, Legends of the Demonic Castle, Legends of the Night, Legends of the Dark Concert and Legends of the Demonic Lords.  I have a poll posted up at another place though not sure if you have to register there or not so not sure if I'll post a link to it or not.  If people are remotely interested in the voting poll just PM me and I'll give you the link that way so it doesn't look like I'm advertising another website via here :)
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sephirous on November 07, 2017, 12:57:58 am
Here are a couple titles that popped in my head for laughs.

Castlevania IV - Requiem Of Empathy

Castlevania IV - Legends Of Necrophilia

Castlevania IV - Elegy Of Madness

Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 07, 2017, 12:02:25 pm

Castlevania IV - Legends Of Necrophilia



My mind went south instantly on that lol  :P






On the poll via the other website, I did check and seems you have to register in order to cast a vote in so I'm not going to link it to anyone.  I did send a PM to one of the moderators on here to see if I can get my account situated for this thread to make an appropriate poll without making a separate thread someplace just to make said poll :)
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Spooniest on November 07, 2017, 05:53:16 pm
 :(

I don't care for any of those titles.......... mlah. It's your thang, do what ya wanna do...

Sonia = 'wise'
Belmont = 'from the mountainous regions'

Wise people study, and the word 'etude' is both French for 'study' and is a type of musical composition (Rondo, Symphony, Nocturne, Harmony, Aria), so...Castlevania: Etude of the Mountain?

Spoiler:
é·tude

āˈt(y)o͞od/

noun

a short musical composition, typically for one instrument, designed as an exercise to improve the technique or demonstrate the skill of the player.

But go with what you feel like.
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 07, 2017, 06:16:12 pm
Those are just throw around titles he placed up.  I have stuff up elsewhere in a poll since I cannot make one on this thread due to some bug when they merged my two accounts together.  On what I have listed is:

Legends of the Dark Dragon (1 vote)
Legends of the Demonic Castle (4 votes)
Legends of the Night
Legends of the Dark Concert
Legends of the Demonic Lords


I got these from suggestions since I still want to keep Legends within the title.  I was going to link the web page for people to vote on it but it looks like an account is required to vote on that website so not going to force anyone into that.  Really am not sure on where to post here for a poll and quite frankly I'm not going to make another thread someplace just for the vote so going to rely on one single thread on another website or until they can get my stuff fixed here then I'll do a poll here as well and combine the numbers in the end from both places to see where everything stands :)
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on November 07, 2017, 06:20:52 pm
Huh,interesting,well I hope to see more progress to this game as well as the other Castlevania projects as well. :)
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Spooniest on November 08, 2017, 12:00:44 am
Legends of the Dark Dragon (1 vote)
Legends of the Demonic Castle (4 votes)
Legends of the Night
Legends of the Dark Concert
Legends of the Demonic Lords

Yep those were the ones I was looking at. I told you, I don't care for them. Sorry mate.
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 08, 2017, 12:24:48 am
Its all good man :)
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Vanya on November 08, 2017, 06:43:47 pm
Why not just use the original Japanese title or some variation of that. Dark Night Prelude isn't bad.
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 08, 2017, 06:57:48 pm
To be honest, I almost did change things to that by going the Japanese name route but then thinking of how certain parties are now watching I'm going to go the safe route and go with something else.  Besides, I don't wanna pull down the poll and look like a jerk in the same process as I want to let people decide this.




Ugh, trust me this shit is frustrating  :-\
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Spooniest on November 08, 2017, 07:08:35 pm
To be honest, I almost did change things to that by going the Japanese name route but then thinking of how certain parties are now watching I'm going to go the safe route and go with something else.  Besides, I don't wanna pull down the poll and look like a jerk in the same process as I want to let people decide this.




Ugh, trust me this shit is frustrating  :-\

And just think, this is only naming the thing. :D

I've encountered similar frustrations when naming a band. Try geting 4-5 adults crazy enough to want to play music for a living to agree on a name for something. It's like herding cats.
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 08, 2017, 08:53:26 pm
Lol, indeed :)
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Vanya on November 10, 2017, 01:29:23 am
To be honest, I almost did change things to that by going the Japanese name route but then thinking of how certain parties are now watching I'm going to go the safe route and go with something else.  Besides, I don't wanna pull down the poll and look like a jerk in the same process as I want to let people decide this.




Ugh, trust me this shit is frustrating  :-\

I thought of that as I was clicking post. :P
I tried naming by poll once before. Didn't work out that great.
Asking for suggestions worked out better for me.
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 10, 2017, 09:06:58 am
Asking for suggestions worked out better for me.


I took down the poll just recently as people are still suggesting me stuff.  Right now my top favorites are Legends of the Demonic Castle, Requiem Of Empathy and Nocturnal Requiem.  At this point I don't care anymore about having Legends within the title however I'm still keeping the Legends theme within the project.
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Vanya on November 10, 2017, 10:58:02 am
Pick whichever you like the best. In the end the content of the project is more important, and anyone that really like another title can edit their personal copy easily enough anyway.
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 11, 2017, 09:07:28 pm
There was one title that was thrown at me.  Castlevania 4: Resurrection of Darkness.



Kinda has a nice ring to it in honesty :)
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: DavidtheIdeaMan on November 11, 2017, 09:28:43 pm
Sounds great to me. :)
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Vanya on November 12, 2017, 04:03:56 am
Actually, yeah! It's sounds pretty damn smooth to me.
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Spooniest on November 12, 2017, 09:38:54 am
There was one title that was thrown at me.  Castlevania 4: Resurrection of Darkness.



Kinda has a nice ring to it in honesty :)

If it inspires you, go for it. Whatever makes you wanna work on the thing, amirite?
Title: Re: Castlevania 4 NES and Vengeance on Hell 2 (Akumajou Densetsu Projects)
Post by: Sinis on November 12, 2017, 09:42:09 am
I know it has Resurrection in the title but that one never came out so RoD it is :)



If it inspires you, go for it. Whatever makes you wanna work on the thing, amirite?


Indeed :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on November 12, 2017, 01:13:31 pm
Hmmm,Castlevania IV:Resurrection of Darkness,I think that's an interesting title,welp I hope this project goes well,after you finished with the last boss sprites for CoA. :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on November 19, 2017, 11:34:17 pm
Well, definitely taking a different approach to the title in my own way.  Very different...testing the waters kind of different.  Still trying to find a suitable text to fit in at the bottom since I don't have a lot of room down below.

Showing people that I'm still working on this though late at night around everything else.


(https://i.imgur.com/3yw6IgQ.jpg)







Music tracks.  Some days ago nesfan said he was going to update the .nsf so when he gets that sent over I'll post something up.  He had the boss music done along with a few other stuff.  Some tracks I'll save back and post up to areas that they will belong to :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on November 20, 2017, 08:15:46 am
Excellent work on the logo. :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on November 21, 2017, 01:19:02 pm
Thanks though I've already changed it lol.



Well, people kept asking me to see stage 2 of RoD so here's a video of the unfinished stage.  Been busy doing stuff for CoA, BoS and MetroidVania I haven't touched the stages much.



https://www.youtube.com/watch?v=XpBhmSVAS5Q&t=15s (https://www.youtube.com/watch?v=XpBhmSVAS5Q&t=15s)




I have already put the English patch from ShadowOne333 into the game as he will be referenced for it in the credits section.  Still no word from Vice Translations so I'm guessing that they are not active anymore on here nor on the website that I sent the email to.  I will still credit them as well.



Music.  Nothing new yet.  Nesfan has been extremely busy with stuff lately and yes, we are still going with VRC6.  I'm going to save the N163 idea for another project in the future :)





Not much of an update.  I'll start working on this once all of my stuff for CoA, BoS and MetroidVania are done.  Few months maybe.  I'm in no hurry nor should you be in playing this.  Patience brings its own rewards :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on November 21, 2017, 01:25:07 pm
Lol I already seen that vid & I love the work thus far on it,I hope you find a programmer to help you out in your projects,plus I can't wait to see more sprites for CoA & BoS,keep up the great work. :thumbsup:
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on November 25, 2017, 11:14:33 pm
Will definitely do what I can :)



Aight, the first boss theme is up!

https://www.youtube.com/watch?v=iT21ViuRV9s (https://www.youtube.com/watch?v=iT21ViuRV9s)



Decided to show off a sprite to a future custom boss that I'm calling the Stone Manticore.  After learning so  much from CoA and Optomon I'm enjoying the freedom that I can have within a certain space.  Sure things will have to be adjusted in time to cope with whatever walls that are hit but never have I expected to be able to go quite far in something like this :)

November 26, 2017, 11:52:54 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Before I start doing other stuff today here's a few sprites I'm working on.  Custom bosses for RoD :)


(https://i.imgur.com/B0tFaT6.jpg)


The Stone Manticore and the previous color set I have which I almost had it a Fire Manticore.  I know there are too many colors for Dracula's head but I know of a cheap trick in the YYCHR to make this happen  ;)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on November 26, 2017, 05:38:46 pm
Awesome sprites right here and plus isn't that Dracula sprite from Chronicles?
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on November 26, 2017, 07:30:54 pm
It is from Chronicles, the Arranged version :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on November 26, 2017, 07:34:37 pm
Aha I knew it :D but seriously it looks fantastic and plus Im wondering on what his two other forms will look like?
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on November 26, 2017, 10:00:37 pm
I'll design those at a later date as they are written down for a reminder.  I never could say this enough.  If I can find someone that knows on what they are doing in reprogramming bosses to how they look and act I can get tons of stuff done let alone add in the extra attacks, music with extra music tracks, new menu, save feature, rope climb function, all stuff like that.  I'm utilizing what room I have made right now for Sonia's extra attacks as the area of Grant, Sypha and Alucard will provide such space for her.


Then there's the translation stuff that I also need to find someone for as there was German, Russian, Spanish, and Japanese (think those were the original) but now I need to find more for Korean, Chinese, Dutch, Brazilian, and French.  I'll ask around for those once the game is at 100% and the English IPS is posted up.  I do have someone for German to translate from English to German but only translation of words and the alphabet.  I looked up the German alphabet and there are 4 extra letters from what I saw with one new as of this year added to their letters from what Wikipedia has jotted down on the German language page.




I got a lot of stuff on my plate which made me push VoH 2 clear to the side so I can finish up RoD's backgrounds, sprites and all that.


At the end of the day, I know all of this stuff will take tons of time and patience to do especially on what I want to do as I want to do stuff that was never really done before in the Castlevania 3 and Akumajou Densetsu hacks section though CoA will be the first on what we have planned.  In time I want to search around for someone that is willing to make a program that can edit RoD like how Castlevania 3's reVamp is because I'd like to have my project be a ground base for anyone in the future use for their hack since I want the rope climb mechanic in it along with other stuff.  True it will be for Akumajou Densetsu however if things go right I want to go back to Castlevania 3 and do a rope mechanic there as well along with custom bosses but that won't be for some time from now, depending on how fast I can get RoD and VoH 2's sprite work done and passed onto a programmer.




I can't say it enough and I'm sure someone has started a drinking game from me saying it too much.  I need a programmer for VRC6 that knows the in's and out's of it along with knowing on how to customize bosses to make them act differently along with their size.  Optomon knows his stuff though he doesn't know VRC6 from what he told me so I need to try and find someone that's just as good as Optomon in taking a boss, copy it, edit it to whatever size and make it do what they please.  I only want to add maybe 4 extra lessers but for bosses, some I want to fully customize into something different while some act different than what they originally were.  This goes for VoH 2 as well as I have similar plans for that project as well....and also hope for someone that can make an editor for CotM like the DSVania Editor as I want to base stuff in that for VoH 3  ;)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on November 26, 2017, 10:07:57 pm
Heh heh,alright.

Oh wow,it looks like you have quite ALOT on your plate to do,I hope you'll manage to do all of those things and plus a follow to VoH II would be a GREAT idea ;) also I wish there was someone could do a redo of the first one?
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on November 26, 2017, 10:15:00 pm
I was going to ask Ballzysoft in the future to see if I can redo it though that will be after once both RoD and VoH 2's spritework is done as that is my somewhat planned Simon's Quest project.  If he says yes then it will be a go as I'll focus on that 100% but if not then I'll move onward to something else :)


I only told one other person about VoH 3 so this is a surprise announcement for it and still have yet to introduce the new character for VoH 2.  I'll probably do that next weekend as starting tomorrow I'll go back to working on stuff for CoA, BoS and MetroidVania :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on November 26, 2017, 11:30:40 pm
Ah alright :) heh heh nice,can't wait to see more stuff for CoA :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: bogaabogaa on November 27, 2017, 03:19:54 pm
Hey Sinis it is always nice to scroll through this page. Love your work  :thumbsup: When it comes to translating German you could also use (ae=ä oe=ö ue=ü) if there is no space/time for extra tiles in the ROM.
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on November 27, 2017, 07:53:57 pm
Appreciate the compliment, bogaa :)


If there isn't space then I'm sure any future translator will make the room for it though I will write that down for a future reminder :)

November 28, 2017, 12:41:36 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So decided to work on RoD since I'm making progress on the Zombie Trio for CoD.


Sephirous once told me that there were areas in the prayer scene that were not capable of being edited.  From changing certain sprites around think I found the exact spots that he was talking about.



(https://i.imgur.com/B9mCpyQ.jpg)


On the left is my mock-up intro to replace the prayer scene.  Still working things out as nothing is final as I still have to slide stuff around in the YYCHR for things to fit.  On the right is the area with the yellow circles showing the spots that cannot be changed apparently.  The amount of frustration this brings is very irritating.  Whoever joins me for doing the in-depth programming I'll  have to see if they can change this so my mock-up screen can become a reality someday.
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on November 28, 2017, 03:16:28 pm
Wow,nice work so far Sinis,it's looking great! :D
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on November 28, 2017, 03:41:57 pm
Looks great right now but still need to get past the hurdle of the black areas.  From what Sephirous told me these places can't be edited at all.  Just adding it onto the list for programming fixes :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on November 28, 2017, 03:44:26 pm
Heh heh,alright then. :)

Also I hope to see some progress on the Fake Zombie Trio for CoA next week. :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on December 19, 2017, 03:13:26 pm
Update time on RoD.  Its not much though I'm showing everyone that stuff is back on for the project right now.


Fixed some stuff in Stage 1.  Gave it a tad bit more environment by adding a mountain range in the background.



(https://i.imgur.com/WnQbRdk.jpg)



I know people are wanting to see Stage 2 completed let alone the beginning works for Stage 3.  Had to go back and make adjustments so things would hopefully feel like they are popping out more.

Other than that, I'll be working on the title screen to input it in and once that is done I'll send the game off to Sephirous so he can fiddle around with the prayer screen while I work around with Stage 2 and 3 sprites :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on December 19, 2017, 03:35:36 pm
Awesome! Also nice touch up for Stage 1,it looks more better then the last version :)

Also I hope you continue with this,due to the fact that Optomon is busy and all (plus it's nearly the holidays XD) but I know you'll put this game on hold once he gets back to ya. :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on December 19, 2017, 10:03:27 pm
Thanks like usual Dave :)

Right now I'll be focusing on this until after Jan 11th then all of my focus will be shifted to MetroidVania until Optomon can get back with me.



On a side note.  New track is out for RoD, A Requiem (Game Select) :)  https://www.youtube.com/watch?v=8d9eGZdkLMI (https://www.youtube.com/watch?v=8d9eGZdkLMI)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on December 19, 2017, 10:08:55 pm
Heh heh anytime. :)

Awesome,can't wait to see more stuff for the mod,well Im not sure,because I think Optomon is working hard in hopes to finishing Rollie.

Saw it,love it! :D
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on December 20, 2017, 10:49:56 am

Awesome,can't wait to see more stuff for the mod,well Im not sure,because I think Optomon is working hard in hopes to finishing Rollie.




If he is working on another project that I can  understand.  Just wish he would take five minutes to respond back to  me so I can get my bearings on what else needs to be done for CoA.  There's no drama at all,  just wish there was more communication because I am the type of person that wants to know everything of what else to do to contribute to a project.  Sitting around waiting at most times really messes with my ADHD shit...
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on December 20, 2017, 10:53:56 am
Ah,I see
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on December 21, 2017, 12:34:49 pm
Just to update everyone.  I stopped working on RoD.  Nothing bad or anything.  Just giving room for Sephirous to finish up on his work for the prayer screen as he's made a breakthrough :)



If anyone remembers from an earlier post of me posting up a screen showing circled areas in the prayer screen that weren't editable, Sephirous got those spots working just fine now.



(https://i.imgur.com/bzpB64C.jpg)



I know this seems confusing to people as its a garbled mess however this is huge progress.  The areas are now active and can be edited to fit the mock-up screen :)



Later today I'm hoping to get another music track posted up, something I hope gets everyone's attention along with nostalgia  ;)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on December 21, 2017, 12:39:50 pm
Alright sounds good Sinis & also I can't wait to see what track you upload later on :D

Also I hope Optomon is doing well on his Homebrew game?
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on December 21, 2017, 02:25:13 pm
Road of Enemy is now up for everyone to listen to :)  https://www.youtube.com/watch?v=GyM8eJCcO2I (https://www.youtube.com/watch?v=GyM8eJCcO2I)


I now realized something while posting these to YouTube.  The sound quality got butchered a little compared to what my actual music file is.  Kind of annoying that it did that but can't help it.  Anyway, enjoy :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on December 21, 2017, 03:28:50 pm
Nice,I love it,hope to see more tracks for this game as time goes by,keep up the great work Sinis! :thumbsup:

Also I hope you get back to it once your holiday's are done,which it is 2018 now,lol XD
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on January 07, 2018, 11:30:38 am
After everything being done with the holidays, was able to finish up Stage 2 after all this time.


(https://i.imgur.com/29FnABa.jpg)


(https://i.imgur.com/vXLUH95.jpg)




Thanks to Sephirous the prayer screen is closer to completion.  This is what he was able to do to the best that he could.  In time I'll have whoever joins in on the fun make it match the mock-up screen.

(https://i.imgur.com/Ugn6diC.jpg)




That's about all for now :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on January 07, 2018, 11:52:39 am
Heh heh welcome back Sinis,Im glad you enjoyed your holidays plus great work on finishing Stage 2 & the Intro is looking good so far :D I hope you & the guys continue working on this & you know Im not worrying CoA that much since I know Optomon is working on something himself.
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on January 07, 2018, 12:11:52 pm
I did get in contact with him a few weeks back and he said that he was going to start stuff January.  Whenever something is done either one of us (Sephirous, Optomon or  myself) will post it up.
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on January 07, 2018, 12:21:06 pm
Ah I see,alright then,Im glad to see that you were able to contact him,I hope to see more awesome stuff from you guys in the near future,keep up the great work. :)

Plus Stage 2's update looks VERY nice and I wonder what boss will be in this stage?
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on January 10, 2018, 03:37:21 pm
Stage 3, Dora Woods is coming along slowly.  Making it a nod to Thaddeus and Optomon's work on Castlevania: Bloodlust from what I remember on that one video that used to be up on YouTube.  I have 'limited' space compared to Castlevania 2 since Castlevania 3 has the status bar up top so working around that.


(https://i.imgur.com/b9H2RdJ.jpg)


Been changing things around a lot and still feels I have certain things brighter and more color than what the video portrayed as certain things in that had a single color for quite a few things.  Going to fiddle around with the ground, grass and stone more before I start working on my version of trees for the background colors.  Going to squeeze things together as best as I can so the player can also traverse through certain caves.  The background colors will change in time as I'm just creating the stuff that I need right now then will experiment around with night time colors :)



I'll post up more later once this stage is close to completion :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on January 10, 2018, 03:42:05 pm
Hey this stage is looking very nice,good job Sinis,can't wait to see more hopefully this afternoon :thumbsup: Im glad you are working hard on this Mod,speaking of which I hope Optomon is doing well on that homebrew game Rollie,Im suddenly REALLY interested in playing it!
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: PachaWillWatchYa on January 10, 2018, 03:45:02 pm
Stage 3, Dora Woods is coming along slowly.  Making it a nod to Thaddeus and Optomon's work on Castlevania: Bloodlust from what I remember on that one video that used to be up on YouTube.  I have 'limited' space compared to Castlevania 2 since Castlevania 3 has the status bar up top so working around that.


(https://i.imgur.com/b9H2RdJ.jpg)


Been changing things around a lot and still feels I have certain things brighter and more color than what the video portrayed as certain things in that had a single color for quite a few things.  Going to fiddle around with the ground, grass and stone more before I start working on my version of trees for the background colors.  Going to squeeze things together as best as I can so the player can also traverse through certain caves.  The background colors will change in time as I'm just creating the stuff that I need right now then will experiment around with night time colors :)



I'll post up more later once this stage is close to completion :)
You can use these for a reference:
https://plus.google.com/u/0/collection/IO8bEE
https://m.imgur.com/a/kUrra
Hopefuly they'll be of some help.
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on January 10, 2018, 06:16:58 pm
You can use these for a reference:
https://plus.google.com/u/0/collection/IO8bEE
https://m.imgur.com/a/kUrra
Hopefuly they'll be of some help.


This is very unexpected.  From what I remember only Optomon and Thaddeus had this stuff though looks like someone copied it all down and saved it for themselves.


This feels awkward in seeing these, not gonna lie about that.
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: PachaWillWatchYa on January 10, 2018, 06:20:49 pm

This is very unexpected.  From what I remember only Optomon and Thaddeus had this stuff though looks like someone copied it all down and saved it for themselves.


This feels awkward in seeing these, not gonna lie about that.
Could you explain what do you mean by ankward?
Do you mean it makes you uneasy or that quality of said copies is crappy?
If it's the latter I believe it depends on what device you're viewing it(the pics on imgur that is, they seem ok on PC bit are quite bad while on phone).
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on January 10, 2018, 06:39:04 pm
Its not the copy of them at all that makes it out of place.  Awkward of actually seeing anything directly related to Bloodlust outside of Optomon and Thaddeus's possession.
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: PachaWillWatchYa on January 11, 2018, 06:29:48 am
Well, the images were sent by Optomon himself to the guy who posted them(could link a thread in which he said it but I don't find it necessary), so those have Optomon's permission to be on teh interwebz.
Videos though are most likely youtube downloads though.
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on January 11, 2018, 11:26:43 am
Oh wow,those are interesting sprite work that Optomon did for that canceled Mod,geez I would've played if it got done but still maybe you can use something for it,Sinis?
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on January 11, 2018, 01:45:25 pm
Oh wow,those are interesting sprite work that Optomon did for that canceled Mod,geez I would've played if it got done but still maybe you can use something for it,Sinis?


Been making my own version of it since I started designing the stage lol.  Of how Mad Forest has plenty of room to design the level I am adding my own twists to it once the basic stuff is there.  I got a lot of stuff made however I'm saving the tree backgrounds for last since I'm still focusing on the vegetation and now the cave ceilings.  I'll see on what else can be added once everything I have made for the level :)




Also realizing of how Stage 3 is, I might have the programmer turn it into that of how the Ship of Fools is.  Have a boss fight in the middle then traverse onward to the rest of the stage so will need to design a custom boss for that which brings my tally up to 7 custom bosses.  Played through the entire Japanese game a few days ago to get passwords and such which made me realize a few more things to bring towards the future programmer.



I cannot express this enough.  Whoever decides to join me on programming everything that needs to be done and what I'd like to try to implement, one thing I hope is that the ropes can be done without any problems and if there are then this project is screwed as I want this to be the first NES Castlevania game to have ropes instead of stairs.  Be its own unique kind of specimen out there among the rest  :P
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on January 11, 2018, 03:17:46 pm
Ah I see,all of this sounds interesting and 7 custom bosses you say,well I can't wait to see how they turn out for your Mod,but also speaking of that has got me curious about CoA,I wonder how many custom bosses will be for THAT game?

Anyways,hope to see more updates next week :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Sinis on January 15, 2018, 08:47:29 pm
Worked more on Stage 3 today.


(https://i.imgur.com/UbuI93K.jpg)


More of the forest of what it will look like throughout parts of Stage 3.  Gotta work out a few more things so stuff doesn't feel like a copy and paste for the backgrounds.



(https://i.imgur.com/OrzvdUk.jpg)


Of how certain water areas will appear.  Think I'm going to implement my own water design as for some reason I'm not feeling the strait line stuff for the water.



Its not direct copy and paste as I wanted to learn on how this was done from eyeing stuff.  Already gave me a ton of ideas and I'm tempted to go and redo certain things in the first stage because of the shadow trickery bit going on.  Thaddeus isn't around these days but felt he taught me something while looking at his artwork.  Going to experiment around a bit on other things for future levels :)
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: DavidtheIdeaMan on January 15, 2018, 08:52:59 pm
Nice work Sinis,Stage 3 is looking great thus far,keep up the good work! :)

Hope to see more progress on this Mod in the coming weeks and months,I am eager to play this! :D
Title: Re: Akumajou Densetsu Projects: Resurrection of Darkness and Vengeance on Hell 2
Post by: Ar8temis008 on January 16, 2018, 11:10:24 pm
God damn this is coming along nicely. I can't wait till its finished! It says a lot when a few fans are willing to do more with a series then its actual owner. Keep up the good work!
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on January 27, 2018, 12:15:35 pm
Well, to update this thread in an interesting and embarrassing way.




I had a friend dig around for me a bit to see on what could be done about this name change bullshit a month back.  I got conned.  Everyone needs a hobby right?  Anyway.  Did my in-depth research on everything related to ROM's last night as I was furious about this let alone wanted to see where all the legal lines run.  Turns out I can keep Legends NES as an actual title as no one can do anything about it even if its from side sources.  If its from the actual source of Konami themselves then I have to change or in 99.9% of the time of what they make people do is cancel on what I'm doing from that cease and desist legal stuff they hand out.


I'm still new to all of this.  First experience for everything.  Did this make me look like an idiot?  Yeah, it did.  A total embarrassment  :P





With all of that said I'm taking the Sonia Belmont project out of Chorus of Mysteries and Cadence of Agony fanverse and setting this back into 1376 as Legends NES.
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on January 27, 2018, 12:33:25 pm
(Sighs) Im sorry to hear this Sinis,I was hoping for CVIV RoD but it's back to Nes Legends,Im not sure if there'll be a fourth game to BoS after that,but still best of luck to you.
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: Vanya on January 27, 2018, 07:44:25 pm
No worries, dude. It happens to the best of us.
I for one am glad it's back to being Legends.
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on January 28, 2018, 01:57:57 pm
Yeah,I agree with you Vanya and I think it should remain as a trilogy.

Also enjoy your break,Sinis. :)

Welp another month ended which was January and now it's Febuary,so I wonder what Sinis up to?
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on February 15, 2018, 10:09:26 am
Around stuff going on this week I had time to fiddle and add a few more things into Stage 3, Dora Woods :)



Redoing some things for color.

(https://i.imgur.com/jXCluTA.jpg)


Cave system, still working out the kinks.  There will be a background to it instead of being black.


(https://i.imgur.com/hSzWpaF.jpg)



Does this look familiar?  I hope it does as I'm trying  my best to recreate this certain water area from the video that was taken down.  Not sure if I will be going with a mountain range in the back as I'll add my own thing.

(https://i.imgur.com/thNYh6w.jpg)






Stage 1 got a color edit as I'm changing certain things to start off the game with.

(https://i.imgur.com/lXkkbmq.jpg)






That's about all for now :)
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on February 15, 2018, 10:15:26 am
Holy crap! :o Sinis,dude these look damn amazing,keep up the great work! :thumbsup: Also that part with the Merman jumping out,gah where have I seen that before! >.<
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: Mugi on February 15, 2018, 11:14:25 am
i have to agree.

now, im not a fan of romhacks and im even less of a fan of castlevania (shoot me plz!)
yet... im impressed, im REALLY impressed. Getting me to be impressed over a hacked castlevania, you earned your cookie!

that forest screenshot is just absolutely amazing!

so, when do i get to play ? :P
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on February 20, 2018, 06:46:26 pm
Thanks :)

Its a nod to Thaddeus's stuff though after working on mocking his stuff I kind of see where I need to improve on my things.  Once I'm done with Stage 3 I'll adapt his style into mine along with using those methods to redo stuff in VoH 2.




These are what I made for a new title to toss out the old one.  I'm leaning more towards the third one though need feedback on these.


(https://i.imgur.com/CoVtITD.jpg)

Think I still can't design titles too well.  Thought I once did but dunno :p

Trying something different since the area seems a tad bigger with Shadow's patch.  I still plan on referencing the individuals for the translation patches of Vice and Shadow :)





Color palette for this?  Not a clue yet  :crazy:
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on February 20, 2018, 06:54:13 pm
Lovely work on the logo Sinis & I think that might be a good idea for an overhaul for VoH II,it'll look better then it was before :) I wish you look on your continuing work on your mods. :)
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: PachaWillWatchYa on February 21, 2018, 06:30:40 am
Thanks :)

Its a nod to Thaddeus's stuff though after working on mocking his stuff I kind of see where I need to improve on my things.  Once I'm done with Stage 3 I'll adapt his style into mine along with using those methods to redo stuff in VoH 2.




These are what I made for a new title to toss out the old one.  I'm leaning more towards the third one though need feedback on these.


(https://i.imgur.com/CoVtITD.jpg)

Think I still can't design titles too well.  Thought I once did but dunno :p

Trying something different since the area seems a tad bigger with Shadow's patch.  I still plan on referencing the individuals for the translation patches of Vice and Shadow :)





Color palette for this?  Not a clue yet  :crazy:
The 1st and 3rd one are good, the 2nd one looks like a downgraded version of the 3d one.
But if you were to go with the first one, you could change the font of the subtitle to be more simplistic so that it fits better with the outline.

I'm loving the new stage graphics, though they could use more variation in places.

Btw, how would you feel if I were to use some of your graphics for my hack(if I ever finish it, that is)?
Namely, I'm interested in the cross subweapon, it looks pretty awesome tbh.
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on February 21, 2018, 11:55:38 am
There is more variation now compared to what I showed.  Squeezing in a few more things for the forest before I use the rest of the space for the cave systems and waterway area.  Title wise, went ahead to use the third one.


I don't care if you use the cross.  If  you need the YYCHR of it I'll email it to ya :)
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: PachaWillWatchYa on February 21, 2018, 01:59:06 pm
There is more variation now compared to what I showed.  Squeezing in a few more things for the forest before I use the rest of the space for the cave systems and waterway area.  Title wise, went ahead to use the third one.


I don't care if you use the cross.  If  you need the YYCHR of it I'll email it to ya :)
No need and thank you. :)
Though I also meant to ask are you ok with me copying bits of your graphics in the general sense?
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on February 21, 2018, 02:48:34 pm
I really don't care :)
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: PachaWillWatchYa on February 21, 2018, 02:49:36 pm
Ok and thank you.
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on February 27, 2018, 03:21:29 pm
Stage is halfway done.  I'm out of practice with making trees so thought I'd make something similar to that in Order of Shadows.  Pretty close but I'll be tossing these out tomorrow to work on something better  :P


(https://i.imgur.com/CQLuvFU.jpg)
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on February 27, 2018, 03:29:03 pm
I think it looks great Sinis,keep up the good job. :)
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on March 20, 2018, 12:41:16 am
Finally spruced up some stuff to release a video of Stage 3, Dora Woods :)


https://www.youtube.com/watch?v=XJEubvRJGOk (https://www.youtube.com/watch?v=XJEubvRJGOk)



The mist areas need to be frozen so they don't ruin the background  :P
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on March 20, 2018, 11:03:55 am
As I said before,beautiful work thus far Sinis also to correct my mistake,I hope you find a way to either freeze or remove that mist effect?
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: cartridge_rom on March 22, 2018, 05:26:17 am
will include scenes of images between levels as in GameBoy version for dialogue history

sonia's sprite is fine, but it seems very strong or thick for a girl
you value changing the sprite to another more slim stylized one with more detail like the power suit for Metroid Space Complex
your title screens are great, you should develop the title screen for the Metroid space complex project :thumbsup:
great job :beer:

(https://satoshimatrix.files.wordpress.com/2012/08/castlevania-legends-usa-europe-hack-by-sliver-x-v1-1-speed-up_05.png?w=450)(https://www.spriters-resource.com/resources/sheets/88/90811.png)
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on March 22, 2018, 10:54:47 am
I designed her in the style of Castlevania NES's format, to be different from her original on the GameBoy.  I have no intentions on changing her image.  Once this project is 100% complete people can do whatever they please to her image with their own copy of the patch :)


Well, I have two scenes planned but its for progression only as this will be a different story altogether with no Alucard in it.  Just depends if I can find someone to help in programming without arguing with me on what they want to do instead of listening and attempting the stuff that I want to have implemented.  All of my stuff is reasonable, just have to find that one person that is willing to volunteer in  helping  me out.  Tried programming and can't do it so I'm sticking to what I'm good at  :P


If MindFlower ever wanted me to redesign his Space Complex title I would do it.


Thanks :)
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: cartridge_rom on March 22, 2018, 02:37:25 pm
PasthorRothers :thumbsup:

this user does some incredible scenes of images, look at his project of the terminator, tell him if he can help you with that part of the legend project

luck :beer:
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on March 22, 2018, 03:48:01 pm
If I need help from someone for graphics I'll ask around.  Thanks again :)

March 25, 2018, 10:11:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Well, I just hit a major snag for Akumajou Densetsu and its not pretty.


Working on Stage 4 off and on this past week (Murky Marshes) and turns out that due to all of the editing I have done right now has made the first door inaccessible.  Figured this might be something simple so I moved the doors in the same place but didn't help.  Called in Sephirous to see on what he could do with it and turns out that the game no longer recognizes the door though its right there.  He tried some stuff but now reVamp doesn't want to recognize the ROM thinking its something entirely different.  So I tried other stages in which some doors work but others do not and when redoing those stages the doors that didn't work now do while others don't.


I'm going to see if there is a way around this as it might be the English patch for Akumajou that I put in from Shadow as the title is way different from what it originally was.  Tomorrow I'm going to try it out in an unpatched Akumajou Densetsu and see if it is the English patch which means I am going to spend the next two to three days copying everything over just to remotely see if I can save my Famicom projects.  Worse case scenario, I have to ditch my VRC6 dream project and go back to the U.S versions which I'm not liking the fact of doing such an endeavor because I'm this early in.


I thought about messaging +daniel+, the creator of reVamp, but he hasn't been active on  here since 2010 so not sure on who else to really ask (even saw that reVamp was updated last year) but don't know on who did that either so I'm stuck in a rut that I'm not liking.




I'll keep you all posted on what happens.

March 26, 2018, 01:40:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
To update the issue, its the English patch.  When patching it in early in the project it changed a lot of things around.  For one area in Stage 1, there is a set of doors that doesn't belong there in the fourth room and when reverting the room it glitches out the backgrounds.




So whoever decides to work on Akumajou Densetsu, your best bet is to translate everything from scratch once you are done with the game's layout or things will move around on their own.  Its also safe to say to triple check everything once you do translate it after completing the game's layout as reVamp doesn't like Shadow's English patch at all.
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on March 26, 2018, 10:39:13 pm
Dang it.
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on March 27, 2018, 12:44:42 pm
Dang it.


It  happens and lesson learned.  From all of this going on I am reconstructing the levels by watching my videos on YouTube.  Had two reVamp programs up at the same time and they don't work out too well like how YYCHR functions in the same manner.  Once I get done redoing the first 3 stages I'll get back to work on Stage 4 for a little bit then continue back on MetroidVania and finish up 1 more boss for CoA :)
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on March 27, 2018, 12:58:00 pm
Yes you are right,also I can't wait to see on what you'll show off for CoA and Metroidvania. :)
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: Sephirous on March 27, 2018, 03:36:09 pm
I looked into the door again and the best way to describe the problem is this,

Revamp doesn't work as well with the Japanese Version of CV3 that is does with the American Version.

So in some spots when a door is edited, Revamp shows it being edited and makes the according changes in the Rom but for some reason messing up the code so the door no longer works. Then when attempted to put it back, Revamp thinks it's putting it back but because the Rom got messed up the first time around it only corrupts it further doing absolutely nothing. Hence, The door is still missing. It may be due to the patching of the English Version or Revamp still has bugs in it. But the only way to fix this is to manually go into the coding and put the door back by hand. Which unfortunately at the moment my ASM knowledge isn't as great as I would like it to be.

Believe it or not, Most utilities with GUI are only interpretations or translations if you will of the hex values and such. This is for the user to know what is being edited in the Rom since most of us have no idea what hex digits represent on a huge sheet. Unfortunately this also creates times when the GUI may not be synced with the Rom and what we see in the Utility may be incorrect as the Rom no longer is being displayed correctly in the Utility. The Utility only assumes everything is where it needs to be when in fact the poor Rom is not.
Thus, Corruption and bugs.
Title: Re: Akumajou Densetsu Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on March 27, 2018, 03:54:45 pm
Also I don't care how long this takes but it'll be worth it,plus I wonder what will happen once you are doing with CoA?
Title: Castlevania 3: Dracula's Curse Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on March 27, 2018, 04:50:12 pm
What Sephirous has said is correct.  My suspicions are justified that reVamp is not 100% compatible with the Famicom version Akumajou Densetsu (can barely make it past Mad Forest without it screwing up now that I'm looking at  it.)  Upon getting as far as I previously did with my first ROM without the English patch (been blazing through this all day) that things become completely bugged.  I skipped ahead to the Causeway level and sure enough there is a similar problem in that part as well with a set of doors being in an area that doesn't belong in the first section making it four doors in the first room alone.  Rooms that have doors have two entry points via reVamp FYI for those reading.



With this in the spotlight, the same problems will arise with Vengeance on Hell 2 since I moved that to Akumajou Densetsu as well.  With much regret and irritation this has caused me I'm going to move Legends NES and VoH 2 back to the U.S version so I can move forward with both of these projects.  I'm not going to keep the idea of VRC6 conversion for the U.S version as that wasn't on my list to do for whoever helps program this stuff.




I'll start working Legends NES and update VoH 2 in a couple of weeks as the past few days has left me exhausted in just blazing through everything to get stuff caught up on Legends NES.  I will also change the title of this back to Castlevania 3 Projects and hope that doesn't cross the mods as I've changed the title on this a little too much since its creation  :P





Title: Re: Castlevania 3: Dracula's Curse Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on March 27, 2018, 07:38:04 pm
Meh,maybe it's for the best but still,Im sure you'll have better luck using the american version,good luck. :)
Title: Re: Castlevania 3: Dracula's Curse Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on March 30, 2018, 12:01:37 am
We shall see :)



On a side note, I'm going to put both of these projects on hold.  Why the sudden move is due to the fact I'm still sore about letting go of Akumajou Densetsu all because I want the VRC6.  They are not cancelled but on hold.  I'm going to see if any programmer here on the forums is up to making an editor specifically for Akumajou Densetsu along with extra features in the editor as it seems +daniel+ is really nowhere to be found.



I have other projects to keep me interested though I'll post those up at a later date.




Again, and for the love of all hacks, these projects are NOT cancelled but put on hold until someone can get a proper Akumajou Densetsu level editor out.  I'm not letting go of that VRC6  :P
Title: Re: Castlevania 3: Dracula's Curse Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on March 30, 2018, 12:04:51 pm
I think that would be best to put them on hold Sinis,but since you've done that,what will you do now?
Title: Re: Castlevania 3: Dracula's Curse Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on March 30, 2018, 12:41:44 pm
Going to finish up my stuff with CoA (one more boss to make) and finish up my stuff for MetroidVania.  After that, I'll be working on my other projects :)
Title: Re: Castlevania 3: Dracula's Curse Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on March 30, 2018, 01:01:55 pm
Heh heh alright,I wish you luck on both of them,also I hope Optomon is doing well on his end with CoA,plus Metroidvania is looking great so far. :)
Title: Re: Castlevania 3: Dracula's Curse Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on March 30, 2018, 01:32:59 pm
Optomon isn't on CoA anymore.  Sephirous and I are still trying to find a replacement programmer since he's MIA due to real life let alone stopped responding to everything that we tried to get in contact with him about on  more details and info for CoA so we figured he has other issues to attend to and won't bother him anymore about it.



I posted up a help wanted add some time back to try and find a replacement programmer.  No one yet.  I have asked a few other people but they showed no interest.  Its going to be a long wait until CoA is released.  We're hoping all the work currently put into it doesn't go to waste or in vain as it is literally ready for in-depth programming with all the sprites, including boss ones, ready to be implemented in except for the last one which I will work on Sunday and finish up which won't take long at all.


That's how far we are on in CoA.  We are still fully aware that programming takes months to do though just have to find someone first.

Title: Re: Castlevania 3: Dracula's Curse Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on March 30, 2018, 01:40:35 pm
Well dang,I hope you guys find a new programmer to help finish up the rest of it and I hope you find help,best of luck you guys. :)
Title: Re: Castlevania 3: Dracula's Curse Projects: Legends NES and Vengeance on Hell 2
Post by: Sinis on March 30, 2018, 02:15:23 pm
Its appreciated and no luck needed, just have to find someone :)
Title: Re: Castlevania 3: Dracula's Curse Projects: Legends NES and Vengeance on Hell 2
Post by: DavidtheIdeaMan on March 30, 2018, 02:22:06 pm
Heh heh no problem.

Alright,but still,best of luck. :)

Also hope to see the last custom boss in the update?