Romhacking.net

Romhacking => Personal Projects => Topic started by: Sephirous on June 26, 2016, 05:20:45 pm

Title: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sephirous on June 26, 2016, 05:20:45 pm
Hey Everyone,

With all the hype going around about Un-Censoring old school Castlevania Games.
I decided to create my own version of what I think Castlevania III should have looked like upon it's original release.
I'm not talking simply bringing over all the Japanese Graphics Ect, My goal is to combine both The American and Japanese Versions together using the best of both games.
For example, I think the Leviathan's body in the American version looks good but would look cool with the Japanese versions horns.
The reason I have decided to call the project "Rated M For Mature" is because I intend to give the Censored graphics more than just undressing them, Example Statues and Sprites. I want to give them more realistic features. In comparison to the newer Castlevania games where now and days NOTHING gets Censored.

For starters I noticed the Prologue in the Japanese Version contains the title screen with a white box around it like slides from a reel. But the American Version had it removed. So I created the Prologue removing all the Boxes to see what it may look like....

Title: Re: Castlevania III - Rated M For Mature
Post by: MathUser2929 on June 26, 2016, 05:26:28 pm
Ok, but you're gonna have to refine the Medusa sprite further if you want me to buy that that's a woman. Medusa was always drawn as male I think.
Title: Re: Castlevania III - Rated M For Mature
Post by: Disch on June 26, 2016, 09:29:51 pm
Medusa was always drawn as male I think.

o_O

AFAIK Medusa was NEVER drawn as male.  The character from mythology is definitely female and I don't think anyone ever changed that aspect in any reinterpretation.  Especially not Castlevania.
Title: Re: Castlevania III - Rated M For Mature
Post by: jink640 on June 26, 2016, 09:35:34 pm
Medusa was always drawn as male I think.

(http://www.castlevaniadungeon.net/Images/bosses/cv4-bmed.gif)

That's one of two things. Could be a snake woman. Or could be a snake man that only goes to the gym on pectoral day.
Title: Re: Castlevania III - Rated M For Mature
Post by: Sephirous on June 26, 2016, 11:09:41 pm
Here is some more pics,

I started with the easy stuff first, Then I will begin working on Sprites and other stuff.

Here you can see the Menu Statues are now women, Added more feminine features to the exposed side of the statues.

Title: Re: Castlevania III - Rated M For Mature
Post by: Rodimus Primal on June 27, 2016, 10:08:59 pm
Have you thought about making changes to the Japanese Translation patch with the Title screen add on? I wish that it was the US title screen and had the NES Leviathan boss.
Title: Re: Castlevania III - Rated M For Mature
Post by: Sephirous on June 27, 2016, 11:04:36 pm
Have you thought about making changes to the Japanese Translation patch with the Title screen add on? I wish that it was the US title screen and had the NES Leviathan boss.

I'd probably have to get permission from the original creator of the patch.

But yes, Leviathan would be easy to fix.
I'm almost tempted to make a Japanese patch as well but instead of Uncesoring obviously, but rather fixing the things they fixed in the American release by adding them into the Japanese version. Creating a final combination release. With the best of both games.


I also noticed in the Title Screen add on patch they didn't use the third flea man jump sprite that was unused in the original. But had an excellent chance to.
In fact in the sprite sheet the hacker replaced the jumping red devil sprite with the first frame of the flea man instead of the unused frame. Meaning it could have been done.

The prayer cross also for some reason wasn't the Japanese Version in that patch.


Title: Re: Castlevania III - Rated M For Mature
Post by: zstandig on June 28, 2016, 01:52:33 pm
This is exciting, I love hacks that combine regional variants.  :thumbsup:
Title: Re: Castlevania III - Rated M For Mature
Post by: Bahamut ZERO on June 28, 2016, 02:10:31 pm
The intro looks kickass without the reels on the sides.  :thumbsup:


Any plans on tweaking the characters' looks? I remember playing through a fair chunk of the game a good while back, got Alucard to join me, switched to him once the next level started and thought to myself, "Why the hell does he look like Count Chocula??"
Title: Re: Castlevania III - Rated M For Mature
Post by: jimstrom on June 28, 2016, 05:30:52 pm
I agree, one of my biggest request is to have a NES Alucard sprite who look more like Symphony Alucard.
Title: Re: Castlevania III - Rated M For Mature
Post by: Sephirous on June 28, 2016, 05:42:11 pm
That might actually be possible, I saw a Video someone did converting SOTN into an 8 - Bit type thing.
If the Sprite has the same amount of Blocks available, You should be able to simply copy one over.  ::)

Floating Eye now is bloodshot.

Seems due to the poll, The Red Devil will make it in the patch.

Here is an image showing that both Japan and American releases have all three frames for the sprite.
In the American one the third sprite was unused but meaning most likely the coding for him was disabled more than simply not writing it.
Based on how it seems the American Version is a recreation of the already existing Japanese Version.

I probably won't be able to activate the third frame.
My knowledge of that kind of coding is pretty much zero.
But I will attempt to at least use the first two frames and see what happens.


As I thought the Red Devil's mouths do not open, They just hop around like the Flea Men but then again if they had left the Devils in the American Version, Would they have still taken out Frame Three?
I'm not sure. For now it's better than nothing.


For anyone that was curious,

This is what the unused sprite looks like in the Japanese Version.
Not finished, I've got a foot coming out of their backs, But the general idea is there.
Though I have to admit, It doesn't flow right. I see why they didn't use the unused sprite it just doesn't mesh.
Mainly the head.

[U
Small Update,

I have looked into upgrading Alucard and found a very nice creation, However it seems to belong to Optomon whom was part of the development of the abandoned project "Cadence Of Agony". I'm going to be contacting him and seeing if he would allow me to use that sprite in this patch.

The worst that can happen is he tells me Tootafanoot.
But we shall see what happens. 
This is not official yet but an idea.

Title: Re: Castlevania III - Rated M For Mature
Post by: Sephirous on July 16, 2016, 08:25:01 pm
It's pretty obvious this project is dying.

I sorta hit some road blocks that I just couldn't find the patients to get past.
So I started messing with some other things in the game, After getting permission for the Alucard Sprite from the Abandoned Cadence Of Agony Project. I couldn't help but start importing some of the cool aspects of the fallen project.
I'm not making anything official at the moment. In other words I'm messing around with the patch but not doing anything intentional.
There is no way in a million years I would consider trying to fix the project myself, I just don't have that kind of knowledge yet.

I took the Richter Sprite and inserted him into the patch, I tried the colors that are in the abandoned project first but then did a dark hair version as well, changing the palette.

Personally I think the brown hair looks better.

Something will come out of this mess but as for now what I have been working on has become a "Working Title".
Title: Re: Castlevania III - Rated M For Mature
Post by: MathUser2929 on July 17, 2016, 07:35:29 am
I'd go with the brown hair palette. It spits in the face of limited colors. You look at it and say REALLY? NES can only use 3 colors on each sprite? Well look at this sprite then.
Title: Re: Castlevania III - Rated M For Mature
Post by: SunGodPortal on July 17, 2016, 04:19:56 pm
I think the brown one looks a little better but somehow I don't think it matches the style as much as the blue one. Also, what stands out about it most is the brown and because of past depictions, the color I associate with Richter is not brown but blue.
Title: Re: Castlevania III - Rated M For Mature
Post by: MathUser2929 on July 17, 2016, 05:08:01 pm
o_O

AFAIK Medusa was NEVER drawn as male.  The character from mythology is definitely female and I don't think anyone ever changed that aspect in any reinterpretation.  Especially not Castlevania.

I only meant in CV3. But when I replayed CV3 Jp Version I saw that it was just a badly drawn female.

July 17, 2016, 06:09:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
But a blue outline? That's pretty HODish. You know people made a hack to remove the blue outline, right?
Title: Re: Castlevania III - Rated M For Mature
Post by: GHANMI on July 17, 2016, 10:41:37 pm
But a blue outline? That's pretty HODish. You know people made a hack to remove the blue outline, right?

Harmony of Dissonance's hack didn't affect the outline the playable character's pixel art had. It removed a separate glowing (and very distracting) outline surrounding it. I don't even know how this looks close in any way to HoD - with three colors in the NES palette, there's only so much one can do with character art.

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20-%20Cadance%20Of%20Agony/01_zpsvphlvn39.png)

This is what a character missing the outline in a NES game looks like. I think this is one aspect Miyamoto loved to criticize in Western-made 8/16-bit era games at the time.

(https://tcrf.net/images/1/11/A_Boy_and_His_Blob_Trouble_on_Blobolonia-Kid.png)

In fact, the JP release for this specific game actually redid the sprite to add an outline.

(https://tcrf.net/images/3/31/Fushigi_na_Blobby_Blobania_no_Kiki-Kid.png)
Title: ###
Post by: FCandChill on July 18, 2016, 12:38:58 am
Comment removed because reasons...
Title: Re: Castlevania III - Rated M For Mature
Post by: Sephirous on July 18, 2016, 03:06:52 pm
After taking some lessons from You Tube,

I finally got the hang of Text Editing. So here is the beginning of my attempt to fix the Prologue.

I was unable to use the one that was done in the Castlevania III Localization Project because there are less characters that can be used in the American Version.

So I am going to try and compact it where necessary.
What I have done so far is a rough draft. It needs some work.

Page 2, I should be able to fit the entire translation.

I'll try doing that later.

Side Note - Since I figured out the Text Editing, I'm going to reattempt working on the Konami Logo from earlier.
If I can memorize hot keys as to what Key goes to which Pixel. I should be able to find the Screen in the Hex Editor and change the Pixels to the correct ones so that horrible mess in the previous screen shots will be fixed.
I'm probably attempting that the hardest unnecessary way possible, but as long as it gets done, GOOD!

July 19, 2016, 01:01:37 am - (Auto Merged - Double Posts are not allowed before 7 days.)
After finding the abandoned project I keep doing stuff to the Rom.
I created this for fun.


Note - The reason I made it Castlevania II was because from what I understand it was to be the Sequel to Chorus Of Mysteries.

July 19, 2016, 01:52:06 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Much better....



July 20, 2016, 05:58:25 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Next, I am going to look into Expanding the Cadence Rom.
I'm hoping to created custom Sprite Sheet Space so it will be easier to import the graphics from the abandoned rom.
I'm trying to keep the prayer scene untouched, To do this I will need to move the Stage One Graphics to a separate bank.  :thumbsup:

July 20, 2016, 06:19:08 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - All set, The Rom has been Expanded we now have a 512 MB Rom Image.
Let's see what happens.  :thumbsup:

July 20, 2016, 04:15:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
OMG!

Ok, I'm sure none of the Veteran Hackers out there are going to find this exciting.
But for me this is extreme!
I've successfully expanded and imported the first stage graphics from Cadence Of Agony.
Originally I wasn't going to peruse this idea because as far as I am concerned Optomon and Dr. Mario are the genius's behind this project and anyone else that was involved in it's initial release.
I'm basically just running on the quote that Optomon said in one of his You Tube Videos, "We should have done a Linear project instead of breaking the editor with non-linear design." Or something to that nature.
I'm basically doing just that, If this does get finished...(Big If). Everyone that originally designed this will get the credit, I in no way am taking credit for the designing of this game. Only the arranging and rebuilding of it. Optomon and Dr. Mario from what I understand were the primary creators.
Other than that we will see what happens from here.



July 20, 2016, 04:17:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - This patch will only work on FCEUX, The other emulators seem to garble the graphics.
This has to do with mappers not being supported from what I understand.

July 20, 2016, 06:43:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hot Damn!!!!!


July 20, 2016, 08:56:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
After fighting with doors for the last 2 hours...
I finally said, The hell with the damn door and removed it.

Screen one is almost complete...


Note - I don't have the experience yet for Music Editing. So as of right now I will be using what we got.
I have changed the Prologue to Demon Seed and Stage 1 is now Vampire Killer.

Cool enough, Demon Seed really works with the Prologue, I didn't think it would mesh well.

July 21, 2016, 12:35:18 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Second Screen is done.
Needs a color adjustment because I hit the Status Bar Palette.
I'll deal with that later. Candles have been moved to the correct spaces on the first screen.
Once I finish the graphics for Stage 1, I will install the Enemies and get them working.
Stage 1 is the hardest of all of them because I had to expand the rom to move the sprites from Stage 1s spot to the very end of the rom.
This also caused the attributes of the Sprite Blocks to get somewhat mixed up, So I ended up falling through solid blocks and background scenery started crumbling as if the player was standing on a crumble block.
Lots of trial and error, Finally I managed to match the blocks with the unedited USA Version and very carefully put the graphics together pixel by pixel....EXHAUSTING! But well worth it!!
This was done to protect the graphics on the Prayer Screen from getting destroyed. So far it worked like a charm.
The rest of the stages will be much easier since I can simply replace the existing sprites without the fear of a garbled mess occurring.
 


July 21, 2016, 12:38:46 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - I pray that the editor doesn't crap out on me, I have this project backed up many times for safety. But already had problems with doors. Hopefully the game will be nice to me and not crap out.  :angel:

July 21, 2016, 05:03:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
After hours of learning that you have to replace Sprites with the same Attributes so your foreground doesn't become background.
The first two screens are complete and looking awesome! Just about all the original Stage 1 Graphics have been imported.
Enemy placement has begun, First enemies you will see are the Retro Ghosts from the Second Quest later Stages.
Trying to keep the difficulty to a normal feel, This is in no way going to turn into one of those Super Hard Nightmare Hacks.



July 21, 2016, 05:04:53 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - Next I am going to work on more enemy placement, Finish designing the later rooms of Stage 1 and adding the first boss fight which is going to be the Vampire Bat that splits into many tiny ones as hit.

July 21, 2016, 11:22:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Enemy placement is installed, I'm going to import the custom enemy sprites after I complete all the enemy placement.
More screens complete.
I'm not going to be big on Pitfalls, The game was originally planned to be Non Linear so the difficulty will remain on Strategy not Cheap Pits.


Note - In time I will run into the Character Replacements, I plan on using the new cast, Armand, Maria and New Alucard.
Changing the dialogue Etc. I'm going to do some research on what there is for the original project, I want to get it as close to what was originally planned as possible. But of course to the limits of my knowledge and skills.

July 22, 2016, 01:28:23 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Eyeballs, Slime Balls, Pissed Off Knights, Starting to look like a challenge instead of just pretty graphics.
Noticeable is the missing Skeleton Portrait, That is because I am still trying to figure out how to put him together. Very scattered through out the Sprite Sheet.




July 22, 2016, 08:39:33 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, Time for the Prologue.

It ain't great, But based on what I could find it does get the point across.

Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Googie on July 22, 2016, 07:09:46 pm
Cool changes you've been making so far, I'll keep an eye on this topic for sure, this'll be so cool to play when it's done...  :laugh:
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on July 22, 2016, 08:12:17 pm
Just finished another block, Almost to the first boss!
This section is very reminiscent to Symphony Of The Nights water part in the Entrance.
Added some more details to the solid floor sprites so they merge in the background better.


Cool changes you've been making so far, I'll keep an eye on this topic for sure, this'll be so cool to play when it's done...  :laugh:

Thanks,
I'm also going to investigate in a third project where I create a Boss Rush Mode for the Original Game.

July 24, 2016, 01:56:48 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Finally got to Stage 1 Boss.

Have to do some touch ups on Stage 1.



July 24, 2016, 02:33:08 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - For the part where Richter saves Armand, I am thinking about designing the clock tower so it matches the one from Chorus Of Mysteries, This will connect the two game together kinda how in Sonic 4 Episode II Robotnik finds Metal Sonic in a past stage from Sonic CD.

July 24, 2016, 02:52:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Title Screen Upgrade

Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Dr. Mario on July 25, 2016, 12:49:37 pm
Looking good. It's probably a good idea to keep it linear. Trying to make it non-linear is what turned it into such a monster in the first place. My only real suggestion if you want to pick this up is that you should retain the ability to collect and play as all four characters in a single play through. Good luck, I'd love to see someone finish this!
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on July 25, 2016, 04:11:07 pm
Just hit my first road block,
Stage 2's Background Graphics are not Static where the Gears and Moving Chains are.
So this really messes up graphics when I replace them with Static Ones.
Most likely I won't be able to figure out how to stop the constant movement of sprites to freeze the gears and such.
If this happens, I will end up recreating the stage into something else or, Mehhh....not sure yet.

July 25, 2016, 04:18:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Scratch that, I figured it out.
The game doesn't like it when I change the Sprite Sheet.
Other stages do just fine but this stage is very stubborn.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Bregalad on July 25, 2016, 04:41:24 pm
You could just have the same graphics for all animation frames.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sinis on July 25, 2016, 07:44:33 pm
Just hit my first road block,
Stage 2's Background Graphics are not Static where the Gears and Moving Chains are.
So this really messes up graphics when I replace them with Static Ones.
Most likely I won't be able to figure out how to stop the constant movement of sprites to freeze the gears and such.
If this happens, I will end up recreating the stage into something else or, Mehhh....not sure yet.

July 25, 2016, 04:18:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Scratch that, I figured it out.
The game doesn't like it when I change the Sprite Sheet.
Other stages do just fine but this stage is very stubborn.

Now you know on how I felt when I first encountered this lol.  Keep in  mind that Tower of Terror will use some of the same sprites from Clock Tower so be sure to plan ahead for that stage if you can along with Final Clock Tower.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on July 26, 2016, 08:26:40 pm
Now you know on how I felt when I first encountered this lol.  Keep in  mind that Tower of Terror will use some of the same sprites from Clock Tower so be sure to plan ahead for that stage if you can along with Final Clock Tower.

Yeah, Hopefully expanding the Rom will have helped
 If I leave the animated sprite sheet alone and only work on the static one. I might be able to avoid any malfunctions.
Or try putting the static images onto a expanded sheet so it doesn't try finding the animation.

I'll try some things and see what happens.

July 26, 2016, 10:11:36 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
It worked!

Because I have expanded the CHR Part of The Rom.
It gave me about 50 More Blank Sprite sheets to work with, So by changing not the Gear Sheet but the Background Sheet, Separates Stage 2 and 5 and 10 from each other, So as long as I use the animated gears and such that are already there without modifying them. I can change the other sheet that is used since each stage uses 2 Separate sheets per block.

Here you can see that each screen uses 2 Separate Sprite Areas in each Sheet.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: MathUser2929 on July 26, 2016, 10:47:57 pm
I don't have alot of confidence in this hack if you don't even wanna animate the gears in the clock tower.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on July 27, 2016, 12:33:55 am
I don't have alot of confidence in this hack if you don't even wanna animate the gears in the clock tower.

Of course they are animated, When did I say they wouldn't be?

What I was talking about earlier was an accident that occurred  where non animated sprites were animated causing massive glitches, I needed to figure out how to stop that from happening. The stuff that is meant to move is moving fine.


July 27, 2016, 12:41:37 am - (Auto Merged - Double Posts are not allowed before 7 days.)
This stage is basically like what they did with the clock tower in Rondo Of Blood, Then remade it in Symphony Of The Night.
Basically a reincarnation of it but making it higher tech with graphics and such.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: MathUser2929 on July 27, 2016, 01:58:31 am
I wish you could do a ROB no real pits thing. Pits that just make you backtrack. I dunno if you have that kinda skill but it sure would be a nice touch. Pits used to peeve me off in the old Castlevania games.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sinis on July 27, 2016, 02:57:41 pm
I wish you could do a ROB no real pits thing. Pits that just make you backtrack. I dunno if you have that kinda skill but it sure would be a nice touch. Pits used to peeve me off in the old Castlevania games.

It probably could be done but with only rooms that were 'stacked' on top of each other like an example of Ship of Fools layout.  Before I lost a partner that knew how to program stuff back in 2011 to college and marriage (long story) we were working on an extreme difficulty to Castlevania 3 and they said that certain stuff from other Castlevania games could be added but the programming would be a nightmare with tons of bugs to weed out.  I tried to get the notes from them but wasn't able to due to losing contact altogether.

My ex partner had a similar plan for the pits along with diagonal whipping, extra sub weapons, more monster variations in each room, more rooms and even edit the opening cut scene after the name entry.  Dunno if I can get in touch with them as its literally been since 2011 when I last heard from her though I'll see if I can track her down via an old email and hope she responds back on that and if so see if she still has the journal that she was  making.  Would be a godsend if she still has it though not holding my breath.

Also a helpful thing from my poorly neglected ROM information page on here from what SunGodPortal found and posted 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) .  Its RAM and ROM offsets so hope it helps because I don't understand it yet lol.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: ShadowOne333 on July 27, 2016, 08:24:19 pm
Sorry to ask this, but I saw you are working on some sort of modern sprite for Alucard for this hack.
I wanted to ask, would you share the sprite sheet for him with me, please?

I want to use it for personal use only, not public, for the Akumajou Densetsu Title Screen + Localization hack I made a while ago.
I never liked Alucard's sprite for CV3 and I wanted to give it a modern look for a long time now, but didn't have the time to actually do so.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on July 27, 2016, 10:35:00 pm
Sorry to ask this, but I saw you are working on some sort of modern sprite for Alucard for this hack.
I wanted to ask, would you share the sprite sheet for him with me, please?

I want to use it for personal use only, not public, for the Akumajou Densetsu Title Screen + Localization hack I made a while ago.
I never liked Alucard's sprite for CV3 and I wanted to give it a modern look for a long time now, but didn't have the time to actually do so.

Sure, I actually took him from the Abandoned "Cadence Of Agony" Project on the Abandoned Part of this website.
The Rom itself was pretty much destroyed. But the spites were intact. So I copied him over and updated the Color Values.


July 27, 2016, 11:14:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here, This will insert New Alucard into the Japanese Castlevania III Rom.

https://drive.google.com/file/d/0B_2VopaXSSFqbEZ0RFZuaU9rMVE/view?usp=sharing

July 28, 2016, 12:35:17 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Having fun bringing the Clock Tower to life.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: ShadowOne333 on July 30, 2016, 01:56:56 pm
Hey Sephirous, do you by any chance have the Cadence of Agony IPS?
I tried searching for it but the only link I seem to find is down due to terms of copyright or some BS like that.

I wanted to patch CV3 with it to rip the Alucard sprites.  ;D
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Midna on July 30, 2016, 07:47:36 pm
That screencap doesn't look very pleasant. It's kind of hard to tell what's supposed to be solid and what's just background since the platforms and gears are both yellow. It all just blends together.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on July 30, 2016, 11:13:53 pm
Hey Sephirous, do you by any chance have the Cadence of Agony IPS?
I tried searching for it but the only link I seem to find is down due to terms of copyright or some BS like that.

I wanted to patch CV3 with it to rip the Alucard sprites.  ;D

Here is the original file.

https://drive.google.com/open?id=0B_2VopaXSSFqV3ZSbzEta2hROVE

July 30, 2016, 11:15:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
That screencap doesn't look very pleasant. It's kind of hard to tell what's supposed to be solid and what's just background since the platforms and gears are both yellow. It all just blends together.

I can try using the original grey colors and see how that goes.

The reason I made them Yellow was to match Chorus Of Mysteries version.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: ShadowOne333 on August 01, 2016, 12:20:51 pm
Here is the original file.

https://drive.google.com/open?id=0B_2VopaXSSFqV3ZSbzEta2hROVE
I need your permission to be able to download the file. :P
I just sent said permission request. :)

Edit:
Just got the access.
Thank you! :)

August 01, 2016, 05:19:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm done porting the new Alucard sprites for my hack, thank you!

Meanwhile, i wanted to let you know that we are also missing three other sprites for Alucard:

1) His Boss fight
2) His End Game sprite.
2) His portrait sprite.

I haven't touched the boss fight nor the portrait sprites yet, since I haven't located them in the ROM yet (if someone knows where they are, please let me know).
As for the end game sprite, here's what I have so far in Tile Layer Pro:
(http://i66.tinypic.com/29w9wd3.png)

That's the actual in-game sprite.
I just did a simple colour swap for the cape and other stuff to match that of the new Alucard sprite.
If someone has some recommendations, please let me know!

The sprites for the Ending are located at 0x04E000, and the ones for Alucard specifically are in 0x04E505.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 02, 2016, 12:14:13 pm
Oh Wow!

I'm actually going to need that done at some point. Once you finish those can I add them into the Cadence Project?  :crazy:

August 02, 2016, 12:22:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also the problem I found with the Cadence Portrait was it was to big to fit in the original....This is totally up to you, But Would you be able to make the Armand Portrait and Maria Portrait as well? Eek, That just reminded me that I have to create the ending and boss fights sprites for them too. Hmm, Well I do have a couple more stages to do before I run into that scenario, So I can try stuff out on that later.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: ShadowOne333 on August 02, 2016, 02:06:25 pm
Oh Wow!

I'm actually going to need that done at some point. Once you finish those can I add them into the Cadence Project?  :crazy:

August 02, 2016, 12:22:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also the problem I found with the Cadence Portrait was it was to big to fit in the original....This is totally up to you, But Would you be able to make the Armand Portrait and Maria Portrait as well? Eek, That just reminded me that I have to create the ending and boss fights sprites for them too. Hmm, Well I do have a couple more stages to do before I run into that scenario, So I can try stuff out on that later.
Well of course!
I already have that Alucard End sprite done.
I have also located the portraits for each character, thankfully they're all put next to each other.

I know what I can do to help you out without providing the still WIP IPS for my CV3 hack.
Here you have both the .bmp files that YY-CHR uses for Save-Open Snapshots.
Just make sure that you go to the EXACT same offset and then Open the BMP file, it will automatically replace each tile with the updated ones of mine. :)

Here you have them:

The first one is at 0x050810 (portrait not edited yet):
(http://i65.tinypic.com/wtb0hc.jpg)


The second one is at 0x04E010, this one already has my custom Alucard sprite I posted in the previous message.
(http://i65.tinypic.com/108fw4i.jpg)

I have to notify you that I'm using an Akumajou Densetsu ROM for my hack, since I'm working over my Akumajou Densetsu Title Screen hack (http://www.romhacking.net/hacks/1983/) I made some time ago.
So take that into consideration when you import the BMP files I just uploaded to your ROM if you are using CV3 (U).

I'm just missing the Alucard Boss sprite, I still have to find that one.

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

Edit: Forget the last line, I already found him haha.
His sprite for the Boss fight is at 0x047B10 (Akumajou's offsets)

How's this for Alucard's portrait? :)
(http://i68.tinypic.com/2m2u98k.png)

As for the Boss Sprite, I think I will leave it as it is, since there is but only 2 sprites for the head and there's no room for the hair, so Alucard will have a hair change when you defeat him. :P
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 02, 2016, 07:41:05 pm
Ohhh, So that is what you meant when you asked for the sprite sheet. Now it makes sense. I didn't know you could do that. Awesome!

 :woot!: :woot!:

August 02, 2016, 07:43:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, Did you update the sprites that are used when Alucard shakes Trevor's Hand?
I think it's a separate spot as well.

August 02, 2016, 07:44:57 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The Portrait is excellent!!
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: ShadowOne333 on August 02, 2016, 08:45:45 pm
Ohhh, So that is what you meant when you asked for the sprite sheet. Now it makes sense. I didn't know you could do that. Awesome!

 :woot!: :woot!:

August 02, 2016, 07:43:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, Did you update the sprites that are used when Alucard shakes Trevor's Hand?
I think it's a separate spot as well.

August 02, 2016, 07:44:57 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The Portrait is excellent!!

Well actually the sprite sheets is an image that contains the sprite of the complete character movements, each one of them.
Like this one for Alucard:
http://www.castlevaniacrypt.com/img/cv3/sprites/alucard-3.gif

Thanks for reminding me of that little shake of hands, I haven't given the game a playthrough yet so I'll keep my eyes on watch when I reach that part, I'll see what happens and then try to locate the sprite for that event.

And thanks! :D
I think I'm close to finishing my Alucard revamp for my hack, but if you want help with something related to it let me know!
I'll be glad to give you a hand.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 02, 2016, 08:48:19 pm
Well actually the sprite sheets is an image that contains the sprite of the complete character movements, each one of them.
Like this one for Alucard:
http://www.castlevaniacrypt.com/img/cv3/sprites/alucard-3.gif

Thanks for reminding me of that little shake of hands, I haven't given the game a playthrough yet so I'll keep my eyes on watch when I reach that part, I'll see what happens and then try to locate the sprite for that event.

And thanks! :D
I think I'm close to finishing my Alucard revamp for my hack, but if you want help with something related to it let me know!
I'll be glad to give you a hand.

Ok Cool!

August 02, 2016, 08:49:48 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here is some progress, I have begun installing the lost enemies.

After stage 1, I got extremely exhausted. That is why Stage 2 is taking it's time.

Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 18, 2016, 01:01:02 am
Finally found some time to work on this project.
Been dealing with personal stuff, Getting married etc.
So I began working on Stage 3 and OMG this stage was a pain in the ass!!
It did not in any way like my editing of the graphics, It was determined to remember the way it was originally programmed no matter how hard I tried moving stuff around. Until at last I grabbed the game by it's balls and planned ahead matching the tiles exactly to where the original ones were bit by bit. So this time when the stage started it didn't notice anything had been changed. In simple terms, No more Richter falling to death as stage started falling through floor.

Here is the the latest, Starting to look familiar.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: schtolteheim on August 19, 2016, 08:59:39 pm
"The Richter Belmont was reed a letter he gots from the mail. His son wa sick but he read the lettar ovar the candle for the lights. It was dark night and he was in the house but the lettre ws afrom Maria Rennard!"
https://m.fanfiction.net/s/3323568/1/Castlevania-Wisps-of-Dracula (https://m.fanfiction.net/s/3323568/1/Castlevania-Wisps-of-Dracula)

These shall be the introductory words to this new adventure.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: dACE on August 20, 2016, 04:20:44 pm
...
https://m.fanfiction.net/s/3323568/1/Castlevania-Wisps-of-Dracula (https://m.fanfiction.net/s/3323568/1/Castlevania-Wisps-of-Dracula)

These shall be the introductory words to this new adventure.

That piece of fanfiction was so funny - it doesn't matter if it's 'fake' or not.  :laugh:

/dACE
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 21, 2016, 02:34:16 am
All those statues? Why not have Maria be a statue?
And where there are statues there is Medusa!
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Thirteen 1355 on August 24, 2016, 08:12:15 pm
So what's this exactly?

- An 'uncensored' hack?
- A hack that combines the best from the two different versions?
- An abandoned hack that has recently been picked up again?

- A hack that combines the best from the two different versions, including uncensoring, using an abandoned hack as a base? :banghead:
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 25, 2016, 12:15:21 am
Two separate projects.

One is an attempt to Un-Censor the USA Version with some extra edits as well such as giving Cyclops a Pupil, Adding more detailed attributes to the female statues and characters that are naked. Enemy clean up. The USA version is basically a refurbished version of the Japanese Version but not entirely. Also cleaning up Palette errors, dialogue, etc.

The other project is an attempt to reboot the abandoned project "Cadence Of Agony" but with a linear perspective.
The original beta from what I have read and asked, became to complicated and crashed the editor initially destroying the Rom into a mess.
My goal is to put the broken pieces back together. I am using the Un-Censor project as it's base.
Though I am limited with knowledge as when the time comes to work on Music, possible character select of all characters found during the entire game. I would love to find a way to import the NSF file that Optomon created the first time around, however from what I have researched I don't think it will be something I will figure out. Though I said the exact same thing when I first started working on Graphic Importing and now it's second nature to me.

August 25, 2016, 01:46:22 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Next stage on it's way...
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Thirteen 1355 on August 25, 2016, 06:44:07 am
Don't really know. Optomon is  pretty busy doing Rogue Dawn at the moment (NEStroid hack).
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Bregalad on August 25, 2016, 06:53:47 am
This looks very cool ! I look forward to be playing this !
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 25, 2016, 06:30:19 pm
That was a quick Poll!

Here is the result.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Thirteen 1355 on August 25, 2016, 06:39:52 pm
Nice!
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: MathUser2929 on August 25, 2016, 09:00:28 pm
If you want your hack to be taken seriously then don't try to add belmonts as statues. That's like saying they failed and Dracula ruled for 50 years till the next generation of belmont finally stopped him.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 27, 2016, 01:33:56 am
Frankenstein for Mid-Boss.

I'm going to take a peek at the idea of adding more Mid-Bosses to the other stages.
What I would like to aim for is giving the player no matter which route he/she takes the chance to face all the bosses in the game.
Not just ones that are specific to route choice.


Note - Speaking of bosses, I am also working on a small project called, Castlevania III Boss Rush.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: MathUser2929 on August 27, 2016, 03:55:57 am
Then I hope you will soon begin Castlevania IV: Boss Rush.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Thirteen 1355 on August 27, 2016, 07:11:59 am
Cool!
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 28, 2016, 02:48:27 am
Stage 4 Complete

Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Thirteen 1355 on August 28, 2016, 07:08:13 am
Wow, artistic!
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 29, 2016, 02:02:03 pm
Blood Demo,

This was a test to see how the palette change would look.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Thirteen 1355 on August 29, 2016, 02:38:50 pm
Wow, amazing!

I love blood! >:D
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 30, 2016, 01:26:36 am
Towns People it is,

Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Googie on August 30, 2016, 02:26:21 pm
I'm lovin' the new screens, keep up the great work! :beer:
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 31, 2016, 12:34:06 am
Sewers? Reminds me of the River Of Slime.
In any case this is another alt stage sort to speak. Alt meaning a stage that I have to create aside from the original Beta Stages because there wasn't enough made originally. Example: The Clock Tower I made.

I am going to try and "Skin" the Dragons for this boss into skeletons instead of the original versions.
The way Dry Bowser is to Regular Bowser.



August 31, 2016, 12:35:52 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - I will be editing the Floor Tile. Right now it looks a little to Dracula's Curse.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sinis on August 31, 2016, 08:52:09 am
From what I recall there was some screenshots or some sort of sprite work on some areas for Cadence of Agony floating around like the catacombs, underground caverns and something else (which I can't remember) that you could probably use for references to make other areas within the ROM.  Would be a place to start with if you haven't got the idea already on your plate.

Also, still no word back on the C3 information.  I'll give it a couple more months and try one  more time.



By the way, if you need some sort of help on whatever for sprite work let me know as I can lend a hand if desired.  You don't need to send me anything about your ROM but I can send you one instead with an area edited for you to copy and paste unless there is a different process than that besides a sprite sheet.  Got my old PC refurbished finally so I can do whatever here soon-ish for my stuff and yours if ya need it sir :)
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 31, 2016, 12:35:50 pm
Excellent, The most recent sprite I could use help on is skinning the twin dragons boss. I figure them being skeletons would go well in a river of blood as seen above.

I'll also need Syfas Portrait converted into Maria's as well as Grants turned into Armunds.

Optomon contacted me and said he would install the original custom music as well as possibily removing the forks in the road so all stages are playable from beginning to end. But more the music which is a must in this project.

I have been referenceing the screenshots from You Tube where optomon put the soundtrack with an image from the game. The stage graphics are all there. The only stage I can't seem to find in the Rom is the library. It's probably there but never easy to see when scanning with YY-CHR.

Oh, The Rom it's self is expanded. I expanded the CHR so I could add stage graphics to the end of the rom. This protected the Prayer Scene graphics from getting messed up as Stage One was edited.

Speaking of Prayer Scene. Richter's sprite needs to be fixed there. Though I'm not sure if it would just be easier to erase him on the first screen. Sprite editing is where I need help. I can insert real good but when it comes to drawing....meh...

Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sinis on August 31, 2016, 01:04:17 pm
I'll look at the CoA ROM later tonight to see the art style he was going for as its been a heck of a long time since I last looked at it.  I'll make a few samples in the next couple of days in his art style depending on how busy I'll get but I'll definitely get you something made for what you are asking.  When I'm done where can I post this up at or send it to so you can view it?  Also, want me to do this with the sprite's current color palette or just a custom one to see stuff for what it is?

Which level will the library be?  I could look into recreating this within that section once I find the reference Optomon has out there.  I can make two sprite references, one for the YYCHR and the other a sprite sheet explaining on what is what with everything separated so you can edit or do whatever needs to be done to put into the game.


Nah, it would be easy to edit the Trevor sprite into Richter for the prayer scene.  Just let me know on what you want with how or what animation you'd like to see him to rise up into for a stance within Trevor's sprite frames.  I know its a limited space but I'll get ya something made.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 31, 2016, 02:02:35 pm
Probably best to get the easy stuff out of the way first like Richter Sprites (Prayer/Ending) and Armand/Maria Portraits. The CV3 Rom is like an artificial intelligence that loves to fight me when I work on it I swear. Lol. One tiny mistake in it's coding or something and BAM, I have to do the whole stage over.

Speaking of Sprites, I am having trouble getting the hands to match up when Richter shakes the hand of the other character. Alucard was easy but everyone else giving me hell.  :banghead:

Also, I found this page, Its a gold mind. Apparently its the graveyard of Dr. Mario's Ideas. http://drmario.arc-nova.org/Images/
He even had Sword Animation planned for Alucard. WOW!

This is one hell of a pair of shoes I have stepped my feet into.  :-\ :thumbsup:
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: MathUser2929 on August 31, 2016, 02:03:51 pm
Instead of get up and moving his cape maybe you could make Richter give a peace sign instead. Probably add a heart above his head.

August 31, 2016, 03:40:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, make him wink 1 eye if possible.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on August 31, 2016, 04:47:38 pm
Working on two stages at the same time.

Here is an image of another stage, this one is the first to be designed based on a picture.
After 4 Hours of straining, it's break time!
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sinis on September 02, 2016, 12:03:43 am
From what little time I've had these past couple of days I got some 'alpha' sprites done for the water dragons along with Armund and Maria's portraits.  The only thing left for the water dragons is to do the crumbling sprite when defeated, the break from out of the water and the fire sprite for the attack.  Do you want the fire to remain the same or give it something else as if its spewing something?  I'll start working on the Richter prayer screen animation sprites tomorrow and into Saturday then do whatever brush-up from your feedback on what I currently made so far.  I know Maria and Armund needs a slight touch-up but just wanted to show on what progress I have so far :)

(http://i957.photobucket.com/albums/ae54/Craftvania/Castlevania%20Cadence%20of%20Agony%20Alpha%20Sprites%201%202016_zpstc1f2ahy.jpg)
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 02, 2016, 08:18:13 am
WOWWW!

That is PERFECT!!!!!!! :thumbsup: :thumbsup: :thumbsup:

Excellent!

The original fire sounds good.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sinis on September 04, 2016, 12:19:05 am
Small update on my end.  People are probably wanting an update on the sprites so here you all go!


(http://i957.photobucket.com/albums/ae54/Craftvania/Cadence-of-Agony-Sprite-Sheet-Final-2016_zpsqwumamtq.jpg)



Sephirous has the exact sized sprite sheet as he can tweak things to what he sees fit for adjustments and hopefully the YYCHR sprites fit accordingly as I didn't test them in a spare ROM for the twin water dragon boss.  I hope this is somewhat close to the art style that Optomon had going especially the portraits because I can't find any boss pictures besides the Dracula one that him and Dr. Mario(?) were working on.  Took me a bit to do them from scratch compared to the original size that they were drawn in.  Dunno if they seem butchered in some way but I feel confident with presenting them to Sephirous lol.


Next thing on the list is to edit the prayer and ending scene sprites and that should be about it from my end unless he needs more help in the future with stuff in which I'll be more than happy to help out.  Cheers for now  :beer:
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 04, 2016, 07:04:47 pm
Thanks to Sinis for his wonderful contribution. :thumbsup: :thumbsup:
We now have Bone Dragons!
Originally I was going to make them white, However this messes with the Candles colors and didn't look so well.
But it just so happens the Blood Skeletons use these colors so why not the Bone Dragons? They are in blood after all.

Editing the boss sprites opens lots of cool doors, perhaps other bosses can be modified as well.
But for now here is what we got!



September 04, 2016, 07:07:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - The bricks are going to be changed. Right now they look just like the CV3 ones. I'll probably convert them using something that is in the Abandoned Rom that doesn't have a complete stage.

September 06, 2016, 03:48:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Stage 4 has two parts now, The Hallway was implemented into the middle of the stage.



Note - This stage is complete.
I'm going to start being more Non Spoiler with the later stages, otherwise the game won't be as anxious to play.
Don't worry I will still upload pictures just not screen to screen.

The Original Bone Dragon beta sprite has been revived.
Next is more work on the blood river stage, the platforms have to be upgraded.

The next stage I will attempt is probably going to be the hardest to complete which is the chapel.
The detail that Dr. Mario and Optomon put into that stage is incredible and it will probably take hours of straining the eyes to get it right.
But It will get done one way or another.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on September 06, 2016, 05:48:53 pm
Awesome, someone actually decided to finish Cadence of agony.
As much as I'd like it to be non-linear as it was intended, I'm really happy to see a sequel to Chorus of mysteries.
Sephirous, I hope you can do it justice.
I'm interested in helping with spritework, so if there is something that isn't taken for me to work on, I'd be happy to know.
Here is an example of what I can do:
http://castlevaniadungeon.net/forums/index.php?action=dlattach;topic=3650.0;attach=4643;image
I know it's not perfect by any means but with a bit of a work these can look good.(also, ignore most of the palettes for Simon, these are placeholders if I ever decide to finish him).
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 06, 2016, 06:07:12 pm
Awesome!

Sprite editing is one of my weaknesses so any help will be great!

As of right now I am trying to finish the stages first.

Boss Sprite upgrades would be cool.

Off hand I can't think of very much yet, I have cool idea for a better Title Screen but getting it from my brain to the game is impossible at the moment. Dracula's Final Form I am hoping will be the unused one that Dr. Mario created. Its the same Statue idea but meaner looking.
Another thing I am trying to do is convert the very first castle screen in the prologue into the Konami Logo.
I have searched the roms hex for hours and nothing seems to match the graphics for that image.

Oh and to convert Dracula's First Form into the Rondo looking one.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on September 06, 2016, 06:20:27 pm
Is Alucard boss being worked on?
I'm thinking into making him into Orlox (which might be impossible since Armund defetead him few years ago) or maybe other vampires from the series (of course if you agree).
If not I'll pick up something else.
Also how do you want me to send my stuff (I'm not sure if you want it to be public)?
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: MathUser2929 on September 06, 2016, 10:34:51 pm
If you're wondering what to call your next castlevania game. I'd got with Castlevania - Hip Hop Hurrah. Noones used hip hop in a castlevania name yet. You could make it the 1999 game since hip hop existed then.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 06, 2016, 10:47:19 pm
Is Alucard boss being worked on?
I'm thinking into making him into Orlox (which might be impossible since Armund defetead him few years ago) or maybe other vampires from the series (of course if you agree).
If not I'll pick up something else.
Also how do you want me to send my stuff (I'm not sure if you want it to be public)?

Alucard has to remain Alucard because he is still going to be met after Richter defeats him.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Isao Kronos on September 07, 2016, 01:15:57 am
If you're wondering what to call your next castlevania game. I'd got with Castlevania - Hip Hop Hurrah. Noones used hip hop in a castlevania name yet. You could make it the 1999 game since hip hop existed then.

ok there methuser
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on September 07, 2016, 06:14:39 am
Ok then, I've started doing Dracula's first form and I'll probably finish it until Saturday,  it really depends on school and my free time.
About Alucard, I understand that you are still meeting him ,but it's kind of hypocritical of him to kill just to see if someone is fit to help him fight Dracula, yet he despises Dracula for killing humans. But it might be just me though.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sinis on September 07, 2016, 07:45:58 am
Speaking about bosses.  Hey Sephirous, an idea came across me this morning.  Why not redo Medusa into the version that is seen in Rhondo of Blood?  If it sounds okay with you I can start working on that once I get the prayer and ending sprites done that we talked about.  I just got some time to myself to begin working on them off and on this week and into next lol.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Googie on September 07, 2016, 10:13:47 am
This is looking great, I love seeing the progress on this hack. :beer:
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 07, 2016, 01:56:28 pm
@PachaWillWatchYa

Excellent!  :thumbsup:

I'm not sure what the deal is with Alucard, He did the same thing in Castlevania Legends as well when he fought Sonia and I think that one happened before Castlevania III. You would think he would learn that when a belmont comes along it's best to just join them or let them pass.

@Sinis

That would be awesome!
I love when bosses get a redesign because that is usually the number one thing Gamers complain about when playing a hack, That it is too much like the original. Making this one as different as possible is Excellent!  :thumbsup:

@Googie

 :thumbsup: :thumbsup: :thumbsup:
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: MathUser2929 on September 07, 2016, 02:04:08 pm
Can you guys believe human is his 2nd form in this game? Or did you just happen to find him when he was in his 2nd form and human is his true form? If so why was he sitting around in his 2nd form?
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 07, 2016, 02:44:33 pm
Off to a great start.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on September 07, 2016, 04:14:03 pm
Hello Im new a member who just joined & Im happy that this rom hack is back & looking very lovely so far,also one question,will the other characters  will have weapon upgrades just like Richter?
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Dr. Mario on September 07, 2016, 07:10:53 pm
Seriously though, I can't say enough how pumped I am about this. Good luck with that Chapel background, I feel like I probably worked on that for ever back then.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sinis on September 07, 2016, 07:38:16 pm

@Sinis

That would be awesome!
I love when bosses get a redesign because that is usually the number one thing Gamers complain about when playing a hack, That it is too much like the original. Making this one as different as possible is Excellent!  :thumbsup:


In all honesty, whatever boss sprites you need worked on that PachaWillWatchYa volunteers his time to I can pick the remaining ones up and finish or start them for you.  I can definitely bounce this around alongside my project as I'm doing sprite work and reworking other stuff so I can definitely toss in plenty of time for your boss sprites.  Give me a list on which bosses that needs the works and of what you want to see :beer:
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 07, 2016, 10:19:22 pm
@ Sinis


Here is the first one on the top of the list. I consider this one the hardest do to its size and how its split up.


This.........



Into this.........



Though I'm hoping to get him compacted inside the same space as the Bird Man or whatever he is. (Original Final Boss)
I am not a fan of Dracula's head being in the chest, If that could be turned into a chest that would be great.


This......


Into This.....



Now about the Skull this sprite is intact in the Abandoned Rom it just has to be moved and other stuff.
I will attempt to look at that as well.
It would be cool to convert the slime dripping out of the heads mouths and have it drip out of the eyes as blood.

The main priority is the Giant Statue.

September 07, 2016, 10:26:50 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hello Im new a member who just joined & Im happy that this rom hack is back & looking very lovely so far,also one question,will the other characters  will have weapon upgrades just like Richter?

There were animations for their weapons in the Beta.
It's just a matter of getting them to work in the new project.
There is Soooooooooooo much do to in this project, I am sure it will get looked at at some point.

September 07, 2016, 10:37:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here is a list of sprite hopes.

New Fishmen, The ones from the abandoned rom don't work for some reason. I believe the programming got edited.

Medusa Heads from Rondo Of Blood, Again extra programming was used.

A new Floating Eyeball.

As far as bosses, Evil Grant needs to be converted into Evil Armand.


Wishlist but probably impossible.

Slogra
Gaibon
Carmilla (Castlevania II)


Other stuff

Getting the HUD from the Abandoned Project in but with the Timer, Score Etc left in tact.
Names of the stages....Not important but if possible, Why not?

Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sinis on September 08, 2016, 12:34:31 am
I'll see on what I can do with Dracula's final form.  Its very limited in space compared to what Optomon and Dr. Mario were doing with their version and sadly I don't have the programming knowledge yet to make the room flip onto another bank or whatever is needed for it to feed off of another sprite and palette area for such a feat to come to fruition.  I'll see on what can be done with the boss sprite once I get Medusa worked on as I put Richter's prayer and ending sprites to the side to work on these and by the way, I'm about 1/4 done with those.  Was gonna go with a whip animation but forgot that one side of the prayer sprite while standing up 'fed' on the cape animation slots while the other remained unchanged so that was tossed out the window for something else lol.

The skull sprite put onto his second form looks like it needs some programming work for the ooze, spittle or whatever his attack is needs to correspond with what you want.  I'll copy it over into that slot on a test ROM and see of what goes on then I'll give you feedback on what's up with it.  If this fails in the long run I can make some sort of putrid version of it though that's your call and I'm fine with either route you give me to make the sprite happen  :thumbsup:


I shall get to work on the boss sprites tomorrow evening  :beer:
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 08, 2016, 12:13:45 pm
Looking good,



Note - The original mock ups are sometimes impossible to replicate. I will try to get the final product as close as possible.




September 08, 2016, 12:18:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
@ Sinus

Sounds great.

I'm sure it will be fine.

September 08, 2016, 02:12:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Statues crumble when touched.  :crazy:

Note - Statues were originally Silver and not Gold but again the Mockups sometimes exceed the rules of the Nes Limits.

Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on September 08, 2016, 03:10:52 pm
This is looking damn awesome with each new screenshot I see,seriously I can't to play this game,also what's the next step after all the stages have been implemented?
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 09, 2016, 01:04:44 am
After the stages are done, probably sprite updating. reviewing the stages to make sure everything is where it belongs, Enemies and items.
I have someone rewriting the prologue, a couple guys are designing sprites and graphics.
After the game is 100% playable I am going to ask Optomon to install the soundtrack he made.
Possible title screen remake, I am still trying to find the values for the intro screen Castle and convert it into the Konami Logo.
Rewrite the epilogue scripts, rewrite the credits. (Adding all the contributors into the Credits) There are a lot to my surprise. At least 8 people at the moment.
When I originally started this project it was intended to be an Uncensored Version of Castlevania III.
I even stated that I didn't have the guts to try and continue where Dr. Mario and Optomon left off due to my lack in knowledge.
But as I started trial and error, I learned the basics very quickly and all of a sudden the results were incredible.
I had done it!....More or less, I don't think I will ever have the patients to draw sprites and graphics dot by dot...Way to overwhelming.
Things are moving along fairly quickly, Once I design the blocks its just a matter of arranging them in a nice order.  :thumbsup:
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on September 09, 2016, 05:46:15 am
This is what i have done for now, I'll need to polish these up, and finish those 2 remaining and it's done.
I think these are correct to NES limitations but I'll check on that as i finish with these 2.
http://www.mediafire.com/view/orjp4coj1fqwu9d/Dracula%20WIP.png
I hope these aren't bad.
Sephirous, nice work on the chapel.  :thumbsup:
Also, anyone knows if there is a way to upload my pics directly to this forum, that's usualy in ''atachments'' but not in here.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on September 09, 2016, 08:38:46 am
Im glad to see that progress for this amazing rom hack is going very well,with multiple paths in the castle to end up on a different stage,beautiful sprites etc,I can't wait to play the final product,keep up the amazing work!
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 09, 2016, 03:11:25 pm
@ PachaWillWatchYa

It's a cool start. :thumbsup: I'm probably going to remove the Chair Sprites all together so it doesn't clash with the stage redesign.
So I will just need the Standing Sprite as well as his Attack Sprite. This will make it so Dracula Just Appears.

Actually now that I am looking at those sprites, Those actually would make a better Alucard Boss Fight. If possible.

The expression on his face in the standing position looks not as aggressive as Dracula's and by this game taking place after Symphony Of The Night Dracula would reference how he looked in Symphony Of The Night.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on September 09, 2016, 03:24:00 pm
I noticed that, I actually had another one but shading was looking good on one side, but wrong when mirrored. Is anyone working on Alucard at the time, if not I'll pick him up and use this head for him, as soon as I'm done with Dracula.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 09, 2016, 03:38:21 pm
I don't think anyone is...

I know Sinis is working on a couple sprites but as far as Alucard's Boss Sprite, I don't think so yet.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on September 09, 2016, 03:46:31 pm
Ok then, I think I might finish Dracula this weekend and Alucard through the course of the next week.
Sorry for asking again but is there a way to upload my pics directly from my computer to this forum?
Also is Dracula's sprite from here anywhere in the rom or on the interwebs: https://m.youtube.com/watch?v=hML--6MS3Ws
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sinis on September 10, 2016, 12:21:15 am
Sadly I haven't had much time lately to work on sprites as I've been running around like a headless chicken doing stuff unexpectedly and will be for the next 3 or 4 days(?) though at least I found some time tonight to do sprites so here's a progress report lol.

(http://i957.photobucket.com/albums/ae54/Craftvania/Castlevania%20CoA%20Boss%20Edits%201%202016_zpsdu1l1ndt.jpg)


I have made 3 versions of an uncensored Medusa remake to try and resemble that of Rhondo of Blood's Medusa but without the ball tail that it had.  I'm going to try and go with the middle version for the attack animations with no bow and if that doesn't work out too well then I'll resort to version 3 with the bow.  First version was just...something with a bad hair day so it remained unfinished.  I'll be spending lots of time on this sprite to make the tail and attack animations fit properly so it will be quite some time until I get it done and sent to you.  The hands will be redone as they're there right now to give me an idea later once I define things more.  She is a lot bigger than Castlevania 3's original Medusa sprite to give off that feeling of a giant snake has been encountered :)

The skull is going through my alpha art stage so it looks ugly right now.  I know that I have to make the fangs bigger and more elongated along with the cheek bones to be more defined and bigger but working on it slowly as I had to shrink down  the picture on this one for my eyes to get a better view.  For some reason the big picture wasn't helping out for some reason but no biggie as I will adjust to what I need to get it done.  Chin will be more defined later on.  I might have some trouble fitting this into that area for the 2nd form but I'll see on what happens when the time comes especially for the 3rd form.  The 3rd form is a cobbled up freaking mess as I never looked at the YYCHR data for it until tonight.  Now that sprite will take me some time to do and hope that I can get what you want and if not, want something resembling the Symphony of the Night final form that Dracula has in the beginning while facing Richter?  I can make a head on version and roll with that but let me know on your feedback so I can come up with the necessary stuff  :beer:
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 10, 2016, 12:52:30 am
@ Sinus

WOW! Those are looking awesome! :thumbsup: :thumbsup:

If you can get the current Medusa you made to fit into the game then perfect!

Yeah if Dracula gets to complicated to make then do whatever you need to.
The Dracula from SOTN Richter battle is cool though you would probably have to create a Frontal Image of him facing the screen.

The Skull was put into the game as a background image.
If this is helpful here, This is the Sprite Sheet where you can see at the bottom is the Skull Image.




September 10, 2016, 12:56:43 am - (Auto Merged - Double Posts are not allowed before 7 days.)
@ PachaWillWatchYa

The only way that I usually upload images on here is to upload the image to a place like Photobucket and then copy the IMG Link to here.

As far as Dracula's Sprite unfortunately that is a mockup image of what was going to be created.
Dracula's sprite was never put into the game. The image on You Tube is an oversized Mockup.
Meaning it is very possible to put him into the game but he will be smaller, Which is fine. He just looks big because of the way the image was drawn.

 
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sinis on September 10, 2016, 07:30:16 am
@ Sinus

WOW! Those are looking awesome! :thumbsup: :thumbsup:

If you can get the current Medusa you made to fit into the game then perfect!

Yeah if Dracula gets to complicated to make then do whatever you need to.
The Dracula from SOTN Richter battle is cool though you would probably have to create a Frontal Image of him facing the screen.

The Skull was put into the game as a background image.
If this is helpful here, This is the Sprite Sheet where you can see at the bottom is the Skull Image.

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20-%20Cadance%20Of%20Agony/chr000_zps9uke6zl5.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20-%20Cadance%20Of%20Agony/chr000_zps9uke6zl5.png.html)



Well hell.  That goes to show that I can't remember anything.  Okay, this will make it simpler lol.  By the way, need to ask a question.  Do you want me to make a damage look for it or was the plan still in effect to program that boss differently for the spittle stuff to drop out of the eyes only without a damaged look?


If all else fails for the 3rd form I'll make a frontal view of it.  Too bad we couldn't find someone to reprogram that boss into the version that Dr. Mario brought up for his end game look in SotN when Alucard faces him as I found that image by accident while looking for the reference stuff on the skull lol.  No matter, I'll get to it later tonight unless I'm too damn tired from today.  Rising up early to type this before I begin my daily routine again lol.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on September 10, 2016, 09:34:59 am
So, is this agressive enough: http://www.mediafire.com/view/234fa2phw2uffg6/DracMockup.png
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on September 10, 2016, 11:34:53 am
These sprites are looking vert lovely,I can't wait to see if Frankenstien's Monster sprite gets upgraded as well,my suggestion that he looks like is Rondo of Blood counterpart,same goes for the Phantom Bat,also great job on redesigning on Dracula's sprite! :)
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 10, 2016, 07:41:20 pm
@ Sinis

Probably going to end up creating a damage sprite or just leaving it intact until the end of the battle when it breaks a part from being defeated. Which ever is better.

From what I understand the project nearly drove Dr. Mario and Optomon nuts.
Then again making new sprites is good too so it doesn't copy other games.
Most likely it will be best to create a front view of Rondos Final Dracula/Richter fight from SOTN.

I am not sure about Symphonies last boss. They used it in Harmony Of Despair too.

I'm sure it will come out nice.



September 10, 2016, 07:47:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
@ PachaWillWatchYa

Looks pretty good.

@DavidtheIdeaMan

That would be cool.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on September 15, 2016, 08:07:40 am
Dracula is more-less done. http://www.mediafire.com/view/234fa2phw2uffg6/DracMockup.png
Although he has too many colors on the head (purple color on original Dracula comes from his cape because his eyes are transparent) so maybe I should do something about that. Maybe I should also use other palette to make him more colorful, although I think that's what Sephirous does.
I'll see what I can do with Armund and Alucard, but I doubt that the latter will look good since he has few tiles that are repeated.
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sinis on September 15, 2016, 12:17:00 pm
Hey Patcha, some small feedback on my end.  Try using this for a reference https://youtu.be/hML--6MS3Ws (https://youtu.be/hML--6MS3Ws) .  Tried looking around for the actual sprites for you since I got some small free time to myself but didn't find anything nor within the ROM as it still has the original Dracula sprite.  You just need to do some minor changes to your sprites and you'll be set  :)


On a side note, no updates on my end.  Haven't had the time to work on sprites too much this week since my last post.  Looks like it will be next week on this coming Monday when I can get to them once again.  Got a small job that I couldn't pass up.  Need to bring home some bacon after all  :P
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: Sephirous on September 19, 2016, 03:36:27 pm
Still building.

Some cool news, Alucard's cave is sectioned in two separate stages.
Being the Rom has been expanded gives me the power to create a completely new stage after the Chapel but before the continuing stage.
Splitting Alucard's stage into two rather than continuing of the previous stage.

Still have to change sprite pallets that will be done next.

Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: ShadowOne333 on September 19, 2016, 04:42:39 pm
That Alucard looks badass. :P
Title: Re: Castlevania III (USA) - Uncensored / Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on September 19, 2016, 04:51:55 pm
Yay! New screenshot,also that this game will have new areas to explore & multiple routes to Dracula,plus I have some pictures other areas that was suppose to be used for the game. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on September 22, 2016, 05:42:04 pm
Another stage has been recovered.

Well at least the start of it. Though I have to say the Palette for this one is...Interesting to say the least.



September 22, 2016, 05:51:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
@ Everybody

Don't worry I am getting all the messages just very busy and hectic over here as well. No rush on anyone that is working on stuff.
Still lot's to do here on my end, As you finish stuff I will add it in whenever, There is no specific time that stuff has to be implemented. I can go back and add stuff anytime.

@ DavidTheIdeaMan

Cool, Send me the pics if possible.
There are still a couple stages that I have not found yet.

There is one stage that still baffles me.
The sprite sheet shows what looks like a star that flickers in the sky. Like the stars do in Super Mario All Stars in the night stages.
It's interesting. I am sure it will get figured out.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: ShadowOne333 on September 22, 2016, 06:15:21 pm
That last stage gives me the Metroid vibe.
You should put some Zoomers just for the jiggles. xD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on September 22, 2016, 09:44:51 pm
Awesome the Catacombs!

Do you have a Google+ account or Gmail?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Bahamut ZERO on September 23, 2016, 06:02:27 pm
Your 8 Bit Alucard looks more badass than how he looks in SOTN.  :D

And a MILLION times more badass than the Count-Chocula-look he sports in Vanilla CV3!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on September 23, 2016, 06:37:21 pm
Yo,incoming screenshots so it can help out support this rom hack!

Title Screen

https://lh4.googleusercontent.com/-30CPcwlwn9w/V-WsjK7VbyI/AAAAAAAAI8c/IKjx4LlRUo4zLZq6G4y4aYJJP9gdYQwfgCL0B/w256-h232-no/Title%2BScreen.png

Levels

https://lh4.googleusercontent.com/-wC8Z7ZVThQA/V-WseE9amgI/AAAAAAAAI8Q/IJw9bCOYitwPK36GxorTM1jQjans0Vp7wCL0B/w256-h128-no/Celestial%2BGardens.png

https://lh4.googleusercontent.com/-7L8mUFybTDY/V-Wsgt6G2OI/AAAAAAAAI8Y/WPKYEZgbdj0de0XPV4WVjnE7ZEWLWsKoQCL0B/w256-h128-no/Library.png

https://lh4.googleusercontent.com/-W_hDD4fnXzQ/V-WskbyEWOI/AAAAAAAAI8g/Ko6CbhNG0RgEgJ3ycNuoLxebdHPHzo-2QCL0B/s128-no/Underground%2BCaverns.png

https://lh5.googleusercontent.com/-GqT5xmt-ves/V-WsfcMBy_I/AAAAAAAAI8U/JJnzKkwGT50BU0CdFDsfH9GSXe6ouKaDQCL0B/w185-h272-no/Clocktower.jpg

https://lh3.googleusercontent.com/-64J-3XGCl4U/V-Wsc56BPEI/AAAAAAAAI8M/mz1KCB9B33sF3zziTwSUpFLl6x1z6Ck8ACL0B/w383-h128-no/Castle%2BKeep.PNG

Scrapped Boss & Enemies

https://lh6.googleusercontent.com/-oRvyywLk1Xo/V-WsqMUSVUI/AAAAAAAAI8o/zgMCJk1vvWEQ5zTVUHA0xslAAVwfNjXjwCL0B/w256-h232-no/Angel%2BMummy.PNG

https://lh3.googleusercontent.com/-ANCKblP_dCk/V-WstfpNUAI/AAAAAAAAI8w/X9kDALgDPQYi6oJhaKt_8e8GD1pLVQIEACL0B/w433-h533-no/Lessers%2B01.PNG

https://lh5.googleusercontent.com/-vTA9z1rj7Z4/V-Wsun1AsKI/AAAAAAAAI80/w_b-_ngYkj43V4017uiFrTTudrewzJ0XwCL0B/w386-h264-no/Lessers%2B02.PNG

Other Goodies

https://lh3.googleusercontent.com/-Bhef5tz-q9k/V-WswUZk1sI/AAAAAAAAI84/WMMgkgK9C88iiIhMFgEXGVWpZhAL4jxOACL0B/w779-h156-no/Spike%2BBall.PNG

https://lh5.googleusercontent.com/-7gX_xnzokH4/V-WsxWBQLII/AAAAAAAAI88/JdaxsFJRCFwjBcbhhSHFcZHA9Ipk5qJGQCL0B/w544-h143-no/Pop-Up%2BSpikes.PNG

https://lh5.googleusercontent.com/-PkvljrG_FyM/V-Ws76K4-_I/AAAAAAAAI9M/0FS2g6sWprs0SxY_v0t7rA_U_GQX5QBQQCL0B/w256-h80-no/Possible%2BHud.PNG

https://lh6.googleusercontent.com/-6UcP_m1Ij3s/V-Ws2B2g8II/AAAAAAAAI9I/H0nqlVps6bYBJodTJ-259gQrsXCW_T0dwCL0B/w356-h192-no/Dracula%2BBattle%2BII.png

https://lh4.googleusercontent.com/-fFXvIRwEKis/V-Ws0KEgt_I/AAAAAAAAI9E/_jHPZSNvitIkXXWmDax99ClWskiLAjRrQCL0B/w88-h178-no/Weapons%2B02.PNG

https://lh3.googleusercontent.com/-trckOmyYtRw/V-WszDCjxDI/AAAAAAAAI9A/y1ewdZuz97YGDt5uwZSifyvwTbX5IkYjQCL0B/w270-h206-no/Weapons%2B01.PNG
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on September 23, 2016, 06:45:40 pm
Yo,incoming screenshots so it can help out support this rom hack!

Levels

(https://lh4.googleusercontent.com/-wC8Z7ZVThQA/V-WseE9amgI/AAAAAAAAI8Q/IJw9bCOYitwPK36GxorTM1jQjans0Vp7wCL0B/w256-h128-no/Celestial%2BGardens.png)


I guess there hasn't been a space level in castlevania yet.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Bahamut ZERO on September 23, 2016, 06:53:21 pm
I guess there hasn't been a space level in castlevania yet.

Omfg that looks amazing. Like a nebula wallpaper made sweet, sweet love to a nightime CV level amazing.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Googie on September 23, 2016, 07:03:17 pm
Yes, yes, YES! I love the screen shots, those screens made my day. :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on September 23, 2016, 09:58:38 pm
 :o :o :o :o :o :o :o :o

WOW!

So that's what the star sprites are from!
This gives me this idea of like putting in somehow a special stage or something.
It looks like something that was taken straight out of a Castlevania Creepy Pasta but actually exists.

Better Clock Tower Graphics!

I have got to get that title screen in some how.
That is exactly what I was hoping for!

Ok, I have to relax here.  :crazy: :crazy: :crazy: :crazy: :crazy: :crazy:

This answers all of my problems, now there are enough stages to fill in.

Thank you so much for posting these!
This is the answer!



September 23, 2016, 11:41:31 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The title screen is in, more or less I will tweak later on.




September 24, 2016, 01:45:05 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Catacombs flooded with a blood shower.

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on September 24, 2016, 07:20:04 am
I don't get why you call it castlevania 2 tho.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on September 24, 2016, 10:49:51 am
Heh heh no problem,I hope you use these sprites to good use! :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on September 24, 2016, 04:07:14 pm
I don't get why you call it castlevania 2 tho.

Easy, It's the sequel to Chorus Of Mysteries.

Like Belmont's Revenge was the sequel to Castlevania Adventure.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on September 24, 2016, 04:47:50 pm
Heh heh,can't wait to see the new & improved Clocktower stage as well as the Library,Celestial Gardens,Underground Caverns & the Castle Keep!

Im glad I posted those screenshots. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on September 24, 2016, 08:54:40 pm
Me too!

Thanks for all of them!

It will take some time but I plan on getting everything into the game at some point.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on September 24, 2016, 09:17:58 pm
Heh heh anytime!

Just take your time,I'll wait until you get more stuff done,good luck!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on September 28, 2016, 02:21:19 am
Next stage finally getting somewhere.
This stage is extremely detailed and taking longer than the one prior but we are getting there.

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: ShadowOne333 on September 28, 2016, 11:00:46 am
Sephirous, have you thought about changing the brownish outline of the main character for another colour?
I feel like it doesn't contrast that well with the rest of the colour, but then again maybe you have tried it already and decided that such colour is the best fit for it, since the NES palette is not that big to start with:

(http://drag.wootest.net/misc/nespalette.png)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on September 28, 2016, 11:03:00 am
Don't try to convince him to be outlined blue again. He looks better with brown hair.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Dr. Mario on September 28, 2016, 09:31:07 pm
(http://i.imgur.com/XPSsoq2.png)

Here are a few alternate palette ideas I came up with. The top one is the one you are using (I think) and the rest are different shades of blue that I think work a little better.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on September 28, 2016, 10:20:39 pm
None of those other colors fit Richter. He has a palette in games he's been in that should be preserved.

(http://vignette4.wikia.nocookie.net/castlevaniafan/images/a/a0/Richter_Belmont_from_Symphony_of_the_Night.jpg/revision/latest?cb=20101121010829)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on September 29, 2016, 03:16:20 am
More stage completion and testing a different color for Richter.

The reason I didn't like the blue outlined Richter was because it looked to much like the headache with Juste Belmont from Harmony Of Dissonance with his interesting outline which creators made a patch to remove it.

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on September 29, 2016, 09:43:56 am
I can't read what those plants say.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on September 29, 2016, 04:15:04 pm
Nice job on the stage so far,only a few more to go,keep it up. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: ShadowOne333 on September 29, 2016, 04:47:41 pm
I would suggest adding some small starts to the 8x8 tiles of the planets and big starts.
The sky looks somewhat odd on the outer side of the planets and big stars.
Adding just those tiny little things in there might make it much more appealing visually. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 04, 2016, 02:58:43 am
Progress Continues.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 04, 2016, 10:42:17 am
Looking good so far,keep up the good work!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Thirteen 1355 on October 05, 2016, 05:46:39 am
Wow, these backgrounds look amazing!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on October 05, 2016, 01:28:24 pm
Sephirous, I'm sorry that it's taking me too long to update, but I don't think that you are in a rush.
Anyways here is new Dracula thanks to David: http://www.mediafire.com/view/cdqcn8qe24af0d4/Dracula.png
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 05, 2016, 11:52:39 pm
Don't worry I still got 5 more stages to figure out. I will insert Dracula in between, My eyes can only take so much Stage Design at once before I need something else to work on.
That version of Dracula is the best yet, Once the attack animations are done I will attempt to insert them.


This stage in particular was a lot harder to build than the previous ones. Almost all the Graphic Boxes got used up this time.

I modified the stars and planets as well they look more integrated now.

October 06, 2016, 01:41:28 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Another Stage.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on October 06, 2016, 05:23:36 am
I don't know if you know anything about ASM and coding, but maybe you could get rid of the 3rd form. The game would still be hard enough with 2 forms and Dracula have a ultimate form twice don't seem right, storywise. CV3 should be the only game where he has 3 forms.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on October 06, 2016, 11:07:39 am
I don't know if you know anything about ASM and coding, but maybe you could get rid of the 3rd form. The game would still be hard enough with 2 forms and Dracula have a ultimate form twice don't seem right, storywise. CV3 should be the only game where he has 3 forms.

Optomon and Dr. Mario had plans for the extra boss fight so I'm sure Sephirous is going to keep them...and I hope he really does because I'm still working on the 2nd and 3rd form sprites around work right now  :P


Progress update for me.  Medusa is 3/4 done as I have the tail animation left (never done a snake before especially the pose I'm going for so that will take me time to make it look plausible in 3 animation frames) and attack animations for the arrow and stone beam left then I'll finish up the damaged sprites for the 2nd form of Dracula.  3rd form is going very slow.  I know you are taking  your time with this project but I'm hoping that I will actually get these to you in the next half month.  Would have had them done sooner but I couldn't refuse work that was offered to me lol.  I do pop on daily to see the progress and I'm liking the stages so far  :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 06, 2016, 11:48:49 am
I was happy to help out in supporting this rom hack,since it's been revived and all,I am very glad the progress is going very well so far & since you said there are only 5 stages left to implement,bosses etc,also it's a good idea to take breaks whenever you guys feel like it,can't wait to see the final product when it's released! :)     
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Googie on October 06, 2016, 05:57:25 pm
I'm really digging the progress, the pics are really cool. 😎😎😎😎😎😎
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 06, 2016, 10:01:32 pm
Bone Dragons have a new home for now, They just make more sense here.

I am thinking something different for the Sewers stage, Yeah blood is wonderful but the blood still gets used in the Catacombs. I just have to find a good medium between the two.

On a side note the games humor of giving me a hard time with stage 9 by using graphics from stages  3 5 and 6 causing Stage 9 to be a mess are no more. I'll simply change the graphic sets for each individual screen making it so the player literally takes a trip through the center of the castle viewing segments from The Lab, The Sewers and Future Stage very much like how Alucard in SOTN upon defeating a stage can take an alternative route to find hidden parts of previous stages taking him to another part of the castle. Once I get there I will post some pictures making it more clear.
Trying to explain this mess isn't going to do any justice. Imagine, Stage 2 being larger than what you can play through while actually in Stage 2. But for later in the game returning to that stage to see a part that was previously not accessible.  :huh:



Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 07, 2016, 04:48:34 pm
Looking very lovely,also just take your time with the mod,I don't care how long it'll take because I know waiting for it will be worth it,even though it won't be non linear I will still play it,besides you can one day come back to it & make it non linear again,it's up to you,but anywho,good luck with the project.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on October 09, 2016, 05:52:57 am
Well, Drac is pretty much done, I wish I could do more justice to the staff on last sprite, but oh well: http://www.mediafire.com/view/cdqcn8qe24af0d4/Dracula.png
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Tsukiyomaru0 on October 10, 2016, 12:26:13 am
don't know if someone pointed this out, but your screenshots have patterned dithering to them.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 10, 2016, 01:29:32 am
don't know if someone pointed this out, but your screenshots have patterned dithering to them.

That is because I enlarged them so you could see the sprites closer.
Stretching them causes the quality of them to deteriorate a little.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on October 12, 2016, 11:31:07 am
I probably should update on progress for boss sprites.  I'm still busy with stuff in real life so things are moving slow but steady.  Medusa is almost done as I am still working on a plausible slithering animation for her stationary position.  So many videos I've watched on snakes to try and get it right.

Just...ignore my version of Richter.  I was too lazy to make a sprite sheet from Optomon's version so threw mine in at the last second for a size comparison.

(http://i957.photobucket.com/albums/ae54/Craftvania/CoA-Boss-Mock-Up-Test-1_zpssiztiow7.jpg)


Started reworking on the 3rd form.  Just messing around right now so stuff will change.


By the way Sephirous, that skull might be problematic.  I mean, I can fit it in no problem but that 'brain' part on top of the legion thingy for Dracula's 2nd form relies on a different color palette.  Might look odd but I'll fit it in this weekend and mess around with the color palette to see if its used by other sections within the game.  If its not then I'll go ahead and finish up the 2nd form and get that stuff sent to  you and let you do the color palette to how you want it and HOPEFULLY I'll get Medusa done within the week.  Dracula's 3rd form will take me a bit because its literally slapped around in the CHR data so I'll have to finish up the sprite, fit it in and tweak it as I go along so it can fit appropriately unless if you know how to change the data there for the boss sprite to switch out with this one then I can get a mock up CHR data sent off to you.


Once that's all done I'll move back to the Richter sprites and get those done and sent off.  Once that is all done I'll work on another boss that I figured that I'd try my hand at.  Can't have a Castlevania game without a Rhondo of Blood/Dracula X boss.

(http://i957.photobucket.com/albums/ae54/Craftvania/Minotaur-for-CoA-Teaser_zpsgsd03oca.jpg)


For now, I'll keep watch on where you want to go with the 2nd form and see on what you want me to do with the 3rd form.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 13, 2016, 12:49:56 am
Wow, Those are coming along Fantastic!  :thumbsup:

I have begun trying to insert Dracula's First Form that PachaWillWatchYa created.
It's taking some time however because separating Dracula's Sprite into pieces for the CHR is a little challenging but I'll get it.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: ShadowOne333 on October 13, 2016, 12:54:49 am
That Medusa's looking hot.
I'd certainly whip her... if you know what I mean. ;) :p
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 14, 2016, 02:07:17 am
@Sinis

I should be able to edit the colors for the Skull fairly easily as long as they aren't merged with the health bar colors.
Searching with the hex editor for the 3 Color Values in sequence then changing them all to the same colors should work.
It is what I did with the Hand Shaking Scenes and Map Screens since they used a separate hero color sprite palette from the main Hero Sprite Palette.



Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on October 14, 2016, 10:04:12 am
@Sinis

I should be able to edit the colors for the Skull fairly easily as long as they aren't merged with the health bar colors.
Searching with the hex editor for the 3 Color Values in sequence then changing them all to the same colors should work.
It is what I did with the Hand Shaking Scenes and Map Screens since they used a separate hero color sprite palette from the main Hero Sprite Palette.

I just have no clue on that boss's color palette yet since I haven't looked that far into the game.  I should have but never crossed my mind as I normally sprite first and do everything else second once I come to it down the road.  I'll just go ahead and work on the rest of the damaged skull sprite once I'm done with Medusa and the 3rd form.  I'll also see about looking into making the sprites into a bitmap image for easier insertion.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 14, 2016, 11:52:46 pm
Figured since I am working on the Dracula Sprite Insert, I would start editing the Keep.
This is a picture previous to when I found out that it's pretty much going to be a black screen for the background during this segment due to a lot of NES Limitations, So the final result will differ a little.

I am also going to remove the Sitting Sprite for Dracula causing him to appear randomly on the screen versus sitting on the throne and standing up.


October 15, 2016, 02:15:09 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Using the unused space that Stage A had, I was able to expand the stage a little adding some enemies where there weren't before.


October 15, 2016, 02:32:14 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - I modified the keep so the lower platform now is level with the water underneath. It gives more room to the player and doesn't look so crowded.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on October 15, 2016, 06:01:19 am
That Richter sprite kinda makes me think a NES take on ROB would be interesting.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 15, 2016, 12:17:35 pm
Lovely work on the game you guys,the Castle Keep is looking very lovely,the more I see sprites & screenshots,the more I want to play this game,keep it up guys!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 18, 2016, 05:57:15 pm
Started updating The Clock Tower.

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 18, 2016, 08:12:22 pm
It's looking very lovely!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 18, 2016, 11:54:29 pm
Figured since Dracula's Clock Tower uses the same sheets as the normal clock tower I would start working on the last stage. Aside from the planned Dracula's Golden Statue Head Area, I have been noodling with the idea of creating what I call "Dracula's Maze" an area where you must take a leap of faith down a shaft a few times hoping there are not Spikes at the bottom. Strangely this idea came to me by playing Mario Party where you have to choose a pipe to drop a treasure chest and hope it gets to your character. This is not by any means difficult to remember, Once you jump down you can easily remember which shafts are the correct ones, But challenging the first time down at least.

I have been keeping the difficulty to a minimal to avoid creating a brutal mess of enemies and stuff through out the game.
But I think for the last stage, it should have at least some deeper difficulty to it than the rest. It is the last stage after all.

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: cospefogo on October 19, 2016, 06:48:26 am
I have been keeping the difficulty to a minimal to avoid creating a brutal mess of enemies and stuff through out the game.But I think for the last stage, it should have at least some deeper difficulty to it than the rest. It is the last stage after all.

Yes! I think it is the best way to go...
But be careful to not fall into the pit of the "too difficult" game.
There is a lot of hack out there, brilliant hacks, marvelous jobs, that simply fail miserably due to the superhuman exaggerated difficulty... at least in my humble opinion.

I am really anxiously waiting and wanting Cadence of Agony!

Thanks, Seph.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 19, 2016, 08:59:45 am
That sounds really interesting Seph & good job on finishing the redone Clock Tower,now only the Library stage is the only one left,unless it'll make it into the game?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: The Rooser on October 19, 2016, 01:46:44 pm
If you want feedback on your level designs, I would love to playtest what you have so far.

October 19, 2016, 02:17:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And in the spirit of criticizing level design:
... I have been noodling with the idea of creating what I call "Dracula's Maze" an area where you must take a leap of faith down a shaft a few times hoping there are not Spikes at the bottom. Strangely this idea came to me by playing Mario Party where you have to choose a pipe to drop a treasure chest and hope it gets to your character. This is not by any means difficult to remember, Once you jump down you can easily remember which shafts are the correct ones, But challenging the first time down at least. ...
I think this is a bad idea. It randomly punishes players the first few times through. (Players should be punished for being unskilled at something, not for being bad guessers). Then, as you say, once the solution is known it becomes trivially easy. In other words: the sequence would never test the player's skill at the game.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 19, 2016, 04:07:12 pm
@Cospefogo

Nods, That is exactly what I don't want to happen. What I am trying to do when I add the difficulty in, is compare it to official releases. Does it feel comfortable and fun vs. feeling like the creator is constantly bullying the player to death.

@The Rooser

True, I don't want to create the experience I had with Legacy Of Darkness where you get to the Tower Of Ruins climbing the Random Pillars hoping the wrong one doesn't drop you into a death pit before the Harpy.

As far as Play testing goes, right now I haven't set up the doors yet, meaning the stages are impassible and pretty much disabled from screen to screen. (I use a lot of the debug menu.) But once I get the basic game working, Play testing is probably a good idea.

@MathUser2929

ASM is beyond me at the moment. But then again so was Graphic Installing for me at first. I'll check it out at some point.

@DavidTheIdeaMan

I hope I can get The Library in, There are still a couple banks of graphics that I have no idea where they go, It's either the Castle Keep or The Library, I have to do some playing around with it to see what the tiles make.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 19, 2016, 05:57:59 pm
@Sephirous

It's cool I can wait,by the way I really like to ask this question,will Armund,Alucard & Maria will have upgraded Weapons for them to use as well as Sub Weapons because I really hope that they do because I don't want Ritcher to be the only character with the upgrades or power up if you will.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: The Rooser on October 20, 2016, 02:18:47 pm
As far as Play testing goes, right now I haven't set up the doors yet, meaning the stages are impassible and pretty much disabled from screen to screen. (I use a lot of the debug menu.) But once I get the basic game working, Play testing is probably a good idea.

Oh yeah sure. I'm just putting the offer out there. I'd like to think I have a good mind for level design and would be able to offer good feedback. PM me if and when you ever want me to playtest; I'd be happy to.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: ShadowOne333 on October 20, 2016, 04:38:40 pm
Damn Sephirous, this project is coming along really... REALLY nice!
I usually don't go for fan-fic like hacks, but seeing how well made it looks, I am willing to give this a try, no doubt!

Best of luck on the finishing stages! :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 20, 2016, 11:54:13 pm
Here is another request for a new boss.

This one if possible can replace The Bone Dragon King. His current sprite is too big in one pic and too small in the other, So it will need adjusting.  :thumbsup:

This will fit very well as the catacomb boss because of it's horn like thing on it's head to dig into the ceiling causing the blood shower to flood the catacombs.

Centipede


October 21, 2016, 01:43:24 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - I've started the library, Because this stage was never implemented into the beta, I am going to have to import the graphics using the only screenshot mock-up there is in existence. I've already done this once with the title screen and it came out perfectly. So I am sure the stage will too. Also there are still two banks that don't resemble any stage anyone has found as of yet. It appears to have a shield like image mounted on a wall. Nothing else is recognizable. I tried putting the pixels together but nothing recognizable emerges, just a bunch of blobs. A railing to a staircase also can be seen but again doesn't match anything. It's not a big deal, empty stages are running short so after the library just remains the castle keep and a couple of alternative stages expanding the early stages.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 21, 2016, 10:15:40 am
This is some awesome & interesting stuff to hear Seph,plus I wonder what kind of ideas you have for alternate stages after finishing up the Library & Castle Keep stages?

Also I wish to test it out,to see what it'll be like thus far?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 22, 2016, 03:21:11 am
It's a start...
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 22, 2016, 10:59:34 am
And so it begins,best of luck Seph!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 23, 2016, 02:45:37 am


October 23, 2016, 03:29:08 am - (Auto Merged - Double Posts are not allowed before 7 days.)


October 24, 2016, 01:38:37 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 24, 2016, 11:13:36 am
Nicely done Seph,Im liking the new screenshots!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 25, 2016, 05:20:46 pm
The Golden Keep

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 25, 2016, 06:39:26 pm
Lovely work Seph just lovely,So what's after this one since this IS the final stage of the game?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: SunGodPortal on October 25, 2016, 06:46:25 pm
Lovely work Seph just lovely,So what's after this one since this IS the final stage of the game?

An improvement hack of Castlevania 64. *fingers crossed*

:)

Anyway, these screenshots look great. I love seeing people making the most of the NES. Hacks like this look better than many of the official games from those primitive days.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 25, 2016, 07:17:38 pm
After this stage, I have a couple more to do.
I'm thinking of even putting Aljiba into the mix.

Once I run out of stages. I will go back over them, filtering out errors, adding stuff. Pretty much doubling checking until I use every ounce of power the nes can handle.

Then I'll begin installing more sprites.

It was mentioned that after Medusa is finished more custom bosses will get created.

Prologue and Epilogue are going to be rewritten.
I've got a writer helping me with that.

Then lastly the music.
I asked Optomon when he gets free time from his other projects to help me reinstall the music he created the first time around and maybe new songs, that's up to him of course. Right now I using the original CV3 music but in a different order.

Other than that once the stage stuff is finished, it will just be a matter of reviewing what I have done over and over until everything is perfect.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 25, 2016, 08:19:22 pm
Awesome,Im happy to hear that the finishing touches to the game will be worked on soon and also I'll keep my fingers crossed for more custom music from Optomon to be put into it,because Im kinda tired of the same ol music tracks being used for mods these days & forgetting cover music as well as custom ones,still I'll await more goodies for you to show. :) 

October 26, 2016, 12:48:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hey Seph I found these while browsing for forgotten sprites that never made into the original build of the game!

Maria Attack Animation

https://lh3.googleusercontent.com/-IOkCTMEDOqg/WBDgLCp_qzI/AAAAAAAAJIo/I-kzbMPDXIYAYM08ehZaKxRZhjy_COMxQCKgB/s253-p/Maria.jpg

Another Unused Boss?

https://lh3.googleusercontent.com/-IhU7repRZ8Q/WBDgMdFwg8I/AAAAAAAAJIs/V0O5eypD_ystLLCCzOHRl20Kjmxzs-tqwCLcB/w252-h253-p/Unused.jpg

Unused Legion Boss

https://lh3.googleusercontent.com/-nGTDBu0HipA/WBEQMrC-nUI/AAAAAAAAJJY/F9CBDUC7TxYeWtb4tNs9YAoEvRIC-C9KwCL0B/w506-h615/Legion.jpg

Hope you find them useful!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 27, 2016, 12:02:26 am
Cool, I will check those out.

Golden Keep is coming along, I had to improvise to get the Statue in there.
I had run out of space but luckily there were a few pixels available in the Score/Health Area so I stuck the statue in there and it worked.  :thumbsup:

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 27, 2016, 09:35:21 am
No problem,Im going to see if I can try to get that sprite of Death,also good luck in finishing the Castle Keep.

October 27, 2016, 05:28:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
You know I've been thinking,since this mod was originally suppose to be non-linear,I bet someone will create a Castlevania III homebrew Engine so it COULD be possible,well from what I heard someone is using the 8-Eyes Engine to create a Castlevania romhack of Simon's Quest but oh well,this will be still a fantastic game even without the RPG elements,but I think I think I'll have a hard to exploring the Castle with that Timelimit. XD   
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 28, 2016, 12:22:10 am
Thanks to Sinis we now have a new Medusa!  :thumbsup:



October 28, 2016, 02:21:14 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Alright, This next stage is going to take a LONGGGGGG time to complete. There is TONS of detail to be done and careful pasting to avoid Forground Vs. Background. Which already happened, so what I have done so far already has to be redone. But it is going to look pretty good once it is done.


October 28, 2016, 02:30:05 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - Aljibra is going to have it's Night Palette when finished. The reason I am using the Day Palette first is so it is easier to see the pixels.

Now how about that, I am literally listing to You Tube music from Optomon from the unreleased Simon's Quest and guess what song starts playing, Aljibra no less. Hmmm, Ideas Ideas.  :angel:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 28, 2016, 08:26:45 am
Glad to see new screenshots also you can ask Optomon to create music for the game,also I think this game won't be released until around December,maybe,but I know this game will be something special,also maybe I can make some suggestions for the music?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on October 28, 2016, 01:06:29 pm
Thanks to Sinis we now have a new Medusa!  :thumbsup:

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20-%20Cadance%20Of%20Agony/76_zpsm7kcwvvn.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20-%20Cadance%20Of%20Agony/76_zpsm7kcwvvn.png.html)

October 28, 2016, 02:21:14 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Alright, This next stage is going to take a LONGGGGGG time to complete. There is TONS of detail to be done and careful pasting to avoid Forground Vs. Background. Which already happened, so what I have done so far already has to be redone. But it is going to look pretty good once it is done.


What happened to the arrow?  It looks incomplete from the one I sent via the CHR file.  Did something screw up when I sent that to you?  The 'body' is missing between the arrow head and tail feathers :o
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 28, 2016, 02:35:12 pm
The arrow is complete.
What happened is because their are a lot of sprites on the screen at once they started flickering. When I hit the screen capture button, It captured the flicker.

Note - I just figured out that "Allow More Than 8 Sprites Per Scan Line" really works.

It fixed the problem and stopped the flickering.  :thumbsup:


Also, Photobucket is malfunctioning again, It never seems to work during the day.  :banghead:

So one Photo may get messed up, But once Photobucket gets working again I will replace the picture.

October 28, 2016, 11:05:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Yay! Back on track!

Graphics are working normal again, No more falling through Floors and not being able to pass Houses.  :thumbsup:


Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 29, 2016, 02:56:37 pm
Nice work Seph,hope to see more and once all the stages or done,time for enemies and custom bosses plus the music needs to be put in,also you said that you are planning to change the HUD,right?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on October 30, 2016, 02:08:18 am


October 30, 2016, 03:39:56 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Time for the Palette Change.  8)

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 30, 2016, 12:23:02 pm
Dang Seph,these screenshots are looking more and more interesting,plus I think Alijibah will work as Stage 1 leading up to the Castle itself,keep up the great work,you and your team!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on October 31, 2016, 05:46:26 am
I don't want to be the fun killer, but honestly I would like Aljiba to look something like this: http://m.imgur.com/a/kUrra
Official NES Castlevanias have a more cartoonish art style than the one Dr. Mario has and it would feel off if artstyle just changed like that. Zombie and raven could also use a redesign, I'll se what I can do with those 2.

About Alucard and Armund, I didn't have much time to work on them, as I have my own project and I'm also helping someone else with pixelart. I'll post Alucard later this day or tomorrow, but I'm unable to make him look as detailed as in Sotn because of some tile repetition. Is there anyone in here who knows how to do sprite composition in CV3, or at least knows someone else who could know it?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Gamerhenky on October 31, 2016, 06:33:01 am
(http://i.imgur.com/iA7Sxro.jpg)

:huh: what is this CV2 Hack came from?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on October 31, 2016, 06:37:01 am
It's an old canceled hack by Thaddeus and Optomon.
I don't know much about it but apparently they were going to make it into a metroidvania, which kinda confuses me because I thought that CV2 was always considered a metroidvania due to exploration.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on October 31, 2016, 09:49:36 am
(http://i.imgur.com/iA7Sxro.jpg)

:huh: what is this CV2 Hack came from?

Last I know of there was a video that surfaced about it.  I recently became aware of it since like a few weeks ago.  Optomon was quite surprised himself that it was posted.  I browsed in the video's comments wondering on who would know any info as to why it was suddenly posted as it got me curious since I kept hearing it was cancelled and/or pushed to the side for his Pyronaut(?) hack and the man himself spoke of as supposedly only two people have the copy of his and Thaddeus's work.  Here's the video that surfaced https://www.youtube.com/watch?v=NpS4XQ1_cHw (https://www.youtube.com/watch?v=NpS4XQ1_cHw)

Its very interesting that's for sure.  Hope I'm not crossing any line posting that video link here if he or whoever the individual is posting it doesn't want it advertised in such a manner.



So, back on track.


I've told Sephirous that I was going to work on the remaining boss sprites within the game to make them Rhondo-ish.  I know Medusa came out a little different which is due to the fact when I made a fool around sprite with the ball tail similar to Rhondo of Blood it did not look well at all especially when I put it in my test ROM to try it out.  Won't release the sprites of that Medusa because they got deleted lol.

I saw the unused boss sprites posted and will try to utilize one into something though the legion one I'm unsure on where to place it unless Death's giant skull could be utilized into something similar.  I'll see on when I get that far especially when Sephirous decides on which ideas he wants to pass onto me for this and that.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on November 01, 2016, 12:49:39 am
More unexpected news, Yet another stage has been dug up out of the game hidden within empty space.

I didn't realize that when Castlevania 3 was made, how much copying and pasting was done.

I keep finding tons of room for new stages.
So with that said, This next stage I really don't have any ideas of what to make it into yet.
I ran out of Cadence Stages, I don't want to flood the game with previous stages form other games.
So I need ideas. I can basically install any kind of stage whether its from another game even out of the series or pretty much anything.

I'm going to have to do some research.

I do have some ideas but...Hmm

Here is my idea list so far...

A stage from Getsu Fuma, connecting the series together since Hellmont is basically Simon.

Dr. Jekyll And Mr. Hyde

Something from Chorus Of Mysteries....(Not Feeling It)

This is going to take some thinking.  ::)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: cospefogo on November 01, 2016, 04:44:47 am
I am not accompanying *all* the modifications so far, since I do visit this topic on a sporadic fashion, but the only thing I would suggest — imho — is to not mix stuff from other games, preventing the excellent work done here to fall in the myriad of not-so-creative hacks out there. Please don't get me wrong... I am loving everything.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on November 01, 2016, 12:30:44 pm
I think I have to agree I think it's best not to mix up stuff from Gestu Fuma Den,maybe I can give you guys a few ideas on stages,maybe?

November 03, 2016, 11:42:30 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also damn I wish that hack of Simon's Quest was brought back,I would play it in a heart beat if it had been released,I even started thinking up ideas for a complete remaster version of Dracula's Curse,for the Nes of course.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on November 04, 2016, 09:02:26 am
Anybody here knows if these Sprites from that Optomon and thaddeus's hack are free to use? i've saw a bunch of projects using this same forest sprites, and, if is really free, maybe could be good to make a level using that.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on November 04, 2016, 02:39:46 pm
Anybody here knows if these Sprites from that Optomon and thaddeus's hack are free to use? i've saw a bunch of projects using this same forest sprites, and, if is really free, maybe could be good to make a level using that.

You'd have to ask Optomon himself to see if  you can use those as us here can't speak on his behalf.  Those that you might see are probably heavily inspired by that project.  If someone is using exact stuff then it might be one of his collaborators from the project and decided to post it up or someone saved a screenshot when he was posting the material way back when then stole it into their own project.

Again, just ask Optomon via a PM on here and see if he responds back.  No harm in asking for permission as that is how my project Vengeance on Hell II started when I asked Ballzysoft to continue the story from his 1999 hack lol.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on November 05, 2016, 10:24:04 am
You'd have to ask Optomon himself to see if  you can use those as us here can't speak on his behalf.  Those that you might see are probably heavily inspired by that project.  If someone is using exact stuff then it might be one of his collaborators from the project and decided to post it up or someone saved a screenshot when he was posting the material way back when then stole it into their own project.

Again, just ask Optomon via a PM on here and see if he responds back.  No harm in asking for permission as that is how my project Vengeance on Hell II started when I asked Ballzysoft to continue the story from his 1999 hack lol.

Yeah, allright, but depends more if Sephirous want those sprites in the project. If yes, why not? those sprites have a superb quality indeed.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on November 06, 2016, 05:14:13 pm
As of right now I finally had to take a break.
I did 13 stages in a row and needed some down time.

As far as the CV2 hack being merged into Cadence.
I don't know, When I got permission for Cadence. It was more helping clean up Dr. Mario's/Optomon's project.

CV2 is an entire different project and if it's beong worked on I wouldn't want to end up having two projects with the same graphics.

I'll get back to working on Cadence in a couple days or so.



Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on November 07, 2016, 11:45:43 am
Well I did just mention CV2 hack as a inspiration for level graphics, I never meant for you to really import it.
I think we will have to find someone for tile editing as I'm not really good with that, and Sinis is guite busier than me.
If you ask me we can't just keep importing pre-existing graphics like that, it would feel unoriginal.
How many levels are left to do?

Here is Alucard. A bit delayed, but oh well: http://www.mediafire.com/view/rwamhyc795dmhba/alucard-5.png
The palette could use a change because of the dithering, thought I could release a version without dithering if you'd like.
I honestly think I didn't do him justice, but he should do at least as a placeholder.
I wish I could make him look something more like this (except more detailed since this is just a 2 minute color conversion after all): http://www.mediafire.com/view/g7ye16357r5kdwp/Impossible%20Alucard.png
but it's impossible because of repetition of black tiles: http://www.mediafire.com/view/ungy3sia93plj52/Reason%20why%20Alucard%20can't%20look%20badass.png

Next on to do list are Raven, Zombies, Centipede and Armund.
Seph do you have any special ideas for Evil Armund, because for now he is just a copypasta of his gameplay sprites?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on November 07, 2016, 12:39:43 pm

I think we will have to find someone for tile editing as I'm not really good with that, and Sinis is guite busier than me.


I actually have no problem in editing the tiles in as I am doing that to test the sprites to make sure they're going in just fine which I failed to do the first time with the bone dragon.  I've already done the same to your Dracula sprite and made some slight changes to make it appear to what it needs to do on how you designed it.  There was extra crap that Konami put in which didn't need to be there on Dracula's cape which confused me at first but got them out of the way.

To let ya know on what my remaining bosses to do PachaWillWatchYa is 3rd form Dracula, touch up 2nd form and test that out, do the fire attack sprites for Dracula's base form which I'll continue working on tomorrow, Death, Frankenstein, Big Bat, Skull Knight and the Mummies/Cyclops/Leviathan.  Most will look like their Rhondo of Blood and SotN counterparts but Skull Knight as stated before will be made into the Minotaur to the best I can since one leg sprite area has a limited space so I'll come up with something.  I know for a fact that I can't add the giant battle axe due to how the sprite and attack animations are made up so that part is down the tube.

Other than that, its what I got on my plate right now.  There was an idea that Sephirous had for the Doppelganger fight but it would require some major programming to get it done.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on November 07, 2016, 01:32:37 pm
Oh, my bad. I meant background tiles.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on November 07, 2016, 06:54:12 pm
Im loving the Alucard sprites there Sinis!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on November 07, 2016, 07:51:38 pm
Im loving the Alucard sprites there Sinis!


That's Patcha's work, not mine lol  :P



Oh, my bad. I meant background tiles.

Which ones?  The entirety in general?

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on November 08, 2016, 12:54:18 am
Hey,

I think I accidentally confused some stuff before.


@PachaWillWatchYa

I got asked earlier in the week if I could import the CV2 graphics if the creators of that project had abandoned it.
This way the graphics wouldn't go to waste.

I actually got a chance to check out the Video that had surfaced and honestly, The CV2 Project is a successor to mine and I don't think it would be a good idea to import anything from that hack.
Optomon had stated in the comments that it may be possible that a creator of the CV2 Hack is still working on it and doing well. :thumbsup:

In which case it's off limits as far as I am concerned.

The Music Engine is different from CV2 so the music would be Downgraded if it got put in CV3 making it sound crappy.
The graphics them selves don't match the CV3 Setup, Meaning I would be pretty much insulting the graphics and loosing the potential they have. (Color Match Up, Clipping Of Graphics And Limited Graphic Space.) The same thing occurs when I convert Mockup Screens into real screens.
The way the game handles stuff on the screens sometimes doesn't translate well from one to the other.
A picture can do anything, A NES Rom is very limited.

To sum it up, We can find another way to get more stages.
CV2 Hack Vs. Cadence is like PC Vs. Mac, They both have similar hardware but how they run and work, Completely different.


@ Everyone Else

The sprites look amazing! :thumbsup:

Also the idea about the Doppelganger was involving separating the boss sprite from the main characters so Simon Belmont could rise from his grave and battle Richter in the town of Aljibra or something to that nature.

What I would really like to do is involve the Grave Stone from the ending of Simon's Quest, Change the name from Dracula to Simon and do something like that for the stage after Aljibra.

Speaking of which, Rondo Of Bloods first stage says it is Alibra but I am pretty sure from looking at the stages from Simon's Quest that the first stage is Jova. I don't think the sign post in Rondo's Stage is right. :o
After looking at Aljibra in Simon's Quest, The layout isn't even the same.



Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: SunGodPortal on November 08, 2016, 04:21:27 am
Quote
Speaking of which, Rondo Of Bloods first stage says it is Alibra but I am pretty sure from looking at the stages from Simon's Quest that the first stage is Jova. I don't think the sign post in Rondo's Stage is right. :o
After looking at Aljibra in Simon's Quest, The layout isn't even the same.

Trying to make sense of this stuff is a losing battle. Konami didn't waste much time on continuity and as far as I can tell only tried to apply an "official" series timeline long after the fact. Just go with whatever you feel is best for the individual story you are telling because for most of the games that's exactly what they appeared to do. Nothing really has to make sense in a Castlevania game. Example: laser cannons and motorcycle riding skeltons carrying machineguns in the 1800's.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on November 08, 2016, 04:22:40 pm
That's sounds like an interesting idea about a Simon Belmont boss fight,like to test Ritcher if he's really worthy of wielding the Vampire Killer,also is possible,he should use the Sub Weapons in battle as well,oh and check this vid out I found,it features a edited Alucard Sprite!

 https://www.youtube.com/watch?v=qO6L7PTGXcU
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on November 10, 2016, 01:20:04 pm
An update from me.  I'm slowly coming along but progress is progress!

(http://i957.photobucket.com/albums/ae54/Craftvania/CoA-Dracula-Base-Form-Final_zpsvqjd3bkf.jpg)

Pacha's version of Dracula is fully functional.  I had to make some slight changes under the arm while he holds up the scepter to attack as there was extra clutter that I erased out so it looked clean.  I also erased the cape behind his head so the cape wouldn't bleed through while Dracula was stationary and moving.  I'm currently doing the fire attacks and once those are done I'll pass them onto Sephirous.


Next up...


(http://i957.photobucket.com/albums/ae54/Craftvania/CoA-Dracula-2nd-Form-Final_zpssoxuhqvb.jpg)

I put in the skull to what Sephirous asked for.  The palettes will be changed around from what Sephirous stated some time back so please ignore the odd look it has right now lol.  I'll edit the spittle sprites into an updated version then pass this on.


I have his 3rd form 1/8 done.  Still fiddling around with it but its slowly coming along.



..and yes, that is my Sonia Belmont sprite.  She'll be whipping it out with the stuff that I get from others, make and edit into a side ROM for testing before Sephirous gets them  ;)



Back on track.  Other bosses on my list after Dracula's forms are complete are the Skull Knight, Frankenstein, Grim Reaper, Big Bat and the Monster Duo/Trio.  Then once those are done I'll skip back to Richter's opening cut scene sprite edit and ending sprites.


That's about the gist of things from my end for now.  Cya all later when I update again!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on November 10, 2016, 03:24:57 pm
Loving the Dracula sprites,ashame he won't attack like he in SOTN,but none the less I am very eager the updated sprites you'll make to the other bosses. Also here's an interesting idea,the three coffins should be the Fake Trio,I think it would be awesome.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on November 10, 2016, 03:29:26 pm
WOW!

This stuff is AWESOME!

Thank you and PachaWillWatchaYa so much for these sprites, They look so good!

The palettes I can fix, Most likely Dracula's first form is going to share the colors with the skull which is fine.
Might take some effort but I am sure I can get it looking pretty good.

Yes, It would be cool to involve the Trio from SOTN.
But most likely like the Doppelganger idea, It would take some heavier programming which I can inquire about towards the end when we get to the music installation.

Other than that, WOW!  :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on November 10, 2016, 04:25:25 pm
The Trio from SotN eh?  Well...technically I could get away with it but there would be two Fake Trevor zombies running about.  The cyclops would be a grotesque version of Grant's cursed form though dunno on how that would look when its used elsewhere when its just a giant disfigured Grant zombie by itself unless it can be reprogrammed altogether to use an edited version of the actual Grant sprite that would act just like his cursed form when confronted in the clock tower.  Might be a nightmare for whoever is up to programming that in.  Would be interesting.  The Leviathan can be pulled off to look like Sypha's SotN zombie version but I'd have to bring up something to make it look believable for her to jump and smash around on the screen.  I'm already getting ideas, just need to fiddle with the concept more.

Would have to put this idea on paper and keep it to the side.  If possible to reprogram it entirely into the SotN trio while they all come out at once I can make zombie versions of them no problem.  Would have to keep the special attacks to one item per boss to avoid major lag issues...and see about Sypha floating around like a slow Big Bat with a fireball attack aimed towards where ever the player is at.


I'll do these ideas last on my boss sprites list.  You'd have to definitely find someone dedicated into doing this because I still don't know jack on programming lol  :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on November 10, 2016, 05:22:06 pm
Hey,a guy can dream can't he,lol. XD

But anyways this hack will be amazing and I am VERY excited to play it when it gets released,on a side note I drawing out ideas for like a special edition for a Dracula's Curse rom hack.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on November 23, 2016, 01:42:53 am
It's been awhile since I have had time to work on the project but no fear it is still a go.  :thumbsup:

Thanks to Sinus for importing the new Dracula Sprites we now have a working Dracula.

Problem is, The worst thing possible happened. I expected this but really hoped it would just not happen but it did.

Dracula's Second Form has two Palettes and it seems the second palette is only the very top of the skull.
First I figured I would just change it to 28 18 08 and it would be fine....Problem is the Candles have to be using the second Palette as well so you end up with the mess in the pic below.

So...How can I make the top part of the skull use the same Palette as the rest of it.
I know this is possible because when I worked on previous projects using Title screen Editors they had the ability to change the Palette of each 4 Pixel Block by right clicking. "Stake Editor"
I am not sure how to explain because I don't know the technical terms, Its when you right click on a square with 4 tiny squares inside it. The palette changes only for that square.

So I most likely will have to change it manually using the hex editor.
If anyone knows how I can find the hex value to change let me know.

I'll start doing some trial and error.

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on November 23, 2016, 09:03:15 am
Glad to see this project still going strong,I was worried it was canceled but thankfully it's not,Im sure you'll find a way around the situation that you a are in now,I have a feeling that this romhack is close to being finished but still,I think there's quite a few more stuff left to be put into this game,keep up the great work Seph!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on November 25, 2016, 10:20:04 pm
Thanks!

The answer to my problem revolves around PPU OAM.

Tonight over a Burger King meal, My wife and I have been racking our heads trying to figure this out. Luckily I found an article on this subject and will begin trying some things. Let's see what happens.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on November 26, 2016, 11:16:50 am
Hey no problem,I am really eager to play it,I have the the original Castlevania Cadence of Agony Alpha rom and just playing around with it,gearing myself up until the release!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on December 02, 2016, 11:06:19 am
Hey no problem,I am really eager to play it,I have the the original Castlevania Cadence of Agony Alpha rom and just playing around with it,gearing myself up until the release!

Depending if we can find someone who's dedicated into reprogramming stuff.  I expressed a recent concern that's related to the 3rd Dracula form which didn't allow me to fully implement on what I made as certain tiny areas shared the same sprites as a few others on Dracula's giant form.  Not only did that bring up an issue but it also made a singular separate sprite above the left shoulder.  I reinserted the original and it disappeared so, again, was another double sprite.  How that one area among many fed off the same sprite is beyond me because nothing matched up there.  On my end, the third form is 3/4 done as I was going to begin making adjustments depending on how it looked in an emulator compared to on a sheet but...whoever at Konami programmed that in needs to be slugged on the shoulder extremely hard because it actually got me frustrated.

So long story short and I can't speak for Sephirous (if he wants to correct me on this in which I hope he can clarify that as this is his project), might need to find a dedicated programmer for this project besides the music as he was wanting especially for changing Dracula's 3rd form and the idea about a zombie trio making their way into the game.  I tried to learn programming recently and finds out I can't remember it too well as I'm one of those people who isn't good with numbers...hard to explain it but that's how I am...reason why I hated math so I'm going to stick to sprites lol.



Anyway, I shall do a small update on my end to show on what's up.


(http://i957.photobucket.com/albums/ae54/Craftvania/Dracula-3rd-Form-Mockup_zpskh5q2lyt.jpg)

I know people were wanting to see it so here ya go.  Kept it somewhat similar to Optomon's art design from what he had going.  This version isn't a final but shows on what I was trying to aim for to what I explained in the above text.


(http://i957.photobucket.com/albums/ae54/Craftvania/Minotaur-Head-Test-1_zps4bo5qf7i.jpg)

The beginning of replacing the Skull Knight with the Minotaur.  Upon editing this I came upon something odd.  There are 'gaps' within the original sprite itself which is quite bizarre that the original designer left them.  I can get past that no problem but I'm absolutely dumbfounded as to why they were left.  There is also clipping going on to what Dracula's original base sprite was doing so I'm gonna have to spend a lot of time on this one to get it right as there is a lot of chest movement from one animation frame to the next.



That's about it from me for now.  Hope everyone has a good weekend!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on December 02, 2016, 02:49:41 pm
Those sprites are looking very lovely so far! Keep it up guys!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on December 02, 2016, 03:44:39 pm
What I am going to do is finish the left over easy stuff first until there isn't anything left but these final boss scenarios.

Then drop a message to Optomon and see if he knows anything about how to approach this.

Pretty much do everything I possibly can and only leave the absolute impossible stuff for the end.
As weird as it may sound, This way I wont feel like I am taking advantage of anyone else or being lazy.

Then when it comes time to present the problems to the more powerful creators it will be worth their time sort to speak and I won't feel like I am insulting them with simple edits that I should be able to figure out myself.
Or something like that.  :thumbsup:

So what I am going to do next is begin another stage, There are still 3-4 left that need to be done.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on December 02, 2016, 05:04:56 pm
Heh heh nice Seph,I am very eager to see what the other stages will look like that you have thought up,well after you've done the left over things that to be done to the game. :)   

December 05, 2016, 06:07:17 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Man,I wish I could test the game out?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on December 06, 2016, 02:56:46 am
I can't believe how uneducated I was when I first started this project.

I decided to go back to stage one and look over it to make sure it was up to par.

Holy crap I can't believe how much I have learned since then.

All the things I thought were impossible then, I just completed and it looks awesome!

Still tweaking Palettes and some stuff, But it now almost looks exactly like the Beta.


And finally, The Icon of the game! The Skeleton Portrait!



@DavidTheIdeaMan

Don't worry the moment the game is playable from stage to stage I'll let you know.  :thumbsup:
I'm getting excited to play the final product too. It's sort of in pieces at the moment because I am doing everything possible to protect the Prayer Screen from getting messed up. The thought of having to put it back together pixel by pixel makes me want to use a bathroom.  :banghead:
Right now the game starts on a garbled mess because I don't have the first stages graphic set assigned.


 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on December 06, 2016, 08:39:46 am
Ah okay then,plus Im liking the new improved sprites on the castle enterance!

December 06, 2016, 10:39:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Keep up the great work Seph,can't wait to see the new improvements AND the new stages! ;)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on December 07, 2016, 10:26:07 am
Small update from me.  The Simon Belmont boss that will eventually replace the Doppelganger is done along with slight progress on the Minotaur.

(http://i957.photobucket.com/albums/ae54/Craftvania/Simon-Belmont-Boss-Sprite-1_zpskyfjnl7c.jpg)


Since the Doppelganger is an exact replica of Trevor in Dracula's Curse I went ahead and just replaced Trevor's sprite with my version of Simon so it'll be pretty much a copy and paste to when that part of the programming comes along.  He's not the take on Castlevania but Simon's Quest's version.  Felt since that was his recent and last encounter with Dracula that is what Richter and crew will come across.


Edit: Made a quick edit to the picture as it now shows the proper hand that is on Simon while attacking.  Accidentally used an older screen cap before the hand was changed.  My bad  :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on December 07, 2016, 10:40:26 am
The Minotaur is looking very so far and Im liking the Simon sprite,can't wait to face him as a boss when the game is released,geez the more updates I see done to this romhack the more I am pumped up to play it,keep it up you guys! :D  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on December 08, 2016, 01:00:07 am
Ok, Main Hall Progress.

As of right now I am using an inspired design by a guy named Kradakor from Deviant Art.
Attempting to find a way to contact him about using the style he created for his project is still in motion.
Speaking of contributors, I am going to put all the names in the credits at the end of the game. Got about 10 at the moment which is awesome!
So for the time being this is a beta of what I am aiming for but at least it will give the general idea of what it will look like once finished.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on December 08, 2016, 08:27:13 am
i can help you find this guy, he's a veteran in some castlevania forums, and is very active. he's very know for this skills in pixel art and sprites.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on December 08, 2016, 08:29:53 am
Nicely done there Seph,this game is looking very good,loving the Main Hall,keep ti up,also I hope you hire the guy who can help you & your team with the sprites. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on December 11, 2016, 12:46:45 pm
Still working on Graphics!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on December 11, 2016, 12:55:40 pm
And so begins the re-spriting of the enterance hall,good luck with it Seph,I hope to see more progress of this rom hack as the weeks goes by,also as always I am looking forward to play it. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on December 12, 2016, 01:56:33 am
More Progress.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on December 12, 2016, 09:02:57 am
It's looking very lovely thus far,keep it up Seph,can't wait to see more. :)

December 14, 2016, 12:56:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also I wonder what those brand new stages will look like when you start working on them?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: nesfan on December 14, 2016, 02:06:49 am
love the progress on this can't wait to play it just one thing though
Dang Seph,these screenshots are looking more and more interesting,plus I think Alijibah will work as Stage 1 leading up to the Castle itself,keep up the great work,you and your team!  :thumbsup:
I would have to agree with this as rondo of blood/dracula x starts in Aljiba
also walking through the castle and then being teleported to Aljiba and then teleporting back makes no sense
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Zeikar on December 15, 2016, 12:20:23 am
I cannot wait for this :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on December 16, 2016, 03:48:09 pm
I feel the same way!

And I am glad that you agree with me,the game should start in the town with it being on fire and attacked by Dracula's minions ala Rondo of Blood and making your way to stage 2 which is the starting point of the castle,right after dealing with Simon's spirit.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on December 24, 2016, 02:54:27 am
Some News

I may end up scrapping the town stage. I agree it doesn't fit however it's to late to make it stage 1. If I do that then all the stages have to be bumped up one and that would entail doing basically the entire game over.

I thought maybe trying the Marble Gallery or Outer Wall instead.
There was a doppelganger there as well, Actually that makes a little more sense since if you play as Alucard you would fight Alucard in the room where the doppelganger is found in SOTN.

I don't know, I have to do some thinking about this.   :thumbsup:

PS - No one worry, The project is still going well. Just busy (Christmas)  ::)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on December 24, 2016, 11:18:01 am
Heh heh I thought as much and I have to agree with you Seph maybe it's best to scrap the town area but seeing a returning area from SOTN got me interested,I choose the Marble Gallery because I love the theme in that area,I bet Optomon will do a awesome job on it,but since it is twelve areas of the Castle,we still need three stages left to make it fifteen,but we should focus on the Marble Gallery,I hope all of you guys have a great holiday this year! :)   
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on December 29, 2016, 07:22:26 pm
Update time from my end.

Took me forever to get things smoothed out but now an 8-bit Minotaur is present in a Castlevania NES game  :P

(http://i957.photobucket.com/albums/ae54/Craftvania/Minotaur-Test-Final-1_zps7h0gkmgw.jpg)


Its nothing like of what you see in Rhondo of Blood, Dracula X or SotN so made do with what space was available on the Skull Knight.  Spent a lot of time making different walk cycles to see which would look good compared alongside the 16 bit versions.  Was originally going to stick with a sword but felt a short spear would make things different  :P

Waiting for input from Sephirous so I can design the doorway for the Minotaur to enter through and that's pretty much all before I pass it on to him :)

So now I am going back to the second and third forms of Dracula before moving onward with the bosses I picked to redo and the Richter entry/ending scene.  Cya all later on the next update.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on December 29, 2016, 08:50:40 pm
Ooooooo,lovely looking Minotaur sprite,seriously I am aching to play this awesome looking mod,keep up the great work you guys! :D X3
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on December 31, 2016, 05:34:59 am
The town art style clashed with your other art style. Also, your Maria really reminds me of Sonia.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Zeikar on December 31, 2016, 06:27:57 am
this is very good!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on December 31, 2016, 02:54:46 pm
Hope to see more progress on this rom hack soon,since the holidays are nearly over ^^; but still I just can't wait to play the hell out of this,it'll be one of the best mods since Chorus of Mysteries,four playable characters right at the start,different sub weapons and upgrade weapons,custom music & sprites plus everything else,true you guys have to ditch the RPG elements but I think that's alright with me,this game will be amazing once it's released! :) 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on December 31, 2016, 06:55:14 pm
Also, your Maria really reminds me of Sonia.

That's because it is Sonia Belmont and not Maria Renard.  Sonia won't be in Cadence of Agony but only for my personal use in testing out sprites that I make for Sephirous to help finish his project.  I did state some time back that I was going to do this and since people didn't object towards it I went on ahead and continued to use her.  If this does begin to cause confusion I'd be more than happy to switch to Optomon's version of Richter to avoid such things :)



Update on my end.

(http://i957.photobucket.com/albums/ae54/Craftvania/2nd-Dracula-Form-Final-2_zpsbt9yhcvc.jpg)

Slight changes to Dracula's second form upon request of Sephirous.  He now has a brain  :P



Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on December 31, 2016, 07:41:18 pm
Heh heh interesting update on Drac's second form but still after Seph has started and finished the Marble Gallery stage,he still has three stages left before finishing up the mod itself,such weapon upgrades to the other three characters,custom bosses and enemies,plus the sprites and music,but none the less,keep up the great work and Happy New Years!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on December 31, 2016, 10:19:36 pm
So how about a optional patch where Sonia replaces Trevor? As it's optional it can be considered non canon. I like the Sonia sprite.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 01, 2017, 11:29:49 am
So how about a optional patch where Sonia replaces Trevor? As it's optional it can be considered non canon. I like the Sonia sprite.

I could see about such a thing in the future.  Been wanting to learn on how to change the text in Castlevania 3 so it would give me an excuse to bring up some non canon story for the hack.  I'd have to work on it once I'm done here as a side project from VoH II.  Would love to do a Castlevania Legends 'remake' on Castlevania 3 but it would require some programming for the stairs to be turned into ropes along with the music and stage layout by making the stages back to back by eliminating the route selection.  I still need to find someone that's willing to either show or teach me how to do the music on Castlevania 3 because in-depth programming does go over  my head something terrible.  Tried it, suck at it lol   ;D



One last update on my end for the weekend.

A mock-up intro for the Minotaur.  Things might be different between Sephirous and mine as I don't know how much room is left in his design area for this level nor how he'll lay it out.  I asked for a screenshot to see what colors are being used so this is something that I came up with.  Hope he doesn't mind me posting this up.

(http://i957.photobucket.com/albums/ae54/Craftvania/Minotaur-Entry-Mock-Up-1_zps2be5hc7c.jpg)


Its something to aim for and hope it goes smoothly for him :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: linkncb16 on January 01, 2017, 11:32:17 am
Nice to see more work being done on such a great classic! Keep it up  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 01, 2017, 12:14:51 pm
Oh ho ho,this looks damn awesome,you guys are really dong a damn awesome job,also a Castlevania Legends remake would be very awesome on the nes also Im looking forward on more updates on Vengeance on Hell II that romhack looks very promising as is this one,hope to see more stuff! :D 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 02, 2017, 12:23:04 am
It's amazing what is being accomplished!

Sinus has made all this possible.  :thumbsup:


Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 02, 2017, 11:11:14 am
Ah, so you figured out how to work around the palette issue by having that skull have a exposed brain. Good thinking. Maybe you could have just changed the palette and then removed the candles?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 02, 2017, 11:35:43 am
He's doing a lovely job on it,by the way Seph did you started on the Marble Gallery stage yet?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 02, 2017, 03:10:41 pm
@Math User 2929

Unfortunately when I tried that it also changed the blood, flames and enemy projectiles to gold looking horrible.

I would have had to learn how to separate the sprites from the sharing palettes, which I couldn't accomplish as of yet.

@David The Idea Man

I've begun importing graphics as of right now.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 02, 2017, 03:46:09 pm
Awesome,I can't wait to see on what it looks like,keep up the good work both you and your team Seph,I know this game will be worth waiting for,I will play it over and over again,that reminds me I should Chorus of Mysteries to gear myself up since the game will be done soon in a few months or so. ^^;   
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 02, 2017, 11:00:25 pm
Awesome,I can't wait to see on what it looks like,keep up the good work both you and your team Seph,I know this game will be worth waiting for,I will play it over and over again,that reminds me I should Chorus of Mysteries to gear myself up since the game will be done soon in a few months or so. ^^;

I don't  think it'll be done in a few months as Sephirous wants to alter the game music to match that on the original Cadence of Agony ROM and I think the NSF file as well.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 03, 2017, 12:01:06 am
I have no idea.

What I will do once all the major stuff is completed is send Optomon a small list of stuff that was beyond our limitations.
Basically the things that are just causing road blocks in the development that no matter what I try to do, just doesn't seem to be fixable.

I'll start a brief list here.

1 - Deciding whether to take out the forks in the roads between stages.
2 - Music Installation
3 - Death Second Form Boss Fight Stage Glitches
4 - Dracula Third Form Graphics And Stage Glitches
5 - Separating Sprites Color Palettes And Changing Them To A Different One
 
Come to think of it, That might be it.
That means we have really completed most of the game.  :o

But then again, The Second Form Of Dracula seemed to be a problem until it just came into my head that the top could be brains. Lol, No Pun Intended.

Just have to think outside the box.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: resq on January 03, 2017, 08:35:00 am
The Medusa titties look pretty good. I mean, you know, it's pretty good for 8-bit Medusa titties.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 03, 2017, 09:04:28 am
Awesome,Im glad you guys have nearly completed the game,just try and get around the problems bit by bit,by the way since you have put the Marble Gallery and have 12 stages now,you just have three stages left,perhaps I can help with the ideas?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 04, 2017, 02:31:38 am
Good News.

The Marble Gallery is complete and it looks like The Outer Wall is going to be next after all. Boy I wish I knew how to program rain but I am not going to go there for my own sanity.  :crazy:

When I first played SOTN I mistook the hanging skeleton that is upside down on the far right of the outer wall as the corpse of Richter Belmont of course now I realize it's just a skeleton. Though I find it interesting there hasn't been a creepy pasta arise about that since the skeleton is kinda out of place out there. But neither here or there, I was thinking of hanging someone out there as a reference. But we can see what happens as I get farther. The Marble Gallery is heavily influenced by another image I found like The Castle Entrance. I tried to be creative with it as to not be redundant or to identical to the other creators design.

Once I get more of The Outer Wall complete I will get a picture of it on here.

@David The Idea Man
I do need ideas for the small stage that comes after The Chapel.
Which originally would be the second half of Alucard's Cave. A two to three screen stage, Not very big but needs something there.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 04, 2017, 08:55:27 am
Ah I see then,well do you know about that prison area from the Saturn version of SOTN,I think that area will be an interesting area,just a suggestion?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 04, 2017, 11:55:57 am
That's a pretty good idea. I know the Saturn areas reused alot of graphics, but they wouldn't look so reused if adapted for this game.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 04, 2017, 01:41:40 pm
Thanks Matt,besides the Prison area of that game isn't too big,it's rather a very short area,so I think it's perfect as a small section for this romhack. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 04, 2017, 07:01:39 pm
Update time from my end.


The big talk about Dracula's third form.

(http://i957.photobucket.com/albums/ae54/Craftvania/Dracula-3rd-Form-Mock-Up_zpsl5aab4hx.jpg)


YYCHR color on the left compared to in-game palette on the right.  As you can see reality is a very harsh mistress compared to what I was curious on what could be fit in but I knew deep down I wasn't going to get that pleasure.  Drac's third form relies on same sprites which are spread around in multiple areas so it was quite butchered in the end and cut down things to where it would look kinda normal.  Wasn't very proud of how it turned out which is why a programmer needs to be sought out for this.  I knew the tail wasn't going to work and knew some trickery was going to be at play but didn't know it was going to be that deep down in the far end of the pool.



On the other hand, messed around with the Big Bat as I am now that far in my to-do list for Sephirous  :)

(http://i957.photobucket.com/albums/ae54/Craftvania/Phantom-Bat-Big-Form_zps095npwg1.jpg)

For the life of me I could not make it look like Rondo of Blood or Dracula X's versions because there is an extra bit on the wing to where it makes a double under the left wing so had to alter the right to make it match.  Not only did that get in the way the animation where the wings are down in flight is very limited in space so had to redoing the Big Bat into a slimmer version.  Guess can title this the Phantom Bat.  I'm still messing around with its base form before moving onto the three other bat form parts.  Other than that, hoping this will turn out decent   :D


...I so hope that Frankenstein's Monster and the Grim Reaper don't give me any problems but that's wishful thinking.  I'll learn as I go lol :P





By the way Sephirous, where is the other guy that was doing boss sprites?  Haven't seen any updates from them in quite some time.  Hope things are okay on their end.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 04, 2017, 07:20:43 pm
Nicely done on the Phantom Bat you guys but just don't give up,I know things look hard to sprite some stuff but you can keep trying and yes I haven't heard from the others,maybe they have real life stuff to deal with,also on a side note,you guys should ask around and hire more programmers etc.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 05, 2017, 12:14:24 am
The bat looks great. You should consider swapping the colors on draculas alternate form tho. He's usually blue/purple so that'd fit better. Then his mouth would be red too.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 05, 2017, 01:28:08 am
The bat looks great. You should consider swapping the colors on draculas alternate form tho. He's usually blue/purple so that'd fit better. Then his mouth would be red too.

Thanks.  The color palette is up to Sephirous to change out as his stuff differs from mine since we're both using different ROM sources to create this stuff.  Mine is using the original game and game palettes on a mess around ROM while Sephirous has the actual project.  Whatever I finish I pass on via email and he changes it to his own tastes.  I don't mean to push Sephirous under the bus like that on the subject but he's the one that picks the final outcome on everything as I create it to what he asks or suggests :)



you guys should ask around and hire more programmers etc.


That's all up to Sephirous to make that decision as I'm just a volunteer :)





One tiny update for the night. 


(http://i957.photobucket.com/albums/ae54/Craftvania/Phantom-Bat-Bat-Company_zpsodisgpg3.jpg)


Phantom Bat is completed and passed on.  I included my small bats that were going to be in VoH II since I pushed them to the side for something else.  Felt they could be used in this project instead of not seeing the light of day lol.

Other than that, going to begin working on Frankenstein's Monster tomorrow by making him look like the Rondo of Blood version.  By the look of things its going to take me some time to complete as he's got a big area to mess with  :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 05, 2017, 09:26:11 am
Ah,well okay then,I hope you guys found a way around those sprite issues?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 05, 2017, 09:42:02 am
I think the skull is okay now though the third form on Dracula will be another issue altogether.  As for the Death second form glitch I had no clue on because I haven't gotten that far yet in messing with his sprites to see on what it is unless its something in the game play then I never noticed it unless he was placed somewhere else outside of the main hall area then there might be an issue?  Probably something like how Dracula hates your guts when placing him somewhere else away from his original space as you could not finish the level due to the curse orb not falling unless finding the same type of room and putting him in that but I haven't even done that as that is full speculation though most rooms are very similar to each other with a few unique ones here and there.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 05, 2017, 10:47:07 am
Alright then,I'll continue waiting for more updates as time goes by,I hope you and the rest get around those problems?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 05, 2017, 11:08:10 pm
The glitch that occurs with Death's Second Form isn't actually the Boss Sprite that glitches.

It's the screen trying to use the original layout of the background when it changes but since I have the graphics in a different spot. When the game looks for the original graphic it ends causing the floor and stuff to look like a mess.

Death's First and Second Sprite are not effected.

What has to be done from my understanding is I have to find the Blocks in the Hex Editor and change them to match the custom stages graphics. So when Death's Second Sprite appears the background remains the same.

But because the all of the stages use the same code for the ground BA BC BA BC BB BD BB BD

Finding the exact one for Stage 8-4 is going to take ALOT of patients.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 06, 2017, 03:00:22 pm
Indeed Seph,plus waiting patiently for this rom hack will be worth waiting for,besides you and your team have to make sure everything is perfect and ready before you release it. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 07, 2017, 03:05:26 am
Small Update

In Castlevania IV there were a couple rooms where you could find a Weapons Bunker sort to speak, where all the items are located with lots of hearts.

So I managed to create one in this game, It's one of the few stages that has a Block with two routes.
You can take the easy route and go right to the next screen or take your time and battle a few enemies for a nice reward.

A cool thing to put in, so I did.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 07, 2017, 11:11:31 am
Sweet,sounds like an awesome idea and actually I think it's good because players can use that room to power themselves back up after losing a life and such,I can't wait what you and your team reveal next Sep,keep up the great work!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: azoreseuropa on January 07, 2017, 11:23:38 am
Regional differences:

https://tcrf.net/Castlevania_III:_Dracula's_Curse/Regional_Differences
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 07, 2017, 01:50:31 pm
Oh by the way Seph,when are ya going to post new screenshots of the new stuff,I am dying to know on what they look like! X3
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 07, 2017, 03:42:10 pm
https://www.youtube.com/watch?v=bIFMvhv_-Og

This shows that a 8-bit battle arena could work really well.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 07, 2017, 04:33:06 pm
Hmmmm I guess that area could work but unless Seph wants to add it though,but he could be adding a different stage all together but,then again,we have no idea what stage he'll add next since the game is close to being done and all.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 07, 2017, 04:51:16 pm
I requested access to the stage above, I have room for it.

I asked Lexou Duck and Kradakor, Just waiting for replies.

Update: Lexou Duck has granted access! Yay!

Update: Kradakor has also granted access! Yay! Yay!

Permission Granted, Make It So No.1!  :thumbsup:

Here is the latest stage.

Standard Room



The Night Room


The Gold Room


January 07, 2017, 04:52:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

Another idea came to me, Possibly turning the spiders into those half women spiders that shoot webs.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 07, 2017, 05:09:52 pm
Amazing and excellent work on the Marble Gallery stage there Seph,I also like to point out that you have each part of the stage split into three themes,fricken genius,I can't wait on what you do with the Outer Wall stage,hope to see more. ;)  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Zeikar on January 07, 2017, 06:05:45 pm
I cannot wait for this
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 07, 2017, 08:24:25 pm
I hope you edit the enemies too.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 07, 2017, 09:08:06 pm
Next stage on the way.

Interesting about this one is, The grey bricks won't show up with certain Emulator Palettes.
FCEU Emulator works with the Default Palette (Nitsuja) Or something like that, which I did have to select in the Emulator Settings.
Other Emulators seems to work fine too. An interesting thing none the less.

The bricks don't look grey in the picture because of stretching but they are the ones behind Richter.



Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 07, 2017, 09:15:27 pm
Is that the Colloseum from SOTN or is it the Prison from the Saturn version I mentioned,I am really curious also with this stage and the Marble Gallery,we just need two stages left and then move on to the last step in putting the finishing touches to this game and bam it'll be released!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 07, 2017, 11:13:39 pm
Small progress on the Rondo of Blood version of Frankenstein.

(http://i957.photobucket.com/albums/ae54/Craftvania/RoB-Frankenstein-8-Bit_zps6hlns0uc.jpg)

Sadly it has an empty line in the shoulder area which was there before I edited that spot so no clue on how to fix it.  The other torso areas are getting animated due to the fact that the Frankenstein located in Rondo of Blood has a stationary torso and arms while walking compared to where Castlevania 3's version is animated.  I inserted the torso into the other areas to see if things would look decent or come somewhat close to Rondo of Blood's version but it didn't by any means so I'm going to spend some time on getting those made.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 07, 2017, 11:59:50 pm
Amazing  :thumbsup:

Small Update Here,
I am going to "Attempt" to edit the HUD.
I think that is what it is called, I managed to find the Hex Values surrounding the Score, Hearts Etc.
So I will give that a shot and see what happens. I was going to leave the original HUD but it feels incomplete and lazy if I don't at least try to create the new one.

Let's see what happens.  :thumbsup:

@David The Idea Man

That picture is the Colosseum, The Dungeon is going to use some of the same graphics but using a Grey and White Palette instead of the red one that is in the pic above and then believe it or not there is only one stage left and that is going to be an alternative route to Stages 2 and 6. I might try fixing up Stage 6 since I haven't used the style that matches the rest. But that is simple fixes. The hard stuff is at last coming down to the end.

January 08, 2017, 03:54:57 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 08, 2017, 07:04:12 am
For people that didn't click the youtube link I posted:

(http://i1320.photobucket.com/albums/u533/MathUser2929/8-bit%20Castlevania%20SotN%20-%20Wandering%20Ghosts%20VRC6%20-%20YouTube%201-8-2017%206-06-22%20AM_zpsdennqckw.png)

I would base your HUD off this. You don't need the status or x and y position or map. Instead of the mp you could have the boss health. You could maybe make the hp go higher than usual since it don't need to be represented visually.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 08, 2017, 10:09:08 am
I thought as much and alright then,also good job on the Frankenstien Sinis it's looking great so far,I am so glad that this game is getting closer and closer to being finished,I can't wait to see how you handle the Prison stage Seph,keep up the fantastic job you guys! :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Zeikar on January 08, 2017, 02:58:46 pm
I don't care if certain stages don't make the cut, man it's going to be great no matter what!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 09, 2017, 10:17:48 am
Indeed! And since Seph has only two stages left and then put the finishing touches  to the game and music done by Optomon,make sure there are no glitches etc and then the game is ready to be release!

January 10, 2017, 05:36:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And begins the loooong wait for an update as well! XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 11, 2017, 12:28:04 am
Small Update

In Castlevania IV in the Castle Keep there was the invisible stairs that led to an invisible platform that contained lots of power ups.
So I decided to put some of those in this game. If you see a Candle or Candle Stand that seems impossible to reach, It may be accessible after all, just with some poking around. (Also reference to Sonic And Knuckles where only Knuckles could reach certain spots, Alucard? :crazy: :thumbsup:

And of course my friends sense of humor where you can hit the Candle find a 1 Up but either it falls off the screen or lands behind a non passable wall. But with speed and accuracy you can collect it. Valuable Items should take a little effort I would think.
And there are plenty of them, My goal with this game is Exploration. Though I was unable to make this completely Non-Linear. I don't want players to be wiped out get angry and never play this again or be obvious as to where to go. So secrets are accessible, Challenge is simple but needs to be thought out rather than button masher. Many routes are created but only a few actually help you progress rather than take you back. (There are routes that seem easier to go through, Too good to be true.  8)) When in doubt challenge yourself. Pit falls are minimum, Damage the player takes is minimal. Again the fun of seeing the game through out is nice and not getting stuck and aggravated. All time sets are 600 (Ten Minutes). Enjoy the scenery don't feel pressured from a pain in the butt time limit. (I can hear the AVGN in my head with that one. Lol.) I have played too many Castlevania's where I want to throw the controller through the screen.

I'll get some more pics up later tonight.

January 11, 2017, 01:28:58 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ironic

The last time Richter summoned The Minotaur and The Ware Wolf  to fight against Alucard in the Colosseum.
Now this time in the same Colosseum, Richter and Alucard must fight the very same Minotaur.

I wonder what it would take to convert Evil Armand (Evil Grant) into a Ware Wolf... ::)



January 11, 2017, 01:42:11 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Another Small Update

Looks like The Cursed Prison and The Outer Wall are next. (Yep, That was an AND not an OR.)

Not counting my eggs just yet but it might be possible to create Rain for The Outer Wall.
Yet another helper suggested turning the Running Water into a Rain Animation.
Of course this will open yet another stage to be created after the next one. I swear it's like Konami seriously had all of these stages they could have created but only gave us the 15 in Castlevania III. I have counted 20 so far. Which is great, It means this will be the biggest Castlevania game on the Nes so far. I won't quote that though since I am sure someone can find a bigger one out there now that I have said that lol. But none the less, This is really beyond the expectations that I started out with.  :thumbsup: :thumbsup: :thumbsup:
Thanks To Everyone!

January 11, 2017, 03:34:50 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, So my Rain looks like a bath shower right now...

I'll keep trying, If anyone wants to attempt 3 Frames of Rain Drops. Be my guest. :-)
(The Waterfall Graphics In Stage 6 And 9 Located With The Gears For The Clock Tower)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 11, 2017, 08:39:27 am
This is some really awesome info you are telling right now Seph,I can't wait to see the rainfall effect in the Outer Wall plus the other stage as well,it looks like everything is coming along very nicely in this rom hack the sprites,graphics,everything and with that info,Im getting even MORE eager to play this rom hack,keep up the awesome work Seph  :thumbsup: can't wait to see more screenshots this afternoon! :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 11, 2017, 12:40:18 pm
(http://i98.photobucket.com/albums/l247/grimlockarts/Rain_zpsu51pvndc.gif~original)

This guy put rain in his hack. Maybe you could do something like that.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 11, 2017, 05:30:39 pm
That's true since Grimmlock and his crew are done with the game and planning to release this weekend,maybe you can ask them,Seph?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 11, 2017, 06:45:14 pm
Seph could look at the rain in the Outer Wall section in SotN and see about recreating that.



For me, no proper updates to give.  Still working on Frankenstein's Monster, 3/4 done.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 11, 2017, 09:34:30 pm
Awesome to hear that Sinis,can't wait to see it!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 12, 2017, 02:31:48 pm
I wonder what it would take to convert Evil Armand (Evil Grant) into a Ware Wolf... ::)


I'll put it on my to-do list :)


...and here's that To-Do list to keep things updated with everyone on the progression.

-Frankenstein's Monster (7/8 done)
-Grim Reaper SotN Version
-Introduction Scene (1/8 done)
-Werewolf Armund
-Ending Scenes



Awesome to hear that Sinis,can't wait to see it!

:D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 12, 2017, 03:06:36 pm
Well well well,that's quite an interesting list of things to there Sinis,judging by it I'd say Frankenstien RoB style is just about done and you are already working on the Introduction scenes,keep up the great work!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 13, 2017, 12:36:35 pm
Thanks David!



Update time from my end.

The RoB 8 bit version of Frankenstein's Monster is complete!


(http://i957.photobucket.com/albums/ae54/Craftvania/RoB-Frankensteins-Monster-for-CoA-Complete_zpsemhewr4g.jpg)


It wasn't all that bad on what I thought it would originally be.  Almost felt like I was messing with Medusa again since things went extremely well together lol.


However...

There is one major issue sadly.

(http://i957.photobucket.com/albums/ae54/Craftvania/Issue-1-for-Frankenstein_zpshtjwm5dk.jpg)

This is within the programming itself of how it 'cuts' the sprite up for the animation.  I tried many other versions to see if it would clip things together as thinking I screwed up somewhere but didn't.  Guess this is something that needs to be looked at.

I feel bad for pointing out all of these issues as it keeps making that list longer and longer  :P




Now its time to work on the long awaited Grim Reaper   :crazy:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 13, 2017, 12:55:39 pm
Heh heh no problemo Sinis and since you are now done with Frankenstien,it's on to start spriting Death,I can't wait to see on how it turns out? :)

January 13, 2017, 04:29:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also Im sure you'll sort that issue out with the sprite problem.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 13, 2017, 07:03:38 pm
Here is the update on my end,

The glitch may not be so bad since the background where he is, is also black.



Though I may try fixing that as well since he pretty much blends in now and disappears.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 13, 2017, 07:37:10 pm
Don't worry guys Im sure you'll find a way around that sprite glitch issue,by the way Seph,how goes the Prison Stage building?

January 13, 2017, 08:42:48 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Going well I hope,well since the next stage will be the very last one,what will be the next step after all of the stages are finished and over with,you and the team putting up the finishing touches to the game?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 14, 2017, 02:35:16 am
The Cursed Prison

I have copied it as close as possible, Also added a blood pool underneath for fun.
The Palette is still iffy, I can't seem to find a good match yet but it's a start.
I will add some hanging skeletons etc in the background.


Comparison  Picture
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 14, 2017, 12:07:24 pm
It's looking great so far Seph,it looks very close to the original,also after this stage is the Outer Wall and then on to the last step which is making sure everything is nice and ready such the sprites (stages,enemies and bosses etc.) the music and everything else,also Im sure you'll find a way to make it more better Seph,keep up the great work! :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: nesfan on January 14, 2017, 01:43:35 pm
looks cool so far however there is just one thing
when you look at the stage the background looks a little flat nothing "pops"
but if you add a little more black to background around the pillars and on the bottom of the wall as shadows it would make things "pop" a little more
if you look in the mansions in Castlevania 2 you can see this, heck i think even Castlevania 1 and 3 have this to some extent
anyways just thought I would throw this out there I don't know how much work that would take but it's just an idea  :)
I look forward playing this when it is done  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 14, 2017, 08:39:23 pm
Hmmm I believe you may have something there Nesfan,maybe you should look at the other Castlevania games for inspration Seph,but if you'll excuse me now,I got Metroid Rouge Dawn to play while waiting for this game! X3 Oh and good luck in completing the game!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 14, 2017, 09:56:35 pm
Still more graphics!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 14, 2017, 10:35:30 pm
Awesome work Seph and I knew you could pot those red columns,now you just have to finish this stage and move on to the last one,your almost there! :D   

January 15, 2017, 01:21:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I can't wait to see more updates you guys,the suspense is killing me! XD

January 15, 2017, 02:28:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Welp,the long wait begins! XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 18, 2017, 04:11:48 pm
Working Progress.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 18, 2017, 04:46:19 pm
Yay new screenshot! XD

January 18, 2017, 04:54:14 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
IT's looking great so far Seph,hopefully this'll will be done and then you can work on the last stage.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 19, 2017, 01:50:42 am
A not so good update on my end.


(http://i957.photobucket.com/albums/ae54/Craftvania/CoA-Grim-Reaper-SotN-Sprite-1_zpsdrli2ss4.jpg)


I once thought that the Grim Reaper was coming along smoothly but knew there will be issues and sure enough there is.  I've made 8 variations of the Grim Reaper so far and put into the area of the original but this one that Sephirous wanted me to use from a reference sprite that he gave me almost fits the bill though on the bottom you can see the back coat is out of place as its due to how he's programmed and split up.  I haven't finished the scythe because I'm about to redo him again and this is all due to the lower section which mind you is on all three animations that he has hovering around on the screen with one in particular has it sliding and pinching the bottom of his coat together.  I'm going to try some sort of hybrid version of that mixed with the Castlevania Chronicles reaper with the one out of Order of Ecclesia put into a type of style of this one since they are more ragged and tattered.  Hell, might even do a version of Lament of Innocence reaper just for the hell of it and see.  At this rate its going to take me some time because I really don't wanna pass this off until I've exhausted all of my brain power for this.

Least the giant skull form of his is going along smoothly to say the least in which I'll probably get that done tomorrow and post a screen cap of it lol  :P




Once I finish this boss I'm just gonna move directly over to Nasty Grant and do that so all bosses can be out of the way and over with before hitting the opening prayer and ending scenes.



Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 19, 2017, 08:33:31 am
Im glad to see that you are half way done with Death himself,Sinis,keep up the great work you and Seph are nearly done in terms of sprites,I am glad that you guys are nearly half way there to being done with these project,hope to see more stuff down the road? :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 19, 2017, 09:59:20 am
That death is looking great, maybe you should consider just having the coat hang down on the left side and then redraw it slightly. I know Death'd have to be shorter, but what can you do? You still have to redraw it.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: optomon on January 19, 2017, 10:59:02 am
Just want to say I am extremely grateful you guys are working on this game. Awesome to see some of these graphics come together as levels after all these years. I'd join in on the fun, but I'd likely end up complicating everything  :D

I do have some documentation on this game, which is something I don't usually do, but I did anyway. Will definitely be keeping an eye on this and I should be reading this thread more.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 19, 2017, 11:16:45 am
Well well if it isn't none other than thee Optomon,I am very happy that this game is revived and Im surprised that you have some left over things from the previous build of the game,also I think they need music for this game,including the new stages that Seph has created etc. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 19, 2017, 05:19:35 pm
I figured I would make a list of things to complete and a list of things that are going to be put to the end.

Things To Complete:

Cursed Prison 80%
Outer Wall 0%
Centipede Sprite (Bone Dragon)
Address Fixes For The Rest Of The Stages (Adding Stage Connections So Game Can Run Without Debug)
Prologue Rewrite
Prologue Castle Image Converted Into Konami Logo
Epilogue (Either An Ending Story Or Credit Scroll)
Nasty Grant (Armand Ware Wolf)
Grim Reaper
Changing The Prologue Trevor Portrait Into Richter And Turning The Whip In The Prologue To A Church Type Thing


Things I Can't Complete Or Tried And Failed:

HUD Converted Into Cadence Of Agony's
(I managed to get some of it done but ran into a wall when It was time to move the Score and Health Etc. Sure I can change the graphics but once the timer etc start counting, The graphics change back to numbers and it's a mess.)

Death Second Battle Stage
When Death's first battle is complete and he turns into the Skull, The graphics for the stage get messed up because they are intended to use the original setup, Not what I have modified it to.

Dracula's Third Battle
The same thing happens here with the Stage Graphics although with Dracula's Third Form the Sprite itself is also not working out because of the game trying to create the new sprite with the old coding. Causing a mess.

The Forks In The Road
I am not sure if it's worth taking them out or not.
Without them, Replay value is lost. Still Unsure.
(Personally I would like to see the forks removed in the Original Castlevania III but that's a separate project.)

The Music Installation

Here are my ideas for that,

Since Optomon started a Soundtrack way back, Most of the tracks are intact.
Also the stages are numbered how they are in Revamp.

Intro Wheel - Agony

Name Entry Screen - Not Created Yet

Prayer Screen - Not Created Yet

Stage 0 - Entrance - Bloodlines

Boss Battle - Not Created Yet

Stage Clear - Not Created Yet

Stage 1 - Clock Tower - Bloody Tears

Stage 2 - Alchemy Lab -  (Track 8 Of The NSF File)

Stage 3 - Inner Hall - Opus 13 Or Slash (Track 7 Of The NSF File)

Stage 4 - The Library - Grand Ballade

Stage 5 - Cursed Prison - Hysteria

Stage 6 - Big Hallway - Not Created Yet

Stage 7 - The Chapel/The Colosseum - Firestorm (Not Sure If Both Stages Can Be Separated Music Wise)

Stage 8 - The Catacombs - (Track 6 Of The NSF File)

Stage 9 -  Underground Cavern - Not Created Yet

Stage A - Marble Gallery - Not Created Yet

Stage B - Celestial Gardens - Celestial Waltz (My Personal Favorite Song)

Stage C - Main Hall - Alucard's Theme Dracula's Castle SOTN

Stage D - Alternate Routes Outer Wall - Not Created Yet

Stage E - Dracula's Clock Tower - Not Created Yet

Stage E2 - Castle Keep - Not Created Yet

Dracula Second Form - Flesh Feast

Dracula Third Form - Flesh Feast 2 (With Drums)

All Clear - Not Created Yet

Player Death - Not Created Yet

Game Over - Not Created Yet

Epilogue - Not Created Yet

Credits - Not Created Yet

Removing Water Sound Effect In Stage 6
Removing Water Effects Causing Player To Blink As If Under Water When Not

Left Over Stuff:

Giving the characters weapons.
Maria's Fist, Alucard's Sword Etc.


If I remember anything else I will update this post.

So that's about it for now.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 19, 2017, 05:31:33 pm
This is VERY interesting stuff Seph plus Im sorry you are having trouble with most of the stuff,but I am sure you'll figure your way around it,plus also the soundtrack list,I think I can help you with that because personally I think some of the songs don't quite fit in those stages? ^^;
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 19, 2017, 05:35:17 pm
Sure,

I have no idea what to pick. I hadn't realized how many tracks Castlevania III had.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: optomon on January 19, 2017, 05:42:23 pm
That's a lot of music not finished. What is that like 12 songs? I guess most are small scale. They'd likely be remixes of other songs, or ones I had already composed. Cross that bridge when I get there I guess.

The character weapons were some of the last things I was working on. I hacked in a system where Maria fired homing pigeons (1,2,3 at a time based on the upgrade). Man that was a long time ago.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 19, 2017, 05:47:32 pm
Awesome I'll get right to it on the list,it'll be a REAL challenge but I'll think up good ones that'll fit the stage :) also there are TWO Clock Towers?! 0_o
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 19, 2017, 06:33:55 pm
If there's gonna be two clock towers maybe you could have the first one non functional like CV1. Then let the player be wowed when they happen on the one that works. Just a suggestion. I also like that Alucard is gonna have a sword. Maybe his 3 fireballs can be his single powerup, or it could be  a regular powerup and then he could use trevors weapons minus the holy cross.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: nesfan on January 19, 2017, 06:48:28 pm
just going to throw some suggestions out there
how about ?
1 New messiah
2 vampire killer (I mean like come on this one just screams Castlevania)   
3 don't wait until night
4 Reincarnated soul
5 Battle of the holy
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 19, 2017, 07:19:27 pm
Update time.  Progress!

(http://i957.photobucket.com/albums/ae54/Craftvania/Grim-Reaper-Skull-Form-Final_zpssfuh5ly2.jpg)



Turned out way different than what I was originally aiming for since the area around the eyes glow when attacking so had to tame it down to the flat base color only.  Had a ton more detail around the eye sockets but when the attack color palette went off it made those areas glow like a sore thumb sticking out so...a toned down version is what you see.  Also had issues with the forehead which I knew I'd encounter as they relied on a color block way too much for that area so had to improvise with what was there. When I send this off to Sephirous when Grim Reaper is 100% finished I'll include the other version in case he wants to make the eyes glow only while attacking.



Now I shall begin to re-tackle Grim Reaper's base form  :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 19, 2017, 09:00:59 pm
Lovely work Sinis that second form of Death looks awesome as hell,I wish you best of luck on redoing his first form!  :thumbsup:

Right this list is help out the soundtrack to this game and Seph in general,I hope this list proves useful to you and the team,oh and best of luck with the rest of the stuff Seph,keep up the great work! :)  :thumbsup:

01.Intro - SOTN Nocturne in the Moonlight
02.Title - Agony
03.Name Entry - SOTN Prayer
04.Password - Dracula X Requiem
05.Prayer Intro - Castlevania Chronicles The Bathead
06.Stage 0 (Clock Tower Ruins) - Chorus of Mysteries Stage 1
07.Stage 1 (Enterance) - SOTN Dracula's Castle
08.Stage 2 (Alchemy Lab) March of the Unholy
09.Stage 3 (Armory or Inner Hall) Bloodsoaked Elegy (Track 4 NSF)
10.Stage 4 (Library) Grand Ballade
11.Stage 5 (Cursed Prison) SOTN Saturn Ver. Cursed Prison
12.Stage 6 (Big Hallway) Either SCIV Prologue or Main Hall
13.Stage 7 (Chapel/Colosseum) Firestorm
14.Stage 8 (Catacombs) Disrupted Tension (Track 6 NSF)
15.Stage 9 (Underground Cavern) SOTN Crystal Teardrops
16.Stage A (Marble Gallery) SOTN Marble Gallery)
17.Stage B (Celestial Gardens) Moonlit Waltz
18.Stage C (Main Hall) Either Dracula X Vampire Killer or SOTN Tragic Prince
19.Stage D (Outer Wall/Alternate Routes) Either Belmonts Revenge Journey to Chaos or Dracula X (Snes) Map
20 Stage E (Clock Tower) Bloody Tears
21.Stage E2 (Castle Keep) Scornful Destiny (Track 5 NSF)
22.Boss Fight - Dracula X Dancing in Phantasmic Hell
23.Stage Clear - Castalevania Stage Clear
24.Dracula Battle - Dracula X Dance of Illusion
25.Flesh Feast - Second Form
26.Flesh Feast 2 - Third Form
27.All Clear - Castlevania All Clear
28.Epilouge - SOTN I am the Wind
29.Staff Roll - Dracula X Chronicles Daybreak
30.Player Death - Castlevania
31.Game Over - Castlevania

Welp this is the best I could come up with. XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 19, 2017, 09:32:36 pm
Added the grating in the background.

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 19, 2017, 09:36:53 pm
Nicely Seph!  :thumbsup:

January 19, 2017, 10:44:53 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I meant nicely done! XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Zeikar on January 19, 2017, 11:04:39 pm
this is one epic hack!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: nesfan on January 20, 2017, 01:41:33 am
a few more came to me

Rondo Of Blood - Opus 13/Dracula X Slash
Belmont's Revenge - Psycho Warrior
Bloodlines - Calling From Heaven
Bloodlines - Mysterious Curse (for the password screen)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 20, 2017, 09:31:18 am
You bet it is Zeikar,also I am VERY surprised that Optomon (one of the original creators of this mod) is supporting this project,seeing that Seph is nearly finished with the cursed prison stage,I am wondering what he'll work on next?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MegaManJuno on January 20, 2017, 12:11:07 pm
One minor nitpick: "Ware Wolf" should be "Werewolf"... unless this something other than the classic horror creature, man/wolf hybrid lycanthrope. :beer:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 20, 2017, 02:54:45 pm
K, I gather from whats been posted that there is a custom soundtrack in place that was lifted from the first version of this? If not how did you guys get the custom music in? You already have a music guy? Also, it would be nice if optomon could somehow be involved if you guys don't already have a music guy. He's a quality composer and custom music for this would be a great idea.

If you guys are taking track suggestions I'd definately say you should work in battle of the holy. It's one of my fav tracks and I like to listen to it on youtube once in a while.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 20, 2017, 04:28:30 pm
When I had first started this project, I asked Optomon aside from getting permission to do this hack, but also if he could help me with the music. I figure once I finish all of the simple stuff, I would contact him again and let him know what is left and if he could finish it up with the more advanced stuff. I figured I would try to do as much as I could on my own first so I wouldn't feel like I was dumping a load of easy tasks onto Optomon (Taking Advantage) that I could have done myself.  :)

When I think NES Music, Optomon is the first name that comes to mind. His work is incredible! :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 20, 2017, 04:38:53 pm
Heh heh you got that right Seph,good ol Optomon is one talented original composer,you should really ask him for help with the music,speaking of which I hope the music suggestions from me and others help you out alot Seph and I hope work on the game itself is going well? :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: optomon on January 20, 2017, 06:10:38 pm
You guys are too kind.

The music that already exists isn't too hard to implement. Arrangements of existing songs aren't too hard to pull off, just might need some extra dedication if it has a lot of channels. Writing original music is the hardest.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 20, 2017, 06:22:52 pm
Heh heh,nice,don't worry optomon I am very sure you can pull it off,also you can do it whenever you have alot of free time to yourself and besides your music is a must for this game,plus I hope Seph and Sinis are doing good so far with the sprites and stuff?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 20, 2017, 08:12:04 pm
We have rain.  :thumbsup:

It's interesting to watch, Hardest thing is getting the frames to work. But it is definitely coming down and not going up anymore. :laugh:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 20, 2017, 08:18:30 pm
At last,work on the Outer Wall has begun and this is the official last stage that you are working on Seph,so what's next right after this stage? :)

P.S. Lovely effort on the rain effect!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 21, 2017, 09:22:38 am
What kinda filter is that so there's little bits of brown every where? Or did you really draw some sprites that way? I don't think that's possible cause then there'd be four colors where the rain is. I mean black could be a color too but then there'd be no transparency.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 21, 2017, 01:47:54 pm
Im not sure sure Matt I don't see anything wrong with it,well anyways I know that both Seph and Sinis are working REALLY hard onto finishing this game,I wonder if they send a message to Optomon in making more music to this game (in which I hope so) plus I am SO glad that the other three playable characters are going to get there own weapons and sub weapons but first they have to finish the outer wall stage. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 21, 2017, 04:58:28 pm
The Cursed Prison

I have copied it as close as possible, Also added a blood pool underneath for fun.
The Palette is still iffy, I can't seem to find a good match yet but it's a start.
I will add some hanging skeletons etc in the background.

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20-%20Cadance%20Of%20Agony/99_zpsxmh4jb7k.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20-%20Cadance%20Of%20Agony/99_zpsxmh4jb7k.png.html)

Comparison  Picture

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20-%20Cadance%20Of%20Agony/Cursed%20Prison_zps04edgzcv.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20-%20Cadance%20Of%20Agony/Cursed%20Prison_zps04edgzcv.png.html)

If you ask me, those pillars use too much white. They look like a forefront object right now. Like you can't pass them.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 21, 2017, 05:11:04 pm
Well Seph fixed that issue,matt lol but we should wait Im pretty sure that Seph and Sinis are busy with things as of right now?

January 21, 2017, 10:36:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So begins the wait starting now,Im pretty sure Seph and Sinis will give an update during the week?

January 22, 2017, 05:14:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
You know I wonder if you guys could get Sword Alucard into that Castlevania III Re-Translated romhack?

January 22, 2017, 08:56:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh wow,it's been I think at least three for four days since Seph and Sinis gave an update on this game,hmmm I think this'll take longer than I expected,well they could message me when they have something ready because I am loving this project!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 24, 2017, 03:05:32 pm
(http://i957.photobucket.com/albums/ae54/Craftvania/Grim-Reaper-SotN-8-bit-for-CoA-Mock-Up-1_zpst4yxezyw.jpg)


Made a mock-up screen to what the new Grim Reaper will look like from a screenshot that Sephirous gave me some time back.  I know that Seph really wanted this sprite so I just mocked the pose to that of the original of Castlevania 3 instead of going from complete scratch.  Its now completely safe to say that the Grim Reaper is 3/4 done  and without any reprogramming needed to the base form...unless Sephirous wants to use my idea to make the eyes light up only during the giant skull form fight.



I always go overboard on stuff (left side) so I can have room for whatever adjustments the game has in store for me to wreck my reality compared to that of what is in the game now from limitations (right side.)

(http://i957.photobucket.com/albums/ae54/Craftvania/Grim-Reaper-Skull-Form-Differences_zpsy1kdxpij.jpg)


I'll supply Sephious the left sprite when I'm done with the Grim Reaper so he can have it on hand just in case he decides to go that extra mile to eventually program it in or keep it for whatever he wants to have it for lol.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 24, 2017, 03:12:05 pm
Nicely done Sinis Death's first form looks great and the edited second form of the skull as well,so with Death's two forms done,what will you do now?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 24, 2017, 03:20:09 pm
Nicely done Sinis Death's first form looks great and the edited second form of the skull as well,so with Death's two forms done,what will you do now?

Once I finish up Grim Reaper through today and into the next I'll begin working on Werewolf Armund as he is my very last boss sprite to work on before editing the player sprites in the prayer and ending scenes.  Once all of that is completely done and out of the way I'll work on the boss sprites for the Zombie Trio we were talking about some time back so Sephirous can have those on hand in case they get programmed in :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 24, 2017, 03:24:53 pm
Awesome,I'll be looking forward to seeing the other boss sprites as well as the prayer intro and ending sprite scenes,I hope you and Seph keep up the good job.  :thumbsup:

January 24, 2017, 06:56:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Plus feel free to message about the progress since Im supporting the hell out of this game,not to mention Vengeance on Hell II as well XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Googie on January 24, 2017, 11:30:49 pm
Awesome progress, I really dig it. 👍
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 25, 2017, 10:29:10 am
Indeed it is Googie but we will have to wait for a few days or weeks before another update from either Seph or Sinis XD but it'l be worth waiting for because I know Seph working really hard into finishing it.

January 25, 2017, 11:46:38 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Update on my post,Seph,Sinis,here's this updated Alucard sprite that I mentioned to you both last year,I hope you two find it very useful? ;) I found it through a Castlevania custom romhack.

Custom Alucard Sprite https://lh3.googleusercontent.com/-JVRoZY0Lka0/WIjTy5GEHLI/AAAAAAAAJck/C3yJGhTECyMkF96woHWoUdSKjpdHm3RQQCJoC/w265-h353-n-rw/Alucard%2BSOTN%2BSprite.jpg
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 25, 2017, 02:20:09 pm
Whatever that sprite is, can't view it on anything.





Just wanted to let everyone know that the Grim Reaper is 100% and sent off to Sephirous as of now via email along with the skull artwork and an updated Simon Belmont  ;D


Next on the list is Werewolf Armund  :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 25, 2017, 03:04:26 pm
DANG IT XD oh well I tried maybe I can try to show it to you via my Gmail,too bad you don't have a G+ account but I think Seph dose,anyways I wish you lbest of luck in creating that Werewolf Armund sprite! :)

January 25, 2017, 08:08:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hope to see the new sprites soon also is Simon still plan to be in the game,I thought the town stage was scrapped?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 26, 2017, 01:23:45 am
I'll get everything installed at some point.

Haven't had much free time this week.  :banghead:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 26, 2017, 06:41:24 am
Hope to see the new sprites soon also is Simon still plan to be in the game,I thought the town stage was scrapped?


He may have scrapped the level but the Simon Belmont sprite still belongs to this project.  He'll have it in case he does use it somewhere :)

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 26, 2017, 08:22:39 am
Well alright then :)

January 26, 2017, 08:39:32 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Still I'll be looking forward to seeing it and also Seph I knew you weren't on that much for the past two weeks but hey it's okay man,Im sure you'll get them installed soon hopefully and Im so glad that you finished the last stage and now's the time to get everything installed like you said Seph XD oh and I hope it'll have music from other castlevania games?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 26, 2017, 08:52:49 am
With Optomon on board maybe you could a Select a Belmont screen where you pick between Richter, Sonia, or Simon. I imagine optomon might know how to do that. If not just have Simon and Sonia as seperate patches.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 26, 2017, 09:31:25 am
Sonia was kept in my ROM version that is for my personal use in making my custom sprites, completely separate from CoA as I've never asked for a copy of the current CoA ROM that Seph is working on.  I only kept her in because people liked seeing an 8 bit sprite of a Sonia Belmont in use via screenshots.  Good thing I didn't use my updated Hanz sprite lol.  Simon I could see as a possibility but to only Sephirous's accord to what he wants as I don't know on what his full plans are since him and I rarely communicate except for the exchange of boss sprites lol.


I have thought that if I could get a team together in the future (possibly after VoH II is done) I would literally make that Castlevania Legends version on Castlevania 3 with a different story to that from the GameBoy version though that's talks for another time ;)


Anyway, back on track.  Small update before I go back to bed.


(http://i957.photobucket.com/albums/ae54/Craftvania/Werewolf-Armund-for-CoA_zpsrzjhv7w5.jpg)


1/8 done on this one.  There are literally two frames of animation for the walk/leap cycle for Nasty Grant.  Felt like they really cut corners when they made this boss as there are very few stuff to work with as almost everything else I've redone so far had 3 animations, except for the Big Bat which also had two.  I'm going with a long limb version of the werewolf since there is very limited space to go with especially in the part that Nasty Grant 'leaps' forward while walking.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 26, 2017, 09:49:39 am
I don't get why you blank out the screen when you take pics tho. It's always a plain blue background.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 26, 2017, 09:53:51 am
Heh heh nicely done Sinis,it's looking great so far and I would LOVE to see a Nes version of Castlevania Legends,hopefully someday down the road (seriously we need more creative castlevania rom hacks XD) but for now I'll be playing this and your upcoming game Vengeance on Hell II!  ;D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 26, 2017, 11:28:35 am
A NES version of cv legends would have to be a CV1 hack cause theres only 6 levels.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 26, 2017, 02:20:18 pm
I don't get why you blank out the screen when you take pics tho. It's always a plain blue background.

There are a few reasons so I'll go ahead and explain them in full.  First reason is so I can see how every dot goes together to make sure there is nothing astray and for people who view this thread can see the characters clearly from my end while Sephirous, in time, uploads on what they will look like on his end unless he supplies a screenshot to me then I insert it into that and show it here on his behalf.  Sprite sheets that I was somewhat making earlier in the project when I volunteered can only go so far plus it was creating extra work so I eliminated them entirely.  Second reason, that I've stated before and will state again, that my ROM is separate from Sephirous's ROM.  I make my sprites in a program, adjust stuff there, insert it into the YYCHR by hand one tiny box at a time, play, make necessary adjustments, play, play, adjust, play, adjust, play one last time to make sure things are in place and then send it on.  This is the reason why things take a long time on my end.  Third reason, Castlevania 3 has lots of parts to its characters' animation boxes/spaces so getting it right while trying to make it look good for game play is a must for me.  I don't think anyone wants to see a flying hand or a bright line out of place while encountering so-and-so enemy when stuff is rushed or just inserted in blindly :P

Out of everything, the only time when I put a black background on it is when something has hit a snag and I bring it to Sephirous's attention via here and to also update everyone else that follows this thread.  That and what it was originally intended to be as I like going overboard so I can have something to work with while making the necessary adjustments while inserting it into the ROM itself.  This works for me as I feel comfortable going that extra mile to do this to make sure that nothing is missed.  Some stuff does need actual adjustment via programming so I do bring that up as well.  Hate to but I point things out so nothing is not left out from what I encounter.  I like to be informative, update constantly or when I can while keeping people in the loop during the project and to show how far the progression has gotten since the last update.

I will be doing this on every project that I do or am part of unless they say something then I won't update anything until they tell me otherwise.


I hope this clarifies stuff :)



A NES version of cv legends would have to be a CV1 hack cause theres only 6 levels.

On the contrary.  I can think of quite a few levels to add and make it original in its own right while also putting in and remaking the levels from the original game that its based off of.  With the proper programming and patience I feel confident that a NES take on Castlevania Legends can be done.  It can bring in new factors to take on, environments to adventure through and obstacles to encounter for the player while also giving off that new feeling at the same time within something that is familiar to them as well.  Everything may not go according to plan but its something to look forward to :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 26, 2017, 03:17:29 pm
I do hope that a Castlevania Legends Nes version happens someday down the road as I said before but this upcoming rom hack,Chorus of Mysteries and your upcoming one as well Sinis,will keep me occupied until someone decides to do so,I hope things goes well with the last few sprites? :)

January 26, 2017, 06:49:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
You know,I hope to that one day,a REALLY talented rom hacker makes the RPG version of this game but I think it most likely won't happen,oh well at least this version of the game will be fun in it's own right :) 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: nesfan on January 26, 2017, 07:43:19 pm
neat I was making NES versions of the soundtracks of all the game boy Castlevania games
now I only just started on the one for Castlevania legends  (coincidence much ? :huh: )
but when it's done I could give you the .NSF to use if you want ? 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 26, 2017, 08:53:35 pm
neat I was making NES versions of the soundtracks of all the game boy Castlevania games
now I only just started on the one for Castlevania legends  (coincidence much ? :huh: )
but when it's done I could give you the .NSF to use if you want ?


Sure, can talk about it more via PM if you'd like so we don't clutter up and hijack this thread about it :)


Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 26, 2017, 09:27:02 pm
Oo,that sounds interesting,do you think you can send the NSF in PM as well,please?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 26, 2017, 10:34:53 pm
Well, I dunno if this'll be useful to you, but I made a graphics hack of CV Legends:

http://www.romhacking.net/hacks/1197/

I hope you guys do something similar. As in you enhance the graphics. I imagine just colorizing the graphics would be an improvement but I'd rather see some enhanced graphics.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: nesfan on January 27, 2017, 01:32:39 pm
umm.. ok
just so you know there are only 2 tracks on there so far but ya, I could send it if you want  :huh:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 27, 2017, 02:32:47 pm
umm.. ok
just so you know there are only 2 tracks on there so far but ya, I could send it if you want  :huh:


Its up to you honestly. 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 27, 2017, 03:03:34 pm
Hey Sinis,how goes the progress with the Werewolf Armund sprite,I take it that it's coming along nicely?

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 27, 2017, 03:18:18 pm
Werewolf Armund is 1/2 done :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 27, 2017, 03:31:05 pm
Oh wow,you sure are quick XD well since your close being done the sprite,I guess it's on to the next step which is Fake Trio boss if you and Seph can manage it somehow,heh heh Im just SO glad that this game is getting closer and closer to being done because I want to play it SO badly! X3 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 27, 2017, 03:37:59 pm
Actually, of what's next is the prayer scene then the ending scenes with each of the characters.  I'm not doing the castle's downfall animation but just character sprites.  Once those are all said and done then I'll do the Zombie Trio as those are a very last priority :)


The only character I need to ask Sephirous about is Armund for the ending scene if he wants him to look like Grant or make him look of that similar to Chorus of Mysteries in a full upright standing position and not hunched over...that is if the space will allow it because I haven't looked that far yet into the ROM lol.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 27, 2017, 03:45:36 pm
Ahh I see,well since you only have a few things to do right after the Werewolf Armund sprite and then the last few things I guess you are able to get back to your own Castlevania rom hack,plus I am really surprised that Optomon will create new music for this game,I hope Seph is doing alright on his part? 

January 27, 2017, 06:25:37 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
He has been absent for the past few days now,which means he has been working like crazy to get this game done and ready before it gets released,also here's an idea,do you think you guys can release the full soundtrack on an NSF file bundled together with the game when it gets released,I mean that would be awesome! :D

January 28, 2017, 11:23:22 am - (Auto Merged - Double Posts are not allowed before 7 days.)
And now beings the long wait for an update XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 28, 2017, 01:33:58 pm
Hey,

I'm actually dealing with leg surgery from a muscle break.
I have been working on the project here and there.

@Sinus
Use the one from Chorus Of Mysteries
Also, I am going to need help with the shaking hand scenes when you meet a new character. The arms don't curently match up.  :(

@Everyone Else
I'll try getting the new sprites installed tonight.  :thumbsup:


Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 28, 2017, 01:37:09 pm
Oooo,Im sorry to hear on what happened to you Seph,I hope your leg gets fixed and Im looking forward to seeing the whole bunch of sprites getting installed sometime later,good luck!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 28, 2017, 02:14:11 pm

@Sinus
Use the one from Chorus Of Mysteries
Also, I am going to need help with the shaking hand scenes when you meet a new character. The arms don't curently match up.  :(



I'll put that on my to-do list after the cut scenes then, Sephilus ;)


The playable character sprites are the same as to that of Optomon's original CoA ROM correct?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 28, 2017, 02:28:20 pm
Man I think this romhack won't be released until either next month or March,because this is taking rather long XD oh well maybe I should start playing some of the romhacks that I downloaded,hope to see more stuff later on :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 28, 2017, 02:38:32 pm
Man I think this romhack won't be released until either next month or March,because this is taking rather long XD oh well maybe I should start playing some of the romhacks that I downloaded,hope to see more stuff later on :)

I can't speak for Sephirous directly but I will say this, it'll be released when everything is done and when that will be is still  unknown.  Saying when its done this month or that month helps nothing sadly.  He still has the music and other programming stuff to take into consideration and that's not an overnight endeavor either  :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 28, 2017, 02:45:51 pm
Well,alright and sorry about that,sometimes it's not easy for me to wait for games that I am really hyped for,by the way,also I am sad that Legion,Angel Mummy or that Spittle Bone King aren't going to be in the game also from what I could gather,there WAS suppose to be an undead spear knight captain in the game?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 28, 2017, 03:02:46 pm
Its fine lol.  For the original game maybe but from what Sephirous had me and the other guy do there was no such bosses planned except for the Zombie Trio.  Now if he wants us to make sprites for him to use for these bosses in this linear version then I'm all for it but until he says otherwise they will continue to remain with the first CoA :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 28, 2017, 03:05:03 pm
Heh heh alright then,well I wish you luck with the sprite work Sinis :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 28, 2017, 05:34:38 pm
Yup, the music is gonna take time to put in. Sounds like he might got some tracks to compose besides porting some old songs.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 28, 2017, 07:20:35 pm
And now we wait.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 28, 2017, 11:46:02 pm
Here are some updates.


Next you can see here one of the problems that is beyond my knowledge.
The blocks are still in the background but blacked out and can be seen when the skull goes behind them.
And of course the ground looks like crap because the pallets are wrong and connected to the health bar.
I figured this picture could help in explaining what I meant when I said Death Battle II needed expert knowledge.



January 28, 2017, 11:54:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I put the palette back in case Optomon gets a chance to see this problem.

When the second Death Battle starts the game looks for the original screen that the first battle uses.
And since I changed the graphics to part one, Part two becomes messed up.
This can be fixed in the Hex Editor but finding the graphics and screen for Battle 2 almost drove me up a wall since I have no idea where the Stage starts in the hex editor and of course Revamp doesn't let you edit the second battle screen only the first.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 28, 2017, 11:54:48 pm
Wel well this is looking just fantastic Seph although the fight against Death's second form looks a tad fuzzy,hopefully you can get around that issue as usual,but still Im glad that things are shaping up so far :)

January 28, 2017, 11:58:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh nevermind you fixed it XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 28, 2017, 11:59:50 pm
The only thing I might be able to do on my own, Is revert the graphic set back to the original and put the custom graphics on a different set. This way the custom graphics will be used during game play but the original will be there in tact for battle 2. I might as well give it a shot.  :thumbsup:

Scratch that, The graphics still remain messed up. So I believe it changes the ground palette to the health bar palette when entering battle 2, Meaning someone has to separate the palette  from the Health Bar. Unfortunately I haven't figured that out yet.  :banghead:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 29, 2017, 12:09:34 am
Heh heh good luck then Seph,you and Sinis are doing a real great job on this game thus far,hope to see more!  :thumbsup:

January 29, 2017, 12:24:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Damn it! XD

January 29, 2017, 11:59:03 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Alrighty,now begins the long wait for an update but Im sure it'll be something good?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 30, 2017, 12:43:12 am
Work In Progress!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 30, 2017, 08:32:44 am
Nice work on the Outer Wall thus far Seph,hopefully this stage will be done very soon and then you and Sinis can work on the finishing touches on the game. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 30, 2017, 09:21:23 am
Maybe you should redraw those torches too.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 30, 2017, 10:59:11 am
That sounds interesting Matt but I think it's abit much,both Seph and Sinis are trying there best to finish this game so it can be released,maybe it can get updates with new sprites whenever they feel like it?

January 30, 2017, 03:21:15 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also they are now working on the game as we speak,I can't wait to see what they reveal this afternoon or tomorrow?

January 30, 2017, 08:10:42 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Yeah definitely tomorrow there'll be an update
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on January 30, 2017, 11:28:35 pm
Yeah definitely tomorrow there'll be an update


Won't be an update from me for a few days or more.  I'm extremely sick so I'll be taking some R&R.  I'll continue working on CoA stuff when I am feeling better and am able to focus properly.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Midna on January 31, 2017, 12:11:47 am
Okay, this has been bugging me. Whatever technique you're using to take your screenshots, it's not working. That dithering is atrocious. The emulator you're using should have a built-in screenshot function which you can use instead. If that doesn't work or it doesn't have one, use the Print Screen key and crop out everything around the game window.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on January 31, 2017, 02:02:19 am
Sprite Editing Continues.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on January 31, 2017, 02:18:50 am
If you got any spare tiles I'd recommend having blue doors for boss fights. That's never been done in a Castlevania hack.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on January 31, 2017, 08:40:06 am
Nicely done Seph and with that,the Outer Wall stage is finished but now we have to wait for Sinis because he is sick,damn it XD oh well I hope he gets better soon?

January 31, 2017, 03:21:52 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I guess this game will take much longer to complete than I expected,oh well I hope Sinis gets better soon by resting more often etc.

February 01, 2017, 12:51:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh man,I wonder how badly sick,Sinis is?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 01, 2017, 03:03:25 pm
Small Update

Putting the game together essentially.
Working on the Ending Screens, Fixing Enemies floating in the air stuff like that.

I'm going to create a visual document showing what needs to be done so I don't confuse Optomon trying to explain everything.

A new problem was found, The stages where there is running water that was taken out still have the sound effects of the water and in some cases the flickering as if you are under water. Have to find a way to remove those things. I am sure its a simple 1/0 type of thing.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 01, 2017, 03:17:50 pm
I am glad to see that you are now starting the finishing touches and minor things to this game,Seph I have to thank you,Sinis and Patcha for picking up and reviving this game,I hope you can figure out the minor problems before you release the game,keep up the good work. :)  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 01, 2017, 03:20:53 pm
(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20-%20Cadance%20Of%20Agony/110_zpsh1ik2ko6.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20-%20Cadance%20Of%20Agony/110_zpsh1ik2ko6.png.html)



IMO, the best pictures are the ones that don't use square stone blocks like this. I suppose there isn't a way around it since it builds the ceiling walls and floor, but would be nice if you didn't have to use those stone blocks. Too old school looking. You could redraw them and still have them be perfect squares if they aren't shared across levels. I'm guessing they are shared tho.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 01, 2017, 04:19:16 pm
He COULD do it whenever he decides to update the game?

February 01, 2017, 08:06:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
But we should wait AFTER the game is released and besides,Sinis still has to recover from his sickness that he has right now,also Seph is working on the minor things in the game like the weapons and sub weapons for the characters,music input etc
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 01, 2017, 08:10:04 pm
The Credit Screens Are Complete

Main Design
Sephirous

Music
Optomon

Sprite Design
Sinis
PachaWillWatchYa

Dialogue
Sephirah

Special Thanks
Kradakor
Lexou Duck
DavidTheIdeaMan
Math User 2929
Dr. Mario


I think that is it, Wasn't easy fitting all the text in but I did it.
If the game is beaten with Maria two of the special thanked people didn't make it in, But all credits are intact with all other endings.
So no one has to worry about being left out.
If I forgot someone, Let me know.  :thumbsup:

Let's talk easter eggs next.
Yes, After being one that isn't always a fan of easter eggs, I decided to take advantage of the idea.
I have watched and studied enough you tube videos on easter eggs, creepy pastas, secrets and god knows what for many years.
After playing Rogue Dawn and seeing that the sky is the limit with enough knowledge, I got inspired a little to try a fresh idea of my own with Cadence.  :crazy:

Other than that, Next is going to be working on Font and converting the Orb into the Thing from SOTN.
Little things like that, More sprite installs. Fishman, Bats, Etc.
I will rework the graphics in the outer wall to create a different type of Block and look into the Blue Wall Boss Doors as well.

Don't worry I know everyone is hoping for me to say that I am going to assemble the stage doors. (Make the game work.)
In time.  :) :thumbsup:


Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 01, 2017, 08:17:06 pm
HEh heh thanks for putting me in the special thanks in the credits Seph,I was happy to support the project and I can't wait to see what you do with the minor things to the game before it gets released,I have to say that this game was worth waiting for,you and your team did a great job! :D  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 01, 2017, 11:17:38 pm
Since you put Davids name as all one word I'd like mine to be that way too. But thanks for putting me in the credits.

Edit:If you don't have extra tiles, you could always save the door for the boss only. In ROB there is a secret in stage 3', the Graveyard, where the screen scrolls to the next area like a door but there is no door.

Edit2:I thought of a Easter Egg you can add. Mainly a mod of a existing one. You should make codes to have a different partner. Make the names Refer to current character you play as. Perhaps if Optomon is willing to do the work you could make Sonia and Simon selectable with these codes. Don't wanna put too much on him tho so just having a seperate patch is acceptable too.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 02, 2017, 09:16:53 am
Hey Seph I would like to point out that object from SOTN is known is a HP extention Jar or something called like that lol,I can't wait to see what you will show today this afternoon and on a side note I hope Sinis getting better from his sickness,Im pretty sure he caught the flu,can't believe it happened so soon,weird? :huh:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 02, 2017, 11:08:51 am

Edit2:I thought of a Easter Egg you can add. Mainly a mod of a existing one. You should make codes to have a different partner. Make the names Refer to current character you play as. Perhaps if Optomon is willing to do the work you could make Sonia and Simon selectable with these codes. Don't wanna put too much on him tho so just having a seperate patch is acceptable too.


I'd rather have Simon involved because I don't want to release my Sonia sprite just yet.  I apologize if that sounds like a jerk thing and unfair to do but I deeply want to release her sprites when I get Castlevania Legends made :)

Sinis still has to recover from his sickness that he has right now


Surprisingly I'm almost over this garbage that I got.  Got a nasty cold that drained me to no end.  Anyway, I'm working on stuff once again.  I'll get a screenshot things tomorrow or Saturday.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 02, 2017, 11:15:55 am
Ah Sinis I am very happy that you are more better and that you have recovered from that sickness you had,I'll be looking forward on what you have completed thus far and welcome back. :)

February 02, 2017, 07:43:16 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I hope there will be an update tomorrow because I am very eager to see it. :)

February 03, 2017, 05:25:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Or I will have to wait until next week for more updates? XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Dr. Mario on February 03, 2017, 11:06:37 pm
Just throwing this out there if you're talking Easter Eggs. Originally I had planned to have a random flea man be replaced with a duck in reference to the quote from Castlevania II "Get a silk bag from the graveyard duck to live longer." I think he was supposed to drop a silk bag that didn't do anything. Anyways, it'd be cool if there was still a Graveyard Duck reference in there somewhere.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 03, 2017, 11:09:44 pm
Heh heh that would be an interesting easter egg from Simon's Quest there Dr.Mario.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 04, 2017, 12:16:10 am
I am extremely proud to present this next update.

Sinis is going to be VERY pleased.

I have at last learned how to edit graphics using the Hex Editor instead of being bound by the limitations of Revamp.

Meaning,
Dracula's Third Form is now going to be the REAL DEAL!  :crazy: :crazy: :crazy: :crazy: :crazy:

Got some more to work on, But it has started!

It is possible to add wings, Not very big ones but their is still some room in the code to put some extra touches.
 :thumbsup:

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 04, 2017, 12:18:20 am
Congrats. I look forward to see what kinda problems you can overcome with this. Maybe you can use the original Death sprite.

Edit: maybe you can mod the skull to be a skull again isntead of a thing with a brain.

February 04, 2017, 09:45:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I just noticed the pillars look like they say "DIE".
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 04, 2017, 10:15:04 am

Sinis is going to be VERY pleased.



My tears are no longer the sharpest of glass ;)




Lol, in all seriousness no real updates on my end.  Redoing some stuff on the werewolf as this is literally my first time doing anything of the likes while trying to make it look decent as I only have two animation frames to mess with.  At this point I can say that Werewolf Armund is 7/8 done.


Screenshot supplied to me by Sephirous.


(http://i957.photobucket.com/albums/ae54/Craftvania/Werewolf-Armund-Mockup-1_zpszeccyn94.jpg)




Pretty much my list after the werewolf sprite.

-Prayer Scene
-Ending Character Scenes
-Character Encounter Scenes
-Zombie Trio


Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 04, 2017, 10:43:48 am
Oh wow two great updates that I see this morning,great job you two and Im glad that you figured out the Hex stuff Seph,Drac's final form is looking great and Sinis is done the werewolf form of armund,now only three things remain,were getting close to the completed game peeps! :D

Hope to see more next week?  :thumbsup:

February 04, 2017, 12:05:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Gah,I am just SO happy that this game is close to being done! X3

February 04, 2017, 06:56:54 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Heh heh I wonder how you and Seph are going to handle the fake trio and plus I hope you guys can handle inputting the weapons for Armund,Alucard & Maria?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 05, 2017, 04:56:47 pm
Added some color.  :thumbsup:

Going to add some more background stuff.

About the Tail, This is going to require expanding room for code. I think I am going to just leave it as is since I feel like my brain has maxed out on available space for learning the concept of writing code.

Then with confidence, I am going to attempt to fix the Death Battle Problem.  :crazy:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 05, 2017, 05:30:48 pm
Nice work so far Seph,keep it up!  :thumbsup:

February 05, 2017, 05:45:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also I cant wait to see more updates during the week and lol a sequel would be awesome XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 05, 2017, 10:59:38 pm
Hope you fix the death sprite now. The original sprite edit looked pretty good.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 06, 2017, 02:46:45 am
Not exactly the image I was hoping for but due to limited space, This will have to do.
(I'm just amazed I finally found the Castle Picture in the Hex Editor, It certainly took long enough.)

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 06, 2017, 04:52:29 am
I think you should use Konamis new logo. Make it look modern.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 06, 2017, 08:23:28 am
Nice work so far Seph,hope to see the intro completed,we are almost there!

February 06, 2017, 12:00:52 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I meant half way there lol XD but seriously it's looking great so far guys,I can't wait to see more updates this following week,I am hyped as hell to play it!

February 06, 2017, 05:17:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also waiting may take awhile?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 06, 2017, 05:20:10 pm
Just a tiny update.  Werewolf Armund is done and passed on to Sephirous.  I'm now going to start focusing on the cut scenes and character encounters  :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 06, 2017, 05:24:52 pm
Job well done Sinis,the encounter scenes & cutscenes shouldn't take too long (hopefully),I hope Seph is doing well on the other stuff,keep up the good job guys we are nearly at the last one which is the Zombie Trio!  :thumbsup:

February 06, 2017, 06:33:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I also can't wait to see how Seph is going to handle the Weapons and Sub Weapons for Armund,Maria and Alucard?  :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 06, 2017, 07:02:19 pm
What about holding A and B to transform into the bat as Alucard? I don't know how he does it in cv3. I know select is change character and start is pause, other buttons are attack and jump. So that's al I could think of for bat transform.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 06, 2017, 07:07:58 pm
Ummm Alucard can change into a Bat by pressing down and B on the control pad.

February 06, 2017, 08:17:11 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also I have a feeling that this game won't get released until around 2018 since it'll take quite a LONG time to finish it,so maybe I should do something else until that year comes.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 07, 2017, 09:50:31 am
Well, if you decide to have Alucard attack while ducking, remember my suggestion.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 07, 2017, 09:56:26 am
Im not sure if they will Math?

February 07, 2017, 10:09:18 am - (Auto Merged - Double Posts are not allowed before 7 days.)
It's entirely up to them Math,besides they still have a bunch of things to do,right now Sinis is doing the cutscenes.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 07, 2017, 02:41:21 pm
The Werewolf is installed and has the iconic rondo colors now. Might try some other combinations to see what happens.


Next is going to be converting Trevor in the Intro into Richter. (The Portrait)
Then Trevor to Richter in the Looking At The Castle Scene.
The Whip I am not sure about yet.

Things Completed:

1 Up Sprite (Complete)
Axe Knights, Skeletons And Bone Pillars Now Have Correct Palette (Complete)
Weapons Now Have Correct Palette (Complete)
Stage Complete Orb Converted Into SOTN Sprite (Complete)


Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 07, 2017, 03:00:24 pm
Alright Werewolf Armund is in,good look with some of the sprites in the intro Seph.

February 07, 2017, 03:32:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hope Sinis is having any luck with the cutscenes?

February 07, 2017, 03:42:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Excellent work Sephirous,Im glad that you got the little things done,including the weapon and sub weapon sprites and other stuff too and not to mention you added the updated enemy sprites,keep it up!  :thumbsup: 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 07, 2017, 05:14:57 pm
I have a question,

Has anyone else had a problem where as when you use Revamp the game suddenly starts on the Second Quest and no longer uses the First One at all? Or is this something else that has happened. If something has happened in the code, Does anyone know where in the Hex Editor I can find the value that decides which quest to start on 1 or 2. I am noticing that in parts where their should be Medusa's I have those second quest skeleton heads. Making the game way harder than intended. If anyone has any insight let me know. :-)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 07, 2017, 05:18:59 pm
I have no idea sadly XD Im more of a support and a idea kind of guy,hence my user name ^^; still I hope the project is going well with the rest of the stuff? :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 07, 2017, 05:32:01 pm
Yes,

Things are moving along, Just a lot of small things to tackle.

Turns out I figured out the whole Second Quest thing right after I posted my last post.
Some of the enemy slots are reserved for second quest enemies. Meaning after you beat Castlevania III the first time, It's just an illusion that it is a second quest. All that is changed is that certain screens use a different sprite and code process.
Meaning Quest 1 and 2 are actually the same when playing.

So I just have to make sure to place enemies on the screens that can support them.
Always learning something new.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 07, 2017, 05:34:13 pm
Aha,that's very interesting a second play through could be interesting with new enemy sprites and such :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 07, 2017, 05:34:45 pm
I have a question,

Has anyone else had a problem where as when you use Revamp the game suddenly starts on the Second Quest and no longer uses the First One at all? Or is this something else that has happened. If something has happened in the code, Does anyone know where in the Hex Editor I can find the value that decides which quest to start on 1 or 2. I am noticing that in parts where their should be Medusa's I have those second quest skeleton heads. Making the game way harder than intended. If anyone has any insight let me know. :-)



Have you tried the default settings?  Its also a good idea to make a back-up ROM in case stuff like this happens.  From what I can guess, look over the areas that you added extra programming to in case something got flicked on by accident.

February 07, 2017, 05:38:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Never mind, you figured it out.  I should have checked on the response before letting my response go through lol.



Anyway, might as well update.  Character encounter stuff 3/4 done.  Won't be giving out screenshots for the cut scenes as you all will have to experience those yourselves  ;)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 07, 2017, 06:31:51 pm
Wow that was fast Sinis XD you are THAT close in finishing it,once that is out of the way,then you can work on the endings. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 07, 2017, 07:29:13 pm
You should consider giving the non belmonts controllable jumps too. For sure marias jump is controllable. You know, like how Grant can move and change direction while jumping?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 07, 2017, 07:30:10 pm
Hmmmm I don't know if it's possible Math?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 08, 2017, 01:08:22 am
Spike Balls Are In.  :thumbsup:

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 08, 2017, 03:17:26 am
Well, i wouldn't know how to do it either, but you'd really just have to change the jumping attributes to be grants. Since there wasn't a responce I guess they don't plan to do it.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 08, 2017, 08:31:30 am
Heh heh I see you put that to good use huh Seph ;) I wonder if you can manage to put that Spike Platforms,well I think I'll just wait and see. :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 08, 2017, 12:11:33 pm
The list of things left to do is pretty big but minor.

Every suggestion or idea that gets posted I add to the list, kinda like putting it into queue.

Anything I can't do I'll put into documentation for the very end.

Next is,

Fishman, Blue Skull Heads, Wolf Guy, Knight With Sword.

I am trying to install the Lesser Enemies that DavidTheIdeaMan found many posts ago.

It's a long process but everything will get at least attempted. :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 08, 2017, 12:17:27 pm
Heh heh awesome,Im surprised that you are trying to put all in the lesser enemies in the game and other stuff,keep it up. :)

February 08, 2017, 12:27:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I was glad to find those enemy sprites so you can put them in the game,it's ashame though that Dr.Mario and Optomon never release a sprite sheet of some of the bosses from the old build,it could have been SO useful! XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 08, 2017, 01:14:33 pm
I was glad to find those enemy sprites so you can put them in the game,it's ashame though that Dr.Mario and Optomon never release a sprite sheet of some of the bosses from the old build,it could have been SO useful! XD


I literally came close on asking them about seeing the boss sprite sheets that they had made and planned for the original CoA to see if I can somehow customize and implement them into certain areas for this remake's bosses but decided not to and remembered that they did release all that they had when it was originally cancelled.  I also understand that they would possibly refuse to release such things to either save back for other projects or not have anyone else have them at all.  Heck, I was damn near close on using that Legion sprite for Death's giant skull form as I was going to heavily customize it to make it fit and work with its own twist from Death on collecting souls and whatnot but due to the limitations that it had within the area I tossed the idea and just went with a remake on the skull.  I'm still kinda surprised that I somehow made that within a day...
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 08, 2017, 01:20:36 pm
Crap,oh well well I guess the game will be fine with the none custom bosses and all that,well hope you guys keep up the great job.

February 08, 2017, 01:31:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hope to see more progress soon and next week as well.  :thumbsup:

February 08, 2017, 01:38:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also they should,those boss sprite could have been VERY useful (sighs) welp I'll just continue supporting this project.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 08, 2017, 01:57:40 pm
At this point in time, its a little late in the project to ask them as most bosses are almost done.  No clue on how far along Patcha has come on his work as the only ones I've seen is his Dracula base form and Alucard.



I'm going to make a suggestion while I'm thinking about it and this can be on the very, VERY back of the list.  Remake Armund's walk animations to where he's in his fully upright position like that in Chorus of Mysteries.  It has the room but when I put in a customized sprite for the fun of it over the weekend his legs popped through the floor.  His hit box and other stuff would have to be completely adjusted around for it along with maybe a new weapon, possibly a longer dagger or make throwing knives like that found in the Japanese version however faster and stronger hitting (maybe same strength as the Vampire Killer) to change things up.  I can do a customized sprite sheet for this and give Armund a Castlevania 3 look if Sephirous thinks its a good idea as I'll work on it after the Zombie Trio but if not, then I'll toss it to the wind :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 08, 2017, 02:58:38 pm
Hmmm it's a nice idea for Armund but I would like if he has that sword in the sprite sheet I showed rather than throwing knives which I much prefer for him to have because hitting enemies with throwing knives sounds way too difficult,please stick with his sword,I hope XD

February 08, 2017, 03:15:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also best of luck on the Zombie Trio,Sinis!  :thumbsup:

Also I don't Armund to change,I think he's fine the way he is and also to correct that mistake I did,he uses shorts swords XD maybe you can you use that sprite for a possible follow up to Cadence of Agony instead? 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 08, 2017, 10:29:52 pm
So is this hack gonna be called cadency of agony on the title screen? Or cadency of agony linear reboot?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 08, 2017, 10:31:41 pm
It'll be called Castlevania Cadence of Agony,Math and as of right now Seph is putting in the custom enemy sprites and Sinis is working hard on the Zombie Trio as we speak
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 08, 2017, 10:54:16 pm
It'll be called Castlevania Cadence of Agony,Math and as of right now Seph is putting in the custom enemy sprites and Sinis is working hard on the Zombie Trio as we speak

I'm actually doing cut scenes right now.  Sephirous also asked me to redo the Bone Dragon King so I'm gonna go ahead and do that but after I get my current deal done then I'll work on another boss sprite :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 08, 2017, 10:58:33 pm
Oh crap lol my bad XD well Im glad that you are nearly done with the cutscenes and I can't wait to see those boss sprites,keep up the great work Sinis  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 09, 2017, 12:09:25 am
Update:

Blue Skulls (Complete)
Map Is Now Night Color (Complete)
Path Hints Removed (Complete) (Creates More A Mystery Of Which Stage You Choose.)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 09, 2017, 08:15:34 am
Awesome,keep it up Seph  :thumbsup: you are doing a great job so far on the lesser enemies!

February 09, 2017, 11:55:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
So far so good,Im loving what I hear from the updates thus far :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 09, 2017, 03:09:44 pm
Finally reached my limitations.

I have begun writing a documentation of the remaining conflicts.
Which I will send off to Optomon once completed.

Going back to the earlier stages I can't believe what I was thinking.
Some of the modifications I made back in the beginning really shows how uneducated I was back then.
But all fixed now.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 09, 2017, 03:13:10 pm
Heh heh glad to see you got some things you were able to do all done,good luck on fixing up some of the stages,keep up the great job Sephirous,wonder how Sinis is doing with things on his end?

February 09, 2017, 04:17:19 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I know this game isn't coming yet due to the fact you guys are trying to put everything in it etc but I know as I said before,the wait for this rom hack will be worth waiting for. :)

February 09, 2017, 07:55:16 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Can't wait to see tomorrow's update :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 09, 2017, 08:52:03 pm
If Sephirous is done, then I don't know if we'll be getting daily updates anymore.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 09, 2017, 08:55:02 pm
Maybe not from him but now it's Sinis's turn to finish everything he can do for the game and then we wait so they can look the game over (no pun intended XD) plus Optomon doing the music for the game,put it in,make sure everything is ready and thus the game can be ready for release :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 09, 2017, 10:42:16 pm
I don't know if optomon will give us daily updates tho, music takes time.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 09, 2017, 10:45:45 pm
Yes that's true but still,we have to be patient
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 10, 2017, 03:08:41 pm
Still working on Documentation. Taking longer than expected.

A lot of candles and enemies got moved around to incorrect places. Just about got all of them back where they belong.
I have done so many modifications to the game that things got a little misplaced. But I almost have everything back where it belongs.

Example:
If in Stage 9 I decide to move a candle stand down a couple values to place on a ledge.
The same Candle Stand moves down on all the other stages that particular one was on.
The easy fix was turning a unused Candle into a Candle Stand then moving it to the ledge putting the original one back where the other stages liked it.
Same thing works for enemies.

This is a good thing to know for newcomers using Revamp.
When you click on the Candle Stand option under PU/E and select 1 UP.
There are no available places to put one since the game normally doesn't use Candle Stands for 1 Ups.
But that can be changed simply by taking a Candle and switching it into a Candle Stand this adds it to the available spots in the Candle Stand Department. So you can then add a 1 UP on the screen then edit the Values to move it around.
Just in case anyone thought there was no way around Revamps stubbornness.  :thumbsup:

Every error I find while going through the ROM I write down and take a picture to make Documentation easy.

The Day/Night Scene was successful.
In the Marble Gallery an entire day passes while playing through the stage.
Afternoon, Night, Morning.

That is it for now,
Once I get everything Documented, It will get sent to Opotomon and then it's just a matter of time.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 10, 2017, 03:15:48 pm
Hmmm interesting that you fixed some problems Seph,but what will Optomon do with the documentation?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 10, 2017, 03:23:24 pm
The documentation is list of things that I can't fix on my own.

Example,
Removing the Door Transition to just a Blank Screen between stages.
Removing the Door Sound since there is no door.
Removing the Water Sounds and Mud Effects from the stages that no longer have water or mud in them.

Creating a detailed list of where to put the custom music etc.

Converting the HUD into the Cadence one that was used in the abandoned Rom.
Only not having Money.
Also removing the time all together and possibly the score.
Actually...Come to think of it, I wonder if its the same concept as when a Hex Cheat gets used.
Freezing the counter would stop the graphics from moving.
All I would have to do in theory is freeze the Hex Value for the digits in the clock within the ROM and then
edit the graphics knowing they won't move anymore....Damn, But this screws up the end of the stage because the game will
want to count down and tally the score. Oh well, It sounded good on paper. LOL.  :laugh:
Which means you would have to change how the game runs when an orb is collected...I hear the words ASM in the wind....Crap!
Well, That's why documentation is being done.  :)

For some reason the game starts on the Second Quest again, So to have that fixed since I don't know where to look to edit that.

I understand Hex Editing but when it goes into stuff like this: $530 $533 $222
I don't even know what that is, or where to find things like that.  :banghead:

Stuff like that.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 10, 2017, 03:30:50 pm
Oh ho ho remove the timer and it'll be more akin to Rondo of Blood and plus the stages will be more explore-able,wow I really hope Optomon can pull this off,Im liking what I hear Seph!  :thumbsup:

February 10, 2017, 03:45:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Well let's hope all that stuff gets fixed because I am not giving on supporting this game,since Optomon is one of the original creators of the previous mod,Im sure he pull it off somehow,once you give him the documentation first. ^^;

February 10, 2017, 04:05:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
But for now,I'll await the results when next week rolls around

February 10, 2017, 05:03:09 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh and I wish Optomon the best of luck!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 11, 2017, 12:07:00 pm
Update from my end.

Sephirous now has the character encounter sprites for Richter, Armund, Maria and Alucard along with a weapon replacement for the Werewolf.



I'm also going to finish the remaining bosses and maybe redo some others if Sephirous wants me to :)



For now, my to-do list in order.


-Prayer Opening Scene
-Ending Scenes
-Bone Dragon King
-Demon Parade Trio/Duo (Mummies, Cyclops, Red Leviathan)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 11, 2017, 12:13:53 pm
Awesome update Sinis,now you only have four remaining stuff to deal with,Im pretty sure the the prayer and ending scenes won't be too much for you,however the Centipede monster and Zombie Trio bosses might bit of a challenge,but still Im sure you can pull it off,best of luck!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 11, 2017, 12:21:38 pm
Well, the Centipede boss won't be a problem at all as I'll see about making two variations of it with a side (the original) and a top view and since the Bone Dragon King doesn't have really any animated stuff I don't have to worry about such things.  Though I do see something near it in the YYCHR that...looks like snakes or something.  I really don't recall them anywhere within the game so I'm going to edit those as well just in case they pop up someplace lol.


The Zombie Trio is still very last though didn't include it on the list just in case I need to add on to it :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 11, 2017, 12:25:53 pm
Oh heh heh I see well if you also planning to add Cyclops,the twin Mummies,I think that Red Leviathan is actually named Pazuzu because he appears again in Harmony of Dissonance. :) 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 11, 2017, 10:37:37 pm
I installed the handshaking scenes and updated the Were Wolf weapons.

They look incredible!  :thumbsup:

Next I have to edit the Richter Portrait on the Intro Reel as well as the castle scene.

Still writing documentation, I have reached Stage 9. So that part is almost complete thank god. lol.

Some pictures for excitement:

Red Winged Bat


Night Map



Unknown Destinations To Enhance Exploration

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 11, 2017, 10:43:20 pm
Awesome work Seph  :thumbsup: seriously you and your team are working like crazy on this game huh?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 11, 2017, 10:52:07 pm
Just a quick update to my list as it grew some tonight :)



-Prayer Opening Scene
-Ending Scenes
-Bone Dragon King
-Demon Parade Trio/Duo (Mummies, Cyclops, Red Leviathan)
-Dracula's Base Form
-Alucard's Boss Form



Dracula has already been done but its going to be reworked to look exactly of that to Dr. Mario's sprite.  Alucard's boss sprite will resemble him found in SotN though I am aware that there is an issue with the cape as it relies on a similar pattern to that of Death's Skull Form (already looked at Alucard's stuff.)


The list may grow or it may not.  Time will tell lol :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 11, 2017, 10:56:59 pm
Sweet,this is getting me very excited for the game even more plus I wonder Dracula will attack with the three fireballs etc?

February 12, 2017, 04:23:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hey,if you guys are planning to try to expand the soundtrack maybe I could redo my list?

February 12, 2017, 04:47:48 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
But for now,time to wait for more updates! XD

February 13, 2017, 04:10:49 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
But in the mean time I'll re work on the expanded soundtrack list! :)

February 14, 2017, 08:16:54 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hmmm I think the updates are going into hiatus as of right now,I thought as much XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 15, 2017, 07:06:45 pm
Figured I'd give a screenshot of how Richter will look like in the opening prayer scene from one of the animation frames.  Going back on my word and will show screenshots of the cutscene stuff so everyone can be in the update loop :)



(http://i957.photobucket.com/albums/ae54/Craftvania/Richter-Belmont-Cadence-of-Agony-Introduction-1_zpswcgdeuf9.jpg)


At this rate he's about 3/4 done.  Went back and redid him all over again from what I originally started out on because the version I was doing didn't match up too well towards Optomon's version of Richter so this is the best I can do towards his in game sprite art style while also trying to make it look Symphony of the Night-ish.


Sephirous might get this tomorrow sometime or once I finish up the last animation frame, whichever comes first as I'll be slightly busy doing other stuff tonight and early tomorrow morning.  Time will tell if things change or not lol :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 15, 2017, 07:25:53 pm
It's looking great so far Sinis,hope you get it done sometime tomorrow so you can pass it on to Sepherious and work on the ending scenes :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 15, 2017, 07:50:17 pm
The Richter sprite looks pretty good.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 15, 2017, 08:56:26 pm
Okay,I think I FINALLY redid my version of the soundtrack for this game,I hope you find it useful?

Intro - Opening From Castlevania 64

Title - Agony

Name Entry - Requiem from Dracula X

Prayer - Reviving Dracula from Haunted Castle

Stage 0 - Bloodlines (Jova)

Boss Fight - Dancing in Phantasmic Hell from Dracula X

Stage Clear - Stage Clear From Dracula X Snes Ver.

Stage 1 - Dracula's Castle (Enterance)

Stage 2 - March of the Unholy (Alchemy Lab)

Stage 3 - Blooadsoaked Elegy (Armory)  Track 4 Of The NSF File

Stage 4 - Grand Ballade (Library)

Stage 5 - Firestorm (Chapel)

Stage 6 - Wandering Ghosts (Colosseum) From SOTN

Stage 7 - Marble Gallery From SOTN

Stage 8 - Moonlit Waltz (Celestial Gardens)

Stage 9 - Crystal Teardrops (Underground Cavern) From SOTN

Stage A - Chaconne C Moll (Cursed Prison) From SOTN

Stage B - Disrupted Tension (Catacombs) From Track 6 Of The NSF File

Stage C - Vampire Killer (Main Hall) From Dracula X

Stage D - Tower of Evil Mist (Outer Wall) From SOTN

Stage E - Bloody Tears (Clock Tower)

Stage E2 - Scornful Destiny (Castle Keep) From Track 5 of the NSF File

Dracula Second Form - Flesh Feast I

Dracula Third Form - Flesh Feast II

All Clear From Castlevania

Epilouge - Ending From Dracula X Snes Ver

Staff Roll - March of the Holy Men From Dracula X

Player Death From Dracula X Snes Ver

Game Over From Simon's Quest

I'll post more suggestions if Sephirous manages to get the documentation done and sent to Optomon for a soundtrack expansion.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 15, 2017, 11:32:15 pm
Here's an update on my end.

Still writing documentation.  :banghead: (Trying to get everything perfect.)

Having extreme trouble trying to get Richter's portrait into the Intro. (I really suck with sprite design.)

Sinis's prologue scene looks excellent. I like how the background was blacked out and the cross stands out. Gives a nice feel to Richter's Introduction. If that isn't part of the design I will black out the background on my end as well.  :thumbsup:

I'll keep trying to convert the intro reel Trevor's into Richter's.

Oops, Now I see that Sinis froze the game right as the Lightning stuck, A good idea unintended.
Anyway, It's complete.  :thumbsup:

I wonder if I could put the golden cross from Rondo Of Blood there instead.
(The one with the giant bone skeleton.)

Now if I could stick Jesus on there...

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 16, 2017, 12:36:04 am
@Sephirous

Actually, I have just blacked out stuff as nothing is really implemented for it was quickly edited with the palette editor thing in my emulator lol.  Was just showing off the cross with Richter is all and my sprite isn't kneeling at the cross as you'll see it all hopefully sometime tomorrow lol ;)


If you are having problems with his portrait in the intro reel I'll get to that alongside the ending scenes so don't worry about it as I'll cover it ;)


What else do you need edited? I'll add it to the list :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 16, 2017, 12:45:19 am
That would be awesome! :thumbsup:

I was afraid of putting too much on your plate at once. So I tried to edit it myself but sprites are just not my specialty. I ended up with an Atari 2600 looking blob. lol. :-)

Yes, I need help with the Intro, Richter's Portrait (Upper Body/Head During Intro) and the Scene where Richter is looking at the Castle in the intro.

I'd like to do something with the Cross during the Prayer Screen but I don't know exactly what to do with it.
It's the only part of the screen that is easy to edit, The rest would take me going value by value until I found every pixel and manually put them together....To much work.  8)


Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 16, 2017, 01:21:00 am
Send me a full list via email on what else needs to be done.  I don't care if my plate is overflowing lol :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 16, 2017, 08:24:26 am
Heh heh this is very interesting stuff that Sinis have to do also GEEZ that documentation is taking rather long isn't it XD still you guys need to get everything corrected which is hard but not TOO hard,well I hope you get that done Seph and Im pretty sure that Sinis will fix those sprite problems?

OH and I was wondering if you guys maybe can give ShadowOne the weapons of Alucard & Armund to him,because I think it could be possible (shrugs) just a suggestion? 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 16, 2017, 11:57:22 am
I wonder if Optomon wants to do only cover tracks. I think in his last released hack he only covered one song. If he wants to do original music you should let him. There's probably 8-bit covers of these songs on youtube anyway if you just wanna know what it would sound like.

I guess I never caught if you guys said you are working on the US or JP version. I imagine Optomon would want the best so maybe you guys are using the JP version?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 16, 2017, 12:06:47 pm
No they are using they american version of the rom MathUser,also fun fact I believe when Dr.Mario & Optomon first started the rom way back in 2007 when they were originally making it like SOTN and as well as a japanease version of the game to do the japan title of Akumajou Dracula before it got canceled,so yeah I guess they COULD make a japanease version but I think that would take WAY too long XD like the suppose SOTN version. XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 16, 2017, 12:29:57 pm
I wonder if Optomon wants to do only cover tracks. I think in his last released hack he only covered one song. If he wants to do original music you should let him. There's probably 8-bit covers of these songs on youtube anyway if you just wanna know what it would sound like.

I guess I never caught if you guys said you are working on the US or JP version. I imagine Optomon would want the best so maybe you guys are using the JP version?


Everything within this ROM hack has been the U.S version since day one.  Sephirous first started out by making the U.S version uncensored then it came to the reboot that is still under the U.S version of Castlevania 3.  There are no future plans to move this project to the Japanese version of Akumajou Densetsu.


As far as the music goes....

The talks between Sephirous and Optomon's conversation about the music is entirely up to them alone and if or when Optomon wants to join us on this project (unless he has already without my knowing) is up to him entirely on what should be added to the game from whatever list is supplied or under his own discretion.  So far the original music that was planned for the first CoA is to be implemented into this one and whatever else around it as its a reboot for a reason.  If there are any sort of changes to the music it will most likely be announced by Sephirous or Optomon themselves.  Hell, even if Dr. Mario wants to get back on board with something that he feels needs to be changed as he's one of the original people on the first CoA then we'll welcome him with open arms and see on what he wants to improve.


In the end, we all do our own things.  Sephirous makes a suggestion to me, I make it, show it to him and if he wants it different then I  make something else or add/change to what he wants.  We don't step on each others toes though I'm sure it may sound like that in the thread but there is no such thing nor is there drama of any kind.  Things come and go.  Stuff changes over time.  In the end, its all up to Sephirous as this is his baby to nurture and grow.  He decides on what stays and what goes :)


...I know I make Sephirous and other things sound like a tyrant but stuff isn't like that in any way, shape or form.  Just stating on how it is like how you help someone build something to their own specifications and to what they want.  Kinda like that custom car build that a person wants to make as it can't be done entirely on one person.  Even things on or within the car needs to be fine tuned and inspected by others before it gets on the road to be enjoyed and admired at the car shows lol  ;)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 16, 2017, 12:35:44 pm
I hope they do join (which is up to them like you said) and maybe the progress of the game could be a little faster but hey that's just me lol in any case,keep up the great work Sinis.

Anyways,time to wait for future updates XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 16, 2017, 02:22:20 pm
Opening prayer sprites are done and sent on.

Next is the ending cutscene stuff along with the opening credits portrait and castle that you see at the end of the intro reel :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 16, 2017, 03:14:03 pm
Nice to hear that your got that Prayer Intro done and sent to Seph,now the ending scenes which shouldn't take too long but maybe to due to fixing two sprites during the intro but once you finish those,then you can work on the boss sprites and then I don't know what else?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 16, 2017, 03:51:32 pm
I got a lot more stuff to do as Sephirous gave me a list :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 16, 2017, 03:59:19 pm
Oh really and what night be those other stuff besides the ones you are already doing such as Alucard,Dracula,the Centipide and the Zombie Trio,because I think that's pretty much the stuff you have left to do right after fixing the intro sprites and ending scenes.

As always I'll keep my eye for any future updates down the road,keep up the great work Sinis.  :thumbsup:

February 17, 2017, 04:35:16 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And now to wait for more updates as usual XD also I wonder if I can ask Optomon for an NSF file for Castlevania Baleful Sonata?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 17, 2017, 05:08:58 pm
Loads of excitement!  :crazy:

I'm excited too, As I was working on the game I started settling, That's why I found a bunch of stuff to be installed or fixed.
I didn't want to end up with a lesser version of what could be a really awesome reboot and after seeing the 2-3 years of Rogue Dawn's Effort and seeing how well it turned out. I felt that if Dr. Mario and Optomon had gone through with making a non linear version, It would probably take a long time and nothing would be less than up to par. This is why I want to get as many of the unused sprites put into the game and almost leave no remnants of Castlevania III Behind. (For The Most Part, Obviously.)

Documentation is taking longer because I am taking pictures with the documents, Then for the Picture Name, Describing what the picture is showing. Sometimes it's hard to explain just how the game needs a fix from writing it, I don't want to confuse Optomon or drive him nuts.

The Music, I am writing up a document that is more of a suggestion than a request.
I don't really know how music works in this game and know that he has done this before and will know what can be done and what can't be. I don't want to end up being a patient in surgery explaining to the doctor how to perform open heart surgery on me...I know nothing about heart surgery. :laugh:

Either way it will be great, I like that the lists you guys have created focus on the game boy titles. I think they are well under appreciated. I'd like to see the boss theme be the Mid-Boss Theme from Legends, Or have the Catacombs be Revenge from Castlevania Adventure in addition to the original soundtrack for Cadence Of Agony that Optomon created. I noticed a lot of the fan made 8 Bit soundtracks of music tend to exceed the NES Limits, Some music would sound horrible on NES if it solely relied on NES Technology.
I could be wrong, Which is exactly why I am leaving all the music stuff to Optomon. :thumbsup:

I did contact Optomon and explained that I am in the Documentation stage, Once it is complete I will send off everything to him.
Pictures, Errors, Etc
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 17, 2017, 05:17:42 pm
Well well well,this is rather very interesting yet exciting stuff indeed,also about the music,I think it's best to use some of the original music from CoA done by Optomon also Disrupted Tension fits the Catacombs better also the music from from Legends should be used for Sinis rom hack of the same name that he's planning also he should music from The Adventure and Belmont's Revenge as well :D

Also I bet the game will take about three years or so to be finished,but oh well it'll be worth waiting for also I wonder if it's possible implementing Alucard and Armund's weapons to Castlevania III (shrugs) just a suggestion while waiting for the game to be done and released.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 17, 2017, 09:26:15 pm
Well well well,this is rather very interesting yet exciting stuff indeed,also about the music,I think it's best to use some of the original music from CoA done by Optomon also Disrupted Tension fits the Catacombs better also the music from from Legends should be used for Sinis rom hack of the same name that he's planning also he should music from The Adventure and Belmont's Revenge as well :D


I'm not worried.  Can always do a different type of remix to make it fit in to what I will have going.  Whatever music goes into CoA even the GameBoy music, which I see some of the stuff I already have planned for Legends, can be changed on my end so its not the end of the world.  Besides, the entire Castlevania library has a vast amount of music tracks to pick from so all is well lol :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 17, 2017, 09:42:30 pm
Heh heh okay but still you guys should still use some of the music from CoA,good luck with the stuff Sinis,I am rather happy and glad that Optomon will lending a hand with some of the complicated stuff,once Seph is done with that Documentation stuff that is! XD 

But now,I am waiting for future updates,I hope Sephirous gets that documentation complete and done so he can pass it on to Optomon so the game can get the proper treatment it deserves,plus Im REALLY surprised that Seph is making it like linear but with the exploration element from Rondo of Blood which is genius IMO! :D 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 20, 2017, 12:48:32 am
Been really busy with life stuff. Also converting my finished basement into a game room in the likeness of Alpha Omega Sin's game room.  :crazy:

The Prayer Scene is installed.  :thumbsup:

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 20, 2017, 01:17:54 am
Been really busy with life stuff. Also converting my finished basement into a game room in the likeness of Alpha Omega Sin's game room.  :crazy:

The Prayer Scene is installed.  :thumbsup:

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20-%20Cadance%20Of%20Agony/121_zpsar6jdzqq.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20-%20Cadance%20Of%20Agony/121_zpsar6jdzqq.png.html)


I'll get that cross you talked about made tomorrow so that one can be replaced ;)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 20, 2017, 10:53:50 am
Heh heh looks like the prayer intro has been added,now Sinis just have to finish the ending scenes plus the two sprites of Alucard and Dracula,also I wonder if Seph is continuing on completing that documentation file so he can pass it on to Optomon? 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 20, 2017, 12:48:54 pm
Change it into a giant holy water.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 20, 2017, 12:52:13 pm
Hmmm Im not sure if that's possible Math,besides both Seph and Sinis are working hard on the game and with the documentation that Seph is working,I am pretty sure they want to get this game done,plus Optomon agrees to work on the music for the game so it might take awhile and also that might be abit much? ^^;
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 20, 2017, 12:53:19 pm
Heh heh looks like the prayer intro has been added,now Sinis just have to finish the ending scenes plus the two sprites of Alucard and Dracula


My list as of right now :)


- Ending Scene which includes characters, mountain range, castle and whatever else in it
- Bone Dragon King to Centipede and if that doesn't turn out well then maybe 1/2 of the angel mummy flying around.  Have to see when I get this far.
- Alucard's Boss Sprite
- Dracula's Base Form to represent the one that was made by Dr. Mario and Optomon
- Demon Duo/Trio which includes the Mummies, Cyclops and Red Leviathan along with the coffins
- Change Trevor's portrait in the intro reel to Richter
- Redo the whip in the intro reel
- Changing remaining sprites into new ones (Lesser Enemies)
- Look into adding wings to the Final Dracula form and redo him some
- Weapon Updates: New graphics for the remaining subs (Cross, Holy Water, Clock, Main Whip)
- New candle stands, and to convert the lanterns into the Gargoyal Statues from SotN's Cursed Prison
- Redo a floor block for Stage 9's Outer Wall
- New rain animation




The biggest thing to take on right now is the ending scenes especially the sprites for both Trevor and Sypha.  Sephirous doesn't want them hugging and getting close as it will be Richter and Maria.  When I looked at it and the animation surrounding it that might be difficult to pull off but I'll have to see once I get that far as I'll touch that animation scene when I get the others done first (Richter solo, Richter/Armund, Richter/Alucard.)



Other than that, got the new cross done and sent off to Sephirous.  Now for the ending scenes :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 20, 2017, 01:02:16 pm
Holy crap,Sinis that is QUITE the long list you have going there,but reading it got me very interested and other interesting things,I hope this goes well,also I hope you can finish the ending scenes soon?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 20, 2017, 01:58:33 pm
I meant change THIS:

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20-%20Cadance%20Of%20Agony/121_zpsar6jdzqq.png)

into a giant holy water. As a joke.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 20, 2017, 02:29:32 pm
I think that's too much to ask Math?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 20, 2017, 08:06:59 pm
New Cross Is In,

I don't know if I will install a church like background setting or just leave it black.
This screen has to be edited completely in the Hex Editor, I probably could do it but it would take a longggg amount of time..
So not sure yet.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 20, 2017, 08:10:31 pm
It looks great! You guys are doing a great job buuuuut I think you still have yet to finish that Documentation Seph! XD

Also yeah I think that will take abit longer,maybe you should save it for a small update right after the game is completely finished and released which I think is a better idea,because that's what the creators of Metroid Rouge Dawn did.

Also I can't wait to see what awesome stuff you guys will show off this week? :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 20, 2017, 10:17:39 pm

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20-%20Cadance%20Of%20Agony/122_zpsonuxgpdw.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20-%20Cadance%20Of%20Agony/122_zpsonuxgpdw.png.html)



Well hell...looks like I screwed up on something on the base when dotting it into a YYCHR sheet.  I'll send a fix tomorrow.  Can't believe I did that  :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 20, 2017, 10:24:14 pm
Damn it,more waiting XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 20, 2017, 11:16:55 pm
I hope you do add a church setting. It'd be a great idea. You could use the background from some castlevania password screens as inspiration, or maybe the cv2 church.

Edit: It's too late, but I forgot I had this pic.

(http://i1320.photobucket.com/albums/u533/MathUser2929/10492325_10153046349144349_1514873748082247237_n_zpsv2rkus4a.jpg)

You could have used it to add levels. it's a curiosity anyway.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 21, 2017, 02:52:11 am
The Skull Dudes Are In:



@MathUser2929

I actually already used the Entrance and Hallway images, The Master Librarian however has just given me an idea.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 21, 2017, 08:22:38 am
Sweet,looks like another new enemy is in,also I hope you get that documentation done soon Seph,plus Im not sure if he can put the Master Librarian in the game,Math,I mean are you trying to get them to steer the game into a Non Linear version from years past,I think it's best to scrap that idea,no offense. ^^;
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 21, 2017, 05:28:46 pm
The HUD:

This is starting to look VERY familiar.

However I am not going to be able to finish it, I have prepared it to be sent off to Optomon as one of the things I need help with.

But, I am glad and kinda shocked that I got it this far on my own.  :thumbsup:



Here is a diagram that I am thinking:

,---------------------==-----------------------,++,-----------------------------,
I    H-E-A-L-T-H                                      I    I             SCORE            I
I    H-E-A-L-T-H                                      I    I        L-05      H-05        I
;______________________________,__,__________________;

Something like that.  :thumbsup:

Not sure where to put the Block Number, Maybe take out the Blocks all together then fade each room to room with the black out animation instead of the door sequence, that way the player won't know where the check points are and the castle will feel bigger not knowing were the blocks start and end, and of course the Timer will just get taken out.

"There Is Always A Damn Timer - AVGN"  :laugh:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 21, 2017, 06:49:48 pm
Heh heh it's looking great so far Seph Im sure that Optomon can take it from there and I agree it's best to remove the Timer from the game all together and it'll feel more like Rondo of Blood,can't wait to see what you'll do next :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 21, 2017, 07:07:17 pm
I wonder if instead of the normal mid level cutscene you could have him walk through that ROM hallway.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 21, 2017, 08:39:58 pm
I wonder how Sinis is doing on his end?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 21, 2017, 10:07:39 pm
Bloody Password Screen.

Going to be installing "Hopefully" a new password system.

Nothing major just graphic updates, New Icons.

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 21, 2017, 10:11:59 pm
Damn Sephirous you are quick and this is looking awesome!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: nesfan on February 21, 2017, 10:22:06 pm
love that password screen
maybe you could use a skull a bat and an orb for icons idk just think it would be cool
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 21, 2017, 11:46:56 pm
I guessing having a characters face isn't nessesary. If you have another character you know you usually would know who you have.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 22, 2017, 12:16:37 am
@ MathUser2929

I forgot about those,
I'll add that to the list of Documentation. Either they will have to get moved to another part of the HUD or taken out all together.

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 22, 2017, 08:44:43 am
I wonder how Sinis is doing on his end?


Slow and at a snail's pace right now.  Reason why is I got a new graphic card but didn't have a DVI-D adapter for my VGA so had to hook it up via HDMI to my television.  Since its almost 10 years old I literally got to squint and lean in to get stuff done even when I'm zoomed all the way in via Photoshop to do the sprites because this television doesn't pixelate stuff too well on a small scale though getting stuff kinda done.  Of what's worse yet is I have to possibly wait over a week for the damn adapter thing to arrive because when I called around town yesterday some places didn't have it while others didn't know on what the hell I'm talking about.  Had to go to ebay to get the blasted thing.  Just deeply annoyed right now because I can't work on Cadence of Agony nor Prelude of Light stuff too well...


The only good thing out of all of this....its awesome to play Overwatch on a 32 inch lol  :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 22, 2017, 09:04:04 am
(Sighs) I thought as much,I bet this game won't be done until around 2018 or 2019?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 22, 2017, 09:08:28 am
(Sighs) I thought as much,I bet this game won't be done until around 2018 or 2019?

Why so grim?  I'm still doing stuff, Optomon will have a lot on his plate and Sephirous will still be doing things as well.  Be patient :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 22, 2017, 09:23:39 am
Well it's because I have no other Castlevania romhack to playthrough because I already beatin Chorus of Mysteries and since Baleful Sonata isn't a rom I have no other game to try out! XD Plus I am TRYING to be patient! >XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 22, 2017, 10:38:20 am
There's probably 20 CV1 hacks. Don't say you have no cv hacks to play. Don't be so impatient, it's a CV3 hack, there's alot more to do. Besides it ain't going to pay to be impatient once they hand the final rom over to Optomon. Music is gonna take a long time. Not to mention all the ASM hacks they want.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 22, 2017, 10:53:25 am
Yes but they are just rehashes of the same game no new music or anything,just update graphics which is nice but still.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 22, 2017, 11:49:05 am
Your music list is all rehashes.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 22, 2017, 11:54:10 am
Sorry,look at times I can get really impatient it's a bad habit of mine and I am really sorry for saying some hacks are rehashing some the same stuff etc,right moving on,Im going to try to look for a mid boss ideas since Sephirous mentioned it.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on February 22, 2017, 12:54:54 pm
You should work in Draculas ultimate form from Castlevania Amiga in somewhere:

(http://i1320.photobucket.com/albums/u533/MathUser2929/Amiga%20Longplay%20Castlevania%20-%20YouTube%202-22-2017%208-39-03%20AM_zpslwgpwpd6.png)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on February 23, 2017, 11:58:07 am
Well, I hate to say this but I'm going to take a break from spriting due to the fact that I can't work too well on the television plus I'm tired of leaning and squinting in.  That adapter which I ordered will be here sometime next week so until that comes I'll be taking a break.  When it does arrive I'll continue doing the normal stuff :)


Hate to do this but when you can't do diddly jack with bad eyes, even though I have glasses, things become a challenge with certain things and this is one of them lol  :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 23, 2017, 12:03:32 pm
LoL I hope you enjoy your well deserved break Sinis and besides you need after all that work you are doing for the game thus far. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on February 24, 2017, 03:22:29 pm
No more retro blocks.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on February 24, 2017, 03:25:27 pm
Nice,Im liking the new block sprites for this stage,welp I think I'll start waiting for more updates as usual XD but I can't wait to see what you'll show next. :)



February 28, 2017, 06:39:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And thus begins the long hiatus XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on March 01, 2017, 10:59:53 am
Well, the adapter came and doesn't work.  Found out my monitor doesn't want to accept it by saying no cable.  When I hook it up to a family member's brand new monitor it works.  I want to cuss like a sailor right now but don't have the energy to do so.  Tomorrow I'll try to sprite stuff on my damn television and hope for the best as I'll take my time on it so updates will be extremely slow and since I'm sick again it will be slow.  This project has been held up long enough and I need to get things done for Sephirous.


For now, I'll have to figure out how to afford a monitor with HDMI in the future.  Such is life lol.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 01, 2017, 11:13:56 am
I hope you get better Sinis and then you'll have all your work done and sent off to Seph
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on March 01, 2017, 01:25:48 pm
No more retro blocks.  :thumbsup:

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20-%20Cadance%20Of%20Agony/127_zpsgwkn6tsv.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20-%20Cadance%20Of%20Agony/127_zpsgwkn6tsv.png.html)

It's a good upgrade.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on March 08, 2017, 07:02:27 pm
Alright, I'm back on the scene and spriting at full force once again instead of a snail's pace.  Was able to actually get a new monitor after all as things somehow came into my favor so got a new 20" with HDMI support.  Tired of messing with adapters :)

(http://i957.photobucket.com/albums/ae54/Craftvania/Richter-Ending-Solo-1_zpsfa5pd6u4.jpg)


Richter is only done so far.  I'll begin working on everything else including the castle and background/foreground scenery.



I'm gonna try to play catch-up this week and next so I can get stuff for CoA back on track for Sephirous :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 08, 2017, 07:27:52 pm
It looks great Sinis,also since you are back to doing the rest of the sprites in full force.I can't wait to see on what you show :)

I can't wait to see in next week what you will reveal next! :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on March 20, 2017, 03:48:25 pm
Alright, time for a small update :)


Taking a small break from doing the final cutscene stuff so I can focus on bosses right now.  Dracula's base form has been redone!

(http://i957.photobucket.com/albums/ae54/Craftvania/Dracula-Base-Redo-Final-1_zpsms7wt79k.jpg)


No more scepter  :P


I am unable to make it look like the SotN Dracula due to that version fully sticking his arm out and since there are limitations in Castlevania 3's animation areas I made it kinda represent of how he lifts up his cloak to that seen in the first Castlevania NES game.


Next one I'll do is Alucard's boss sprite then I'll go back to doing the ending cutscene so that can be done :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 20, 2017, 03:54:53 pm
Awesome work on redoing Dracula.best of luck on the rest of the sprites and once that is over with you can hand'em over to Seph,Im looking forward to playing the game since we are EVER so close,hope to see more awesome updates. :D  :thumbsup:

Also I forget to mention is wish you best of luck withe sprites for the bosses and the last of the cutscenes and the other stuff,were almost there!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: TheLuigiLightning on March 21, 2017, 08:55:39 pm
This is something that I have to address.  There is clearly a lot of work being put into this hack, but the reason: the SOLE reason I can't get into it is the colour choices.  I really don't know how to explain it beyond that.  The other Castlevania hacks currently in the making are far more appealing to the eye.  This one, on the other hand, is a mess in terms of colours.  I have not seen a SINGLE shade of blue in all of the screenshots.  Purple, red, white, and black is not an appealing scheme.  I'm sure that everyone else following this thread doesn't care about that sort of thing a 50th as much as I do, but it's a weird idiosyncrasy of mine.  I judge a lot of things like colour pallets, music, and other things far more than I should, but the colour pallets might be the sole reason why I don't end up playing this game.  And it's a shame too, because otherwise, this looks like it has a ton of work being put into it.

March 21, 2017, 09:00:15 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I took a bit of a look at the screen shots again for the first time in a while.  It's the colour choices on top of the very simple graphic design.  I'm glad that people have such passion for this hack, as a lot of work is being put into it, but I just can't get into it the way that everyone else is because of my personal idiosyncrasies.  Good luck on this hack.  The makers are doing a great job.  It's just not for me.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: cospefogo on March 22, 2017, 07:27:15 am
(...) the SOLE reason I can't get into it is the colour choices. (...)

I feel the same about the colors.  :-[
Besides that, it is a helluva of hack.  :D
Great job...  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on March 22, 2017, 07:46:26 am
Oh?  Problems with Sephirous's color selection or with my sprite testing background stuff?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: cospefogo on March 22, 2017, 07:56:55 am
Oh?  Problems with Sephirous's color selection or with my sprite testing background stuff?

Oh, the background in on testing mode?  :o
This is what bothers me all the time... a plain solid colored background.

So, this will be different on the final version?
Will we have graphics just like the regular Castlevania III?

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on March 22, 2017, 08:30:12 am
Yep, it will be extremely different from the actual final version.  My ROM is completely different than Sephirous's ROM.  Mine is for testing and showing sprites with a colored background so everyone can get a view of how they will look.  Anything else that's within Sephirous's ROM is up to him to decide on how they will physically look including color palettes.  I stated this a few times before in the past when people asked about it and I'll keep stating it when someone asks about it so its all good :)



Why do we do this?  Can't let everything out of the bag as we want people to actually play the game and find out of how things are themselves instead of showing and spoiling everything beforehand :)

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 22, 2017, 08:37:59 am
Hey Sinis how goes the sprite work on the bosses so far since you are having abit of trouble with the ending scenes? ^^;
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on March 22, 2017, 09:14:47 am
Hey Sinis how goes the sprite work on the bosses so far since you are having abit of trouble with the ending scenes? ^^;

They're going good.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 22, 2017, 09:23:54 am
Excellent,once you got those done then it's trying figure what the problem is for that ending sprites XD lol and then the other stuff ^^;
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on March 22, 2017, 02:37:57 pm
To LuigiLighting
To be honest, visuals are least of my worries, Sinis is doing a great job and graphics left by Dr. Mario are awesome.
I am a bit more worried about some weird design choices, namely leaps of fate in final stage(which was fixed, and hopefully that's all that was/will be wrong from level design perspective) and removing graphics from between level segments(I honestly don't know why it should be a "mistery" which stage I"ll play next but oh well...).
Not trying to be negative but...
Still if Dr. Mario and Optomon both aprove this project it's probably nothing to worry about.

To Sinis
While I like Dracula's new body proportions which are quite realistic, IMHO the head is too big and is a pixel or two away from where his neck would be.

To pretty much everyone
I'm sorry for not giving updates for...
Crap, it's almost half a year now.
In summary, I was about to give an update around Christmass, but my computer crashed( I think that's the correct term, if it isn't then it's probably got broken, dunno...) and had problems finding a guy to fix it, finally found him recently (around a week and something ago I guess...)  and now I'm waiting for him to fix it. Hopefully he's done this month.
Also I'm sorry for not telling this earlier, I could have(well to be fair I couldn't tell it right away, I only got my phone recently) but at first I was lazy, because I'm not used to typing on phone, but later I was just ashamed.
So there is that.
I'm sorry but for now it's only Sinis doing the sprites(which is nothing really new I guess...
) because I can't sprite jackshit on a cca. 10 cm touch screen (probably a 2 inch screen... dunno I'm not a Murican)...
So, wish you guys luck.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 22, 2017, 04:38:27 pm
It's quite alright Patcha,also I think Sinis is the only one left who has work to do for the game,Im not sure if Seph or Optomon having finish there own work for the game?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on March 22, 2017, 05:10:47 pm
It's quite alright Patcha,also I think Sinis is the only one left who has work to do for the game,Im not sure if Seph or Optomon having finish there own work for the game?


Sephirous has real life stuff right now, Optomon is helping Grimlock with Rogue Dawn (which I still need to try lol) and my stuff will be finished up by the end of next month hopefully.  The monitor situation really set everything back which I'm still annoyed about.  At this stage, the only time when Seph has something to do is to install sprites onto his ROM when I get them finished on mine and emailed out.  So its pretty much me right now doing stuff anything related to CoA lol.


All I can say to everyone else that's waiting for this game is please exercise patience.  We're going as fast as we can while balancing real life and other factors into the mix :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 22, 2017, 05:21:26 pm
Heh heh understandable,lol I know,hopefully you guys won't release around April Fools Day because that would be kind of a cruel prank it wasn't released XD but still I hope you guys get it released sometime around that month. 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on March 22, 2017, 05:26:45 pm
Heh heh understandable,lol I know,hopefully you guys won't release around April Fools Day because that would be kind of a cruel prank it wasn't released XD but still I hope you guys get it released sometime around that month.

Pardon my language here on the open forums for I don't believe in that stupid shit at all.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 22, 2017, 05:27:57 pm
Same here
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on March 22, 2017, 09:04:14 pm
Color Palette Problems?

I didn't create the palettes, Those were created by Dr. Mario and Optomon. I just transferred them over.
I have a feeling that some people are tuning in coincidentally at times when the test screens are posted.

Here is a glimpse at the completed stages, I would hate to see someone miss a chance to play this by accident.

Also, The Leap of faith and many other things have either been fixed or removed for better game play.

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 22, 2017, 09:07:28 pm
Sweet buuuuut,did the Catacombs stage get scrapped?

I would LOVE to try out a early demo of it! :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on March 22, 2017, 09:12:49 pm
I didn't have a complete picture for the Catacombs.
But it is 100% complete as well.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 22, 2017, 09:16:22 pm
Sweet,Im so glad that you have everything pretty much done on your end,Seph :) now we just need to wait for Sinis to finish his work so he can send the sprites over to ya! :D

March 23, 2017, 12:17:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
But for now we should wait until he finishes them.

March 27, 2017, 09:13:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Welp I can safe to say that once Sinis hands over the last of the sprites and such,this game will be released soon,maybe around in April
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on March 28, 2017, 01:58:43 am
Updates

Ok, I figured I would post some of the goals left behind.
Right now it's mostly catch up.

Sprites are still being created.
Documentation is fairly complete.

I am working on yet another idea,
in Symphony Of The Night, The Master Librarian mentioned that he won't aide anyone that opposes the master.
However, Alucard basically shoved money at him and got the librarian on his side.

Certainly Dracula would remember that and take precaution this time.
So, The idea is, Dracula imprisoned the master librarian to keep him out of trouble and Richter now can find a hidden room somewhere to rescue him.
That's the idea but it all comes down to limited space.

April?
I doubt it, After Sinis completes the sprites, I will send it over to Optomon for the final touches.

Also I have a wish list I created which is basically just a "If Optomon wants too list." But not mandatory. Where I suggested having the found characters you meet through the game, being added to the group so at the end of the game you can select any character.
No one will leave the group kinda thing.

There are some other things but aside from everything else, It's just a matter of catching up and touch ups right now.
Not much to post, But the project is certainly coming along.


March 28, 2017, 02:07:03 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Something off the record.

I had this weird idea pop in my head,
Imagine if once this project is complete, I went and designed both Chorus Of Mysteries and Cadence Of Agony in 16 Bit Counterparts.

With new editors coming out every day, It's not bad to dream here and there.  :crazy:

However with all the voting up above, It certainly looks like a third game would be neat to create in this series.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 28, 2017, 08:27:14 am
Oh wow,you STILL have finished up that documentation XD meh oh well maybe in in either May or June it'll get done but since Sinis is half way there in finishing the sprites,you guys still have to finish the other stuff,but still it'll be worth it.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on March 28, 2017, 01:27:53 pm
Welp I can safe to say that once Sinis hands over the last of the sprites and such,this game will be released soon,maybe around in April


Not even close.  It'll be a ways off until CoA is at 100%.  Be patient with us as more ideas are being flung around :)





Update from my end since its been a few days.


Alucard's boss sprite is about 1/2 done right now.  Been juggling around with some stuff to see on what will fit, and what moves, so this is something that I'm messing with right now.

(http://i957.photobucket.com/albums/ae54/Craftvania/Alucard-Boss-Test-1_zpsybv6kbme.jpg)


I really can't get too fancy with a lot of his things because, like most bosses that get technical with stuff, rely on small tidbits that change here and there so making it pretty strait forward.  His cloak appearance will change more once everything is edited.  Going to spend the rest of the day doing this and work late into the night doing Alucard.  Real life has me busy right now for all the good things :)




Can't see that I posted up Alucard's ending cut scene stuff so here's his final with Richter.

(http://i957.photobucket.com/albums/ae54/Craftvania/Richter-and-Alucard-Final-1_zpsxcfqqu3v.jpg)

The color palettes are unchanged for Richter this time around as I was going to hunt them down and see which was shared at the end since some stuff on the cliff side under the castle changed in Richter's solo shot.  I'll get to that once I'm done with Alucard's boss sprite.






Some people have fancied to the list that I keep somewhat updated so here it is as of right now to keep them informed :)


- Ending Scene which includes characters, mountain range, castle and whatever else in it (1/2 done)
- Bone Dragon King to Centipede
- Alucard's Boss Sprite (1/2 done)
- Demon Duo/Trio which includes the Mummies, Cyclops and Red Leviathan along with the coffins
- Change Trevor's portrait in the intro reel to Richter
- Redo the whip in the intro reel
- Changing remaining sprites into new ones (Lesser Enemies)
- New rain animation (1/8 done)
-Look into making the Spiders into mini Spider Centaurs (from CV64)



That's about the gist of things right now :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 28, 2017, 01:37:04 pm
Well crap (sighs) guess I'll have to longer,maybe it'll be a Fall release since it's taking so LONG to get finished! XD

But still good work as always Sinis,hope to see more awesome sprites next month. :) Also maybe you should focus on finishing the Ending Scenes,Alucard's Boss Sprite and the Rain Animation before tackling the other ones?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on March 29, 2017, 10:49:51 am
Well crap (sighs) guess I'll have to longer,maybe it'll be a Fall release since it's taking so LONG to get finished! XD

But still good work as always Sinis,hope to see more awesome sprites next month. :) Also maybe you should focus on finishing the Ending Scenes,Alucard's Boss Sprite and the Rain Animation before tackling the other ones?



Don't think its going to be a fall release either.  When its done its done.  I know for a fact that Sephirous isn't going to release any dates and times to not disappoint people.  Patience :)



Don't worry about stuff as I jump from one thing to another when I want to come up with more ideas.  That's how I think :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 29, 2017, 11:07:10 am
Well Im trying to be patient,but I guess maybe I should stop with the project and let you guys work on it more,I'll just focus on some other things since it'll take a LONG time for it to be finished,good luck.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: TheLuigiLightning on March 29, 2017, 12:27:43 pm
Color Palette Problems?

I didn't create the palettes, Those were created by Dr. Mario and Optomon. I just transferred them over.
I have a feeling that some people are tuning in coincidentally at times when the test screens are posted.

Here is a glimpse at the completed stages, I would hate to see someone miss a chance to play this by accident.

Also, The Leap of faith and many other things have either been fixed or removed for better game play.

Sephirous, with your showing off the more finished product, I will admit that it looks slightly better, but it's more of the same really.  It looks very simple, and unappealing.  The original game's art style was complex and beautiful, and to see something this brought down in complexity in it of itself is a major turnoff for me.  But forget that, it's not pleasant to look at at all.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 29, 2017, 04:36:36 pm
You know,some gameplay footage wouldn't hurt to show,just saying.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on March 29, 2017, 11:06:44 pm
You know,some gameplay footage wouldn't hurt to show,just saying.

I have been noodleing with the idea.
Once I finish converting my basement into a game room/office, I will be able to get on my more powerful computers and begin working on a Video Trailer.
When converting a room there is a lot of disconnecting and moving going on, so right now I am limited to my somewhat lousy laptop. Lol.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on March 29, 2017, 11:07:50 pm
Heh heh,cool,you do that Seph and good luck XD

And now we wait for more future updates,good luck you guys,hope to see more goodies soon?
Title: Re: Castlevania III - Rated M For Mature
Post by: TheShepherd on April 03, 2017, 12:27:06 pm
I agree, one of my biggest request is to have a NES Alucard sprite who look more like Symphony Alucard.

definetly, that is one good idea, would like to have that to.

April 03, 2017, 12:39:53 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

I took the Richter Sprite and inserted him into the patch, I tried the colors that are in the abandoned project first but then did a dark hair version as well, changing the palette.

Personally I think the brown hair looks better.

If you ask me, they could have done the Armund Sprite close to the one from "Chorus of Mysteries".
I know, you don`t ask...that is why i say it  :laugh:
But you are right, like also the one with the brown, that palette looks more alive  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 03, 2017, 12:48:29 pm
That would be cool but Im not sure if the team can pull it off to be honest ^^; 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on April 03, 2017, 01:35:12 pm
The funny thing is about the original character's design, Grant, is it actually has the room there for a full upright position to resemble that of Trevor or his original appearance in Chorus of Mysteries (Simon) however of how its programmed for him to fit on the screen has it moved downward.  Some time back I did have an Armund sprite in Castlevania 3 style with my touches on it fully made to replace his current CoA counterpart when I was going to suggest to Sephirous if he wanted the characters redone though since he wanted to use the ones from Optomon's and Dr. Mario's original CoA I trashed it and moved on.  Wouldn't be hard to remake it again if he ever wanted it.


To have Alucard look towards that of  his SotN version wouldn't be that hard though again it all depends on Sephirous if he wants to redo the characters or not.  I'm all game if he does want them to look exactly like their SotN counterparts since I got stuff just sitting around.




...and on a side note, Alucard Boss sprite is 7/8 done.  Haven't had too much time lately to work on stuff since real life has had me occupied here and there.  Had some warm days recently so took the opportunity to work on things lol.  I am working the  best I can on sprites when I do touch them :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 03, 2017, 01:48:21 pm
Awesome to hear that his boss sprite is nearly done,keep up the great job. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on April 04, 2017, 09:22:13 pm
I figured I would post an update since I haven't in a long time.

Just been adding Sinis's Sprites in.


As far as trying stuff with Armand, I'll give anything a shot. If Sinis wants to send me stuff involving that, That is fine.

Also I notice The Shepherd has joined in, I watch your play throughs on you tube all the time. :thumbsup:


Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 05, 2017, 08:17:10 am
Heh heh it's looking great so far,keep up the great work you guys!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on April 05, 2017, 01:02:06 pm

As far as trying stuff with Armand, I'll give anything a shot. If Sinis wants to send me stuff involving that, That is fine.



Once I'm done with everything on the list expect stuff afterwards ;)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 05, 2017, 01:19:23 pm
Changing Armund's sprite and animations may be a HUGE task to undertake,plus you still have aton of things left for you to do Sinis. ^^;
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on April 05, 2017, 01:26:42 pm
Hence why I stated after getting the current list done  :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 05, 2017, 05:00:35 pm
Okay okay,but still how are you and Seph are gonna pull off the Armund sprite,if you guys can manage it somehow?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on April 05, 2017, 06:10:58 pm
Patience.  Things are still being orchestrated and planned  :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 05, 2017, 06:39:04 pm
Got ya
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on April 05, 2017, 09:15:51 pm
I dig the new pics. This hack is looking great.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on April 11, 2017, 01:36:26 pm
Got an update to share.  Armund is now done after my long brain fart on how to have him kneel on one knee.  Never really made anything kneel like this before, think I have it looking decent enough to pass on to Sephirous when I am done with the cutscene stuff :P




(http://i957.photobucket.com/albums/ae54/Craftvania/Richter-and-Armund-Final-1_zpsa6chocma.jpg)


I've redone the castle to represent a similar style of that in Circle of the Moon has since I've been fiddling around with that ROM lately.  Tried to do that of Rhondo but of how space is extremely limited I wasn't able to plus there were blank areas that didn't want to cooperate as there were multiple copies throughout the screen in random places so this is the best I can do for a reskin.  I've also redone the mountains some but not much.  Everything is in 8x8 pixels so not much freedom, just did some sprucing up a bit.  As you can see on the screenshot that stuff is also shared via palette colors.   Erased them out once and the castle just looks as if its hovering there so added them back in.  Other than that, not much was touched.


Next to do is the dreaded Maria sprite.  Why is it dreaded?  Don't want Ricther and Maria getting close to how Trevor and Sypha did.  I'm gonna try my best to get extremely creative with it so it doesn't look like he wants to keep it in the family with the sister-in-law :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 11, 2017, 03:13:04 pm
Awesome job with Armund and the Castle in this ending,now for Maria,I hope you can manage to pull it off somehow,best of luck Sinis.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on April 15, 2017, 11:50:40 pm
I am going to change the sky Palette in the ending scene at some point.

I was thinking Dark Blue, Lighter Blue then Lightest Blue.
This will replace the 3 Orange layers in the sky. It will also match the blue reflection on the cliff side.

Small Update, Easter is tomorrow sooooo,
An Easter Egg has successfully been installed with a secret code! :thumbsup:
(And no it's not a holiday joke, I don't do crap like that.)  >:( :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: TheLuigiLightning on April 16, 2017, 12:32:14 pm
I like the sound of that pallette!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on April 16, 2017, 07:54:07 pm
The palette code was a little more tricky than the rest of the screens. But after finding out that the code is basically a set of rules telling the game to use 38 for all replacements of 0F. I found the dictating 38 and changed it to 21 and Yay!  :thumbsup:



Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 16, 2017, 09:45:21 pm
Awesome job there Seph,by the way are you going to upload more tracks soon?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on April 17, 2017, 10:30:04 am
this new color fitted good.
what is planned to be changed in this ending screen?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on April 17, 2017, 11:51:00 am
Sephirous, check your email.  An issue has come up that we need to work on and about :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: cospefogo on April 17, 2017, 11:55:15 am
Sephirous!
Fantastic colors!

C.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 17, 2017, 11:58:50 am
An issue,awwwww SHOOT XD I hate roadblocks in romhacks XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on April 19, 2017, 12:28:08 am
Ok, I have some code that could be good to have for future releases.

If you are having trouble changing the sky palettes for the ending castle scene and can't seem to find the 38 that makes the very light color yellow just above the castle roof. Then look for this sequence FF 10 3F and right after the three instances (Trevor/Syfa, Grant, Alucard) you will see the number 38. Well guess what, That's the jerk number that controls 8 simultaneous 38 color blocks for the end scene. Simply change that one number to the color you want and it will automatically change all of the places the color 38 is using. I currently have mine set to 21 which causes the very light blue across the screen.

Other than that, I finally got a demo video out.
https://www.youtube.com/watch?v=NL4X84CI45Q&t=153s (https://www.youtube.com/watch?v=NL4X84CI45Q&t=153s)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 19, 2017, 04:07:49 pm
Huh,that's interesting,well I hope you guys do more work on the game,keep up the great work guys!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on April 20, 2017, 07:59:21 pm
Alright, the final sprites for the ending scene are done.  For now this is what I have for Maria and Richter.


(http://i957.photobucket.com/albums/ae54/Craftvania/Richter-and-Maria-CoA_zpssm7llczq.jpg)

Maria represents a mixture between Optomon's version and the one found in SotN.  This is as close as I can get her without the long hair.





There are issues with the area when Sypha unveils her hair which shares the same colors as Trevor so this is something that has to be looked at in depth.  I tried finding it but always kept running into Trevor's palette for this scene as it really boggled my mind so my shot in the dark guess is that its directly attached to Trevor himself though who knows on what the programming may unveil and in which that is beyond  my knowledge.


For the moment, all the ending scene sprites are done so now I'm finally going to move onto the Bone Dragon King :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 20, 2017, 08:26:33 pm
Awesome work Sinis,can't wait to see what you do with the Bone Dragon King/Giant Centipede boss :)
Hope to see more updates in the near future! :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on April 21, 2017, 01:33:00 am
Here is the update on my end.  :thumbsup:

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 21, 2017, 08:25:54 am
Awesome work Seph,I hope you guys work on it more,Im going crazy waiting for this game! >XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Hemlock on April 21, 2017, 09:07:19 am
I have a question. When the hack is finished, do we patch it to the US ROM or the Japanese ROM?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on April 21, 2017, 11:05:46 am
I have a question. When the hack is finished, do we patch it to the US ROM or the Japanese ROM?


This is U.S version.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 21, 2017, 11:14:21 am
Also we will have to wait for sometime until the game is finally ready,which might take a long time XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on April 22, 2017, 01:31:08 am
Here's a strange fact.

Chorus Of Mysteries the prequel to this game came out exactly 10 Years ago. Amazing!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 22, 2017, 04:15:51 pm
Hopefully you guys can get it released around this year :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on April 22, 2017, 04:43:21 pm
Hopefully you guys can get it released around this year :)


If Sephirous is only going for music and a few other stuff then maybe though it also depends on the programmer's end as they have to  juggle real life into the mix as well  :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 22, 2017, 04:45:00 pm
Oh,right ^^;

Aaaaaand again begins the wait for an update XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on April 25, 2017, 07:38:30 pm
Centipede boss is done.  Found out that I can't do insects too well so this is the best I can do and something that I need to look into on polishing up more in the future.

(http://i957.photobucket.com/albums/ae54/Craftvania/CoA-Centipede-Boss-Final-1_zpsmja4r6s5.jpg)



I tried Optomon's version that he had for the first CoA but it didn't look decent enough in the Bone Dragon King sprite areas so had to do an 'overhead' version of a different type of centipede.  I even tried the half of the Angel Mummy and the only thing that honestly changed was the head area so I tossed that idea out as it felt too lazy-ish by cutting corners and changing the ribs up slightly.



For now, I shall move onto the final bosses that I've been aching to get to for months :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 25, 2017, 07:40:25 pm
Heh heh awesome work there Sinis and I can't wait to see what you cook up with the remaining bosses,keep up the awesome work! :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Googie on April 25, 2017, 08:28:10 pm
(http://i957.photobucket.com/albums/ae54/Craftvania/CoA-Centipede-Boss-Final-1_zpsmja4r6s5.jpg)

Now that's gangsta! :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 25, 2017, 09:46:22 pm
I wonder how many things that Sinis has left to do?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on April 25, 2017, 10:37:08 pm
I wonder how many things that Sinis has left to do?



- Demon Duo/Trio which includes the Mummies, Cyclops and Red Leviathan along with the coffins (current)
- Change Trevor's portrait in the intro reel to Richter (1/8 done)
- Redo the whip in the intro reel
- Changing remaining sprites into new ones (Lesser Enemies)
- New rain animation


That's about everything I have left for CoA :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 25, 2017, 10:55:39 pm
Awesome you only have five things left to complete,once that stuff is finally done you can pass it over to Seph :)

Man I can't believe your ever so close in finishing your works for the game,but I am curious on how much work that Seph has left before making sure everything is ready?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on April 27, 2017, 11:10:15 am
Here's my next mission,

This is from The Celestial Gardens,

I am thinking of advancing the retro sort to speak. Not sure if there is enough room since the bosses like to take their own background sheet on top of the current stage one. (Got to love Konami's Shortcuts)  :banghead:

But here is the idea sort of like Stage 1 Rondo Of Blood,


Into this...
With updated color and graphics of course..



But instead of Richter going into the castle right away, He fights the 3 Boss Trio that comes out of the castle, Sorta like surprise we were waiting for you this time.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 27, 2017, 11:17:24 am
Huh,that's a very interesting idea there Seph,buuuut isn't Stage 1 the Castle Enterance itself ^^; but still a nice idea Im not sure if you can pull it off somehow,also Im glad Sinis is half way there in finishing his work for the game then I guess it's just you and Optomon working on the game itself because Im sure you want the game to be released around this year?

And now to wait for more updates XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on April 27, 2017, 10:48:15 pm
It's An Alternate Route.  :thumbsup:

This entrance appears if you choose a certain number of correct choices during the forks causing Richter to have gone back out side and around the back sort to speak entering another entrance which also takes you to the main hall. The same thing will occur in Stage 9 where Richter appears in a later area in the Alchemy Lab from Stage 2.

So imagine The Alchemy Lab between The Outer Wall and The Armory but only one exit available at a time.

So in this case, Richter finds the old entrance from the first game all covered in vines etc.
Very much like in Jurassic World where the kids find the original park entrance hidden within the new park.
(If you have seen that movie that is.)

It's also a reference to Rondo Of Blood and how Stage 2 is basically the first stage in the first game but older and in ruins.

(Simon once went through this entrance...I wonder if his spirit is still there... 8))
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 27, 2017, 10:54:22 pm
Oh heh heh,okay then,sounds very interesting,well I hope more work gets put into the game,I just hope you and the guys can finish it soon,Im going NUTS waiting for it! >XD

(Do I smell a Simon Belmont boss fight in the stage? X3)

And now begins the long wait for further updates XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on April 29, 2017, 01:19:37 am
Small Update,

Another Easter Egg has been installed,

Hopefully it won't be "The One Everyone Forgets."  ::)

April 29, 2017, 01:49:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also,

Here is another tip for future Castlevania III Hacks,

If you edit the background to the Castle Courtyard and use the boss Mummies, Cyclops and Leviathan.
You must copy the background sheet at 059010 in YY-CHR to 054010 for the graphics to remain in tact.
When the first Mummies appear it changes the sheet from one to the other and if they don't match the graphics will disappear.
Now if you are using the 3 Caskets you have to make sure you don't copy the data over them or they will disappear unless that is what you are trying to do. In my case I am having the bosses break through a fence, So the Caskets are useless so you have to leave the area where the Caskets are blank to avoid garbled graphics.

I don't think there is an easy way to explain this stuff.  :-\  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on April 29, 2017, 10:21:14 am
Hmmm I think that's a helpful tip for other rom hackers,hopefully they'll use this idea,anywho,I hope Sinis is doing well on his end since he's working on whenever he can to finish his sprite work for the game and I wonder how Optomon is doing with the music overall?

And as usual,time to wait for more updates,I hope we will get closer?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 01, 2017, 02:50:59 am
The Latest:

The Master Librarian has been installed as an Easter Egg. This time Dracula was smart and locked him away in case he became tempted to help those apposing the dark lord.

However,
After being rescued a special message awaits Richter that may just start him on yet another side quest not expected...thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 01, 2017, 08:12:23 am
Okay okay,I gotta keep myself calm,gotta stay calm,gah I can't Im just getting too hyped for the game even though it's STILL being finished! >XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 01, 2017, 11:07:20 am
Guess I better update some progress on my end :)


Per Sephirous's request, I replaced the mummies with some fake Hunters that can either represent Simon or Trevor but in a 'mindless' wondering state.

(http://i957.photobucket.com/albums/ae54/Craftvania/CoA-Fake-Zombie-Hunters_zpspwxiin7a.jpg)

Sprites that I had for the Zombie Trio for when the Fake Sypha brought back the Fake Trevor but only increased them in size so they can fill the mummy sprite area.  In time on whoever reprograms some things within CoA they could look into making the zombies separate from each other and represent two different hunters via the color palette.  Just an idea to throw out there ;)




Can't have a Castlevania game without a cursed suit of rustic armor ;)

(http://i957.photobucket.com/albums/ae54/Craftvania/CoA-Armored-Guard_zpsdsmkzjxm.jpg)

Still a work in progress for this boss as its almost halfway done and coming along nicely.  I'll be done with it in a few days :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 01, 2017, 11:12:13 am
Nicely done Sinis,Im liking what I see so far,I can't wait to see what the final boss sprite will look like when it's finished! :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on May 01, 2017, 04:33:39 pm
Sinis, as always i really dig your sprites.
My computer is finaly available to me so I can help you if you want me to, though it's also okay if you'd prefer to do it on your own.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 01, 2017, 05:26:15 pm
Sinis, as always i really dig your sprites.
My computer is finaly available to me so I can help you if you want me to, though it's also okay if you'd prefer to do it on your own.


If you are up to joining back in the project I wouldn't mind.  I got the last bosses figured out (Cyclops - Cursed Suit of Rustic Armor and Red Leviathan), New Whip Picture, New Portrait and Rain Animation.
 Lessers that are not covered I'll give a list to you in a PM on here later tonight when I get some free time as I'm busy right now.  Other than those things, that's about it :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 01, 2017, 05:34:51 pm
That would be awesome plus with Pacha's help the progress in the remaining sprites will be abit more quicker :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Googie on May 01, 2017, 09:17:42 pm
(http://i957.photobucket.com/albums/ae54/Craftvania/CoA-Fake-Zombie-Hunters_zpspwxiin7a.jpg)

(http://i957.photobucket.com/albums/ae54/Craftvania/CoA-Armored-Guard_zpsdsmkzjxm.jpg)

Quoted the pics cause I love ém so much! :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 01, 2017, 11:27:12 pm
This stuff is incredible!

I can't believe how nice everything is coming along. Back when I started this project I had no idea it would actually work. I had my doubts about myself and if I could even attempt this. With help from Sinis and everyone else and learning as I go, It's amazing to look back over the stages of progress that have occurred.  :thumbsup:

@PachaWillWatchYa

I am not 100% sure what is left to do.
Sinis has most of the stuff going pretty well, But I will list a bunch of stuff that hasn't been done yet just for information.
Sinis has started working on some of these, So It's best to check with him first in case one of these is already in progress but not started yet.

Most of these are simple sprite changes. I apologize if some of these are already complete. I am quickly checking the CHR Data.
01 - Getting Maria a Punch Animation
02 - Giving Alucard his Hell Fire Animation instead of his "Balls" of destruction.

I would like to use as many of the original concepts from the beta as possible. I can post them later unless someone else does first. :-)
03 - New Zombies, Ravens, Bats, Ghost, Fishmen I would like to use the original planned fishmen but there is a missing animation.
Winged Demon Maybe into something else. Regular Skeleton first sprite frame was in the beta but Whip Skeletons and Bone Throwing Ones were not complete. Turn Platform Balls into Skulls, Spiders turned into Spider Women, New Knights, Balloon Pods, Floating Eye, Regular Mummies, Headless Pirate, Second Quest Zombie and Knights.

Wow, There are a lot of lesser monsters.

There are some other things that come to mind every now and then but right now I can't remember them.   :huh:

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 02, 2017, 08:15:40 am
Yeah, that's pretty much the list of lessers.  Was gonna do the list last night but the net decided to go out a lot due to a rainstorm.

@Patcha

Other than what was listed I'm mainly doing the final bosses (Cyclops and the Flying Red Leviathan thing) along with changing Trevor's portrait into Richter, changing the whip to an actual leather one in the intro reel and a rain animation.  That's all I really have left to do for my 'to-do' list.  I've done a lot already and have no complaints if you want to help out with the lesser enemies and the remaining stuff.  Only thing to take in mind is that Sephirous wants the spiders that he mentioned to look somewhat similar to those of the female spider Centaur creatures found in Castlevania 64.  Course not as big but a smaller representation to fit the spider sprite area.  I also have no problems with you taking over the portrait and the whip as I am just messing around with doing face outlines.  Rain animation I can do as I have that figured out though need to experiment on what I can fully do with the remaining animation frames that Sephirous has left over and used for his current rain.  The rain will probably take me the most to do since I want to do that just right along with seeing how far I can actually take it without making it look like a slop fest of tiny pixels lol.


That's about it on my end if you are up to the rest of the stuff I  just listed Patcha :)



@Googie

Thanks :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 02, 2017, 09:28:24 am
Damn,that's aton of work don't you think guys? ^^;
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 02, 2017, 09:32:06 am
Damn,that's aton of work don't you think guys? ^^;


Nah :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 02, 2017, 09:47:43 am
Well that may be true,due to the fact that Patcha is helping again,hopefully you guys can finish the sprites a little quicker?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 02, 2017, 10:57:33 am
If he's more than willing to take over the remaining stuff I won't object to anything about sharing the workload :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 02, 2017, 11:07:14 am
I'll keep my fingers crossed and hope that he does. :)

Besides that'll increase the progress for this game,I mean Seph really want to release the game around the year,I also hope that too as well,I mean seeing all of those sprites and stuff is getting hyped like crazy,seriously you guys are amazing with this romhack!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 02, 2017, 07:42:29 pm
Here are the sprites I am hoping to get as close to as possible for the Lessers.

Also a New Stage has been found, Where I am going to put this is unknown for the time being.
However, I think I am going to rework Stage 6 and make it into something bigger.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 02, 2017, 07:44:13 pm
Im sure Patcha can help Sinis with the lesser enemies also did I hear you found an unused Stage?

Hmmm sounds VERY interesting and a much larger stage to boot,heh heh,I can't wait to see on what you do with it Seph. ;)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 02, 2017, 07:48:00 pm
Yep, It almost got passed me until I realized it was in the background to this unused sprite.
Looking carefully the background is another stage that matches a couple sheets still in the beta.


I have no idea what to do with it though. It's outside and the castle is in the background. Even If I remove the castle where would Richter be outside..
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 02, 2017, 07:52:06 pm
Hmmmm actually it COULD work for a stage or something,maybe,maybe you should at the other sprites to the game like those boss sprites that never been used in the Beta
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 02, 2017, 08:36:46 pm
Yep, It almost got passed me until I realized it was in the background to this unused sprite.
Looking carefully the background is another stage that matches a couple sheets still in the beta.

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20-%20Cadance%20Of%20Agony/Dracula%20Battle%20II_zpsphv0lgoq.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20-%20Cadance%20Of%20Agony/Dracula%20Battle%20II_zpsphv0lgoq.png.html)

I have no idea what to do with it though. It's outside and the castle is in the background. Even If I remove the castle where would Richter be outside..


Wouldn't hurt to reprogram it into the game itself and make it a type of castle courtyard with the sprites redone.




With this information I now have to replan a lot of things based around my two projects though, that is, if this stage can be brought to life.  Wonder on what else is actually hiding within the data now besides some unfinished stuff and a few bugs here and there that Konami never fixed due to rushing Castlevania 3 out.


Dang, this is making wish there was a new editor out for Castlevania 3 out that can detect this along with adding and mixing the rooms around from what there currently is within the ROM like copying, deleting and such. 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 02, 2017, 08:44:22 pm
Maybe you guys could ask around and tell them if it's possible to create a more advanced Castlevania III romhack tool and maybe have a enemy/boss duplicator and such to create a more awesome romhacks I wish it could happen,someday maybe but in the meantime I can't wait to see what you guys do with these rest of the game.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 02, 2017, 11:09:58 pm
The latest,

Doing some touch ups here and there.

Blood Bath!

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 03, 2017, 08:08:32 am
Heh heh nicely one Seph,I think that blood effect suits the Castle Keep alot,they used that kind of effect in the castle keep for the Dracula X Chronicles! I wonder how Sinis and Patcha are doing with the rest of the sprite work?

Might as well wait for more updates.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 04, 2017, 02:09:38 pm
Hey Sephirous, just a heads up.  I found a major glitch that is around the Cyclops attacking.  When he does the hammer down attack, you can time it just right to walk right into the hammer just as it hits the ground.  Have to be extremely close in order for this to happen.  Can still get hit though you have to walk into the hammer's hilt and another is walk quickly out and back into the hammer then you take a hit.  Might have to look into that because I abused the hell out of this exploit when equipped with the axe lol.  I'll send  you a small video of this tomorrow to show on what I mean :)


...and on a side note, the Rustic Armor boss is almost done.  Have to toss out the hammer idea with another weapon since the hammer head doesn't rotate when he thumps the ground trying to hit you in his hammer down.  Kind of a shame but no biggie.  Just have to do something else :)


From doing all of these bosses and seeing how many corners Konami has cut to rush this game out back in the day, they could have had something extremely well put together if they took their time at this.  They skipped a lot of animation frames of what was suppose to be there as some of the stuff in the boss animations don't make much sense on their movement  :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 04, 2017, 03:12:11 pm
Huh,well Im sure you and Seph can figure it out in fixing that glitch problem somehow,also good luck with the rest of the sprite work also I wonder if Patcha is helping you guys again Im curious about that and Im also curious if Optomon is working on the music for the game,you know you can hire Nesfan as a suggestion?

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 04, 2017, 07:22:53 pm
Huh,well Im sure you and Seph can figure it out in fixing that glitch problem somehow,also good luck with the rest of the sprite work also I wonder if Patcha is helping you guys again Im curious about that and Im also curious if Optomon is working on the music for the game,you know you can hire Nesfan as a suggestion?


From what I heard through the grape vine is that there is no money hiring in this community from what I'm aware of as I last heard its frowned heavily upon.  I could be wrong though who knows on what goes on behind the curtains nor do I want to know or get involved in that kind of scene.  As for nesfan, he composes reference stuff in FamiTracker and doesn't know nothing on how to program it into an actual ROM so anything that is done music wise is up to Sephirous and Optomon from here on out :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 04, 2017, 07:33:16 pm
Ah okay then,then I hope you guys do a great job with the rest of the work for the game,it's looking great with every updated I see and read,this game is going to be worth waiting for :) even though it might take months XD but that's how certain romhacks are ^^; hope to see new updates in the next few weeks or so,keep up the great work!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 04, 2017, 08:25:46 pm
Good old enjoyment and accomplishment are the pay for designing one of these.
Long dreams of making on a video game as a kid, Exploring code and learning stuff. Having Fun! (Although sometimes making these things is a nightmare from hell.) But the hard work and dedication always pays off.

I actually haven't contacted Optomon just yet, I figured it was best to get the graphics and touch ups complete first before any major code changes were done. Because once he starts editing the more complicated stuff, It may change the original games coding that I recognize.
The last thing I want to do is mess up what he has done to the game from my lack of experience.

I keep trying to learn ASM. I managed to unlock the strategy of moving graphics around with the hex editor and getting things working.
But when it comes to Values like this, $55 I can't figure out where you edit stuff like that.
Because in the Hex Editor everything looks like this, 002120 34 53 64
Much different from the 0045 - $34 concept.
It looks a lot like how the games cheating system works with PAR Codes, But to work with the debugger, I am somewhat lost but not completely. Meaning I hope to learn ASM and eventually fix some troublesome things on my own in future projects.

But as for now, Still learning.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 04, 2017, 08:32:49 pm
Heh heh alright alright,as always I'll keep waiting for updates until the game is ready to be finished and released due to the fact you want it to be released around this year? :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 04, 2017, 08:38:11 pm
I hope so, But have no idea.

I'm going to download the NES Disassembly and do some tests with the values found on a site that was suggested to me.
(Don't worry I have many backups of the game, Have come to far to lose it now.)  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 04, 2017, 08:43:19 pm
(Heh heh that's great,wish I can test it out. XD)

Well alrighty then,but don't take too long with it,I wanna see the game get done XD I don't know how long I can contain my excitement any longer! XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 04, 2017, 11:25:41 pm
Just spent about 4 hours fighting with the debugger....

Almost fixed one problem.

The game starts on the second quest which has been a problem for a while.

This address $07F6 controls that problem, I was able to use it as a cheat $07F6:00 and it fixed the problem but I have no idea how to put this into the actual Rom permanently.

I have added it to the documentation for Optomon, Awhile back he mentioned it may be a flag that needs editing.
So if I am unable to fix the problem, I will send it his way with the rest of the stuff.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 05, 2017, 08:03:01 am
Well crap XD I hope he can get it fixed,well I'll continue on waiting for anything new for updates,keep up the great work guys.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 06, 2017, 12:46:03 am
I can certainly make cheat codes now. Lol!

But I think I am done trying to learn ASM for now, It's like I have all the pieces but the center piece is missing and there is just too much to do, So I won't be wasting time with that for the time being.

Here are some corrections I have been making...

Candle Stands no longer float in Stage 9
The Castle Wall now has a breakable wall to enter it from the Hurricane Bridge.
Fixed Enemy Errors (Enemies floating around doing the moon walk.)
Main Hall is now pretty and not an empty eye soar.

New stuff to complete
Clock Tower Walking Gears need upgrade.
Still more error fixes
Prayer Scene Add Ons (Maybe)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on May 06, 2017, 10:02:02 am
Didn't get much time so I've only started doing Arachne(spider lady) and Crow. They look a bit busy to me, but I'm happy with how they came out to be. Although I will have to finish Arachne as the animation looks ankward.
(http://i.imgur.com/XKn4zi5.jpg)
(http://i.imgur.com/i6RrzVa.gif)
(http://i.imgur.com/NTU0WJk.gif)
Hopefully you can see these, if not I'll make a photobucket account and edit the post.

Seph, one question, why did you say that merman lacks a frame, the one in the lesser enemies pic has 4 frames, just as the original one has, or at least that's how I remember?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 06, 2017, 10:52:43 am
Holy crap these sprites look damn amazing!

Also interesting updates there Seph,can't wait what you do with them and also fix those minor other problems as well,keep up the great work guys!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 06, 2017, 12:34:24 pm

Hopefully you can see these, if not I'll make a photobucket account and edit the post.



Make one.  It will save a lot of headaches in the long run trust me.  Reason why I made one a few years back :)



Also as a suggestion, get a testing ROM for you to mess around in like how I have one.  Input the sprites, test them and when they're done to how  you think they feel are good enough, copy those onto another YYCHR sheet so Sephirous can easily install them :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on May 06, 2017, 12:37:38 pm
I will.
BTW, do you think arachne looks busy?
Might just be me, but still want to hear what you think.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 06, 2017, 12:52:27 pm
Im surprised that you guys are working hard on this rom hack,all of you are doing surprisingly well on it and various changes to make abit more better with every idea that pops in your heads,keep it up.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 06, 2017, 01:35:03 pm
I will.
BTW, do you think arachne looks busy?
Might just be me, but still want to hear what you think.

The original spider looked a little busy itself so it'll do just fine.  Makes it more animated and stand out better in my opinion :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 06, 2017, 10:06:12 pm
And now we wait for more updates,hope you guys work whenever you have time,also I hope that this game will get a sequel someday :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 07, 2017, 12:12:02 am
Didn't get much time so I've only started doing Arachne(spider lady) and Crow. They look a bit busy to me, but I'm happy with how they came out to be. Although I will have to finish Arachne as the animation looks ankward.
(http://i.imgur.com/XKn4zi5.jpg)
(http://i.imgur.com/i6RrzVa.gif)
(http://i.imgur.com/NTU0WJk.gif)
Hopefully you can see these, if not I'll make a photobucket account and edit the post.

Seph, one question, why did you say that merman lacks a frame, the one in the lesser enemies pic has 4 frames, just as the original one has, or at least that's how I remember?

The sprites look pretty good, The only thing I need is for you to put them into a format I can use with YY-CHR.
I can probably separate the parts and put them into the sheet but will need them in Bitmap Format or just paste them into a blank YY-CHR like Sinis does. Then I can copy them over.

As for the Fishmen, I was referring to the beta rom that was lacking a Jumping Animation. The beta had a jump but it was custom programmed in so when trying to install it into the new rom the graphics didn't line up.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on May 07, 2017, 09:57:23 am
Since you know asm now, have you considered my suggestion on making one of the clock towers non-functional? You could save the functioning gears for the final level so each stage don't look like a repeat of the previous one.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 07, 2017, 06:17:05 pm
I hope the fork thing going on the votes gets taken off from the game,unless they make a pathway map showing which area of the castle they can choose to go,either way I hope they do a good job and show more awesome stuff in the upcoming updates?

Aaaaand now we wait.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Googie on May 09, 2017, 04:48:39 pm
Just gotta say, loving the new sprites... :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 09, 2017, 04:52:19 pm
Im glad to see Patcha back on the team but still,it'll be quite awhile for them to complete everything and might get a few minor changes before they have everything ready.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 10, 2017, 10:22:06 am
Here's an update for me on the final boss.  Since Sephirous wants a skeletal type creature I decided to bring some of Rhondo of Blood into this boss fight and make a Flying Bone Golem :)


(http://i957.photobucket.com/albums/ae54/Craftvania/CoA-Flying-Bone-Golem_zpslkstnjjd.jpg)



I'm utilizing all of the available space there is to make this creature look extremely big.  Its a work in progress since it has odd areas where the wing animations are but nothing to worry about as its coming along nicely :)


Always gotta love abominations ;)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 10, 2017, 10:24:14 am
Sweet,awesome job on the boss sprite Sinis,can't wait to see on what you'll do with the sprites in the intro once you finish the Bone Golem. :)

Hope to see more stuff in the next few weeks or so,keep it up!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 10, 2017, 11:59:14 am
Wow!  :thumbsup:

That is amazing! That is exactly what I pictured in my head! Awesome Awesome!  :thumbsup: :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 10, 2017, 12:07:39 pm
I think I should wait for more updates that'll be like in a few weeks or possibly next month or so,MAN it takes long to wait XD but the pay off is worth waiting for,I mean look at that sprites,beautiful!  ;D

So uhhh how much stuff do you guys have left to do?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 10, 2017, 12:36:23 pm
@Sephirous

Of how you described it I designed it :)

Only thing I have to do is move the right head over some so it won't clash with the second animation for the wings and to coincide with everything else though I'll do that once I finish the rest of the animations :)


@David

After this I have the portrait in the beginning reel, whip in the reel, rain animation, the guy under the canopy (recreation and new design) and a gear platform animation to match that of Optomon and Dr. Mario.  The only thing that might take me a bit to do is the rain animation though I'm doing that very last :)


In the end, I'm very thankful that Patcha is taking over the lesser enemy sprites as next month not only am I starting back on my stuff but since it will be summer I'll most likely be busy doing real life stuff a lot which won't give me much time to sprite so I'm trying  my best to get things for both CoA and PoL done in a 3 week period without holding both projects up any longer than what they should be because who knows when I'll be able to sprite when I'm not tired as hell lol.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 10, 2017, 12:48:00 pm
Heh heh Im glad that your are close to being done with all of the CoA stuff,the Waterfall animation sounds tough but I know you can manage to pull it off also I can't wait to try out Prelude of Light,it looks like it'll be an awesome and hillarious romhack,also I can't wait to see on what you'll show off for VoH II and Legends next month! :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 10, 2017, 01:27:34 pm
Before I explain what just happened to me, I want everyone to know, I have the Rom BACKED UP and safe so no one panic!  :thumbsup:

You ever have a moment when a rom just gets on your nerves and you basically start pounding the laptop because the Hex Editor just won't do what you want it to?

Well I finally got fed up and copied all of the hex code from the beta to the remake from the header to the address 5000.
It spite to make this rom do what I want. (After hours of fighting with the debugger.)
I figured there are only so many ways to program a rom so I will eventually tap into something useful.

Well, I almost had a heart attack after completing the spite work because it actually worked!  :o :o

The crappy part is I over shot the code and ended up crashing the game.
Which is why I mentioned the BACK UP earlier. So I simply undid the code transfer.

But DAMN! I was so CLOSE!
I can't believe it actually worked. I just have to find the right regions to prevent any collateral damage.
I'm talking timer removed, Complete HUD, Hearts and Life bars fixed. Only thing that accidentally happened was the word
"Entrance" came in. Which is expected because it was copied over too.

Here is a screen shot of what happened. I am going to continue experimenting.  :thumbsup:



Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 10, 2017, 01:30:35 pm
Heh heh so far so good you are doing great,keep on experimenting to try to get the Score,Heart and Live counters in the right place! :)

Plus I can't wait to see on Patcha will show on the lesser enemy sprites,I am hyped!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 10, 2017, 08:15:45 pm
Just showing the quick change for the Flying Bone Golem :)


(http://i957.photobucket.com/albums/ae54/Craftvania/CoA-Upgraded-Flying-Golem_zpsa7ipyb0u.jpg)


The YYCHR sheet has been sent off of the new Demon Duo/Trio sprites to Sephirous via email so he should have it as of right now.




At this point every boss within CoA is 100% complete as of today!  If there are any extra programmed bosses put into the game in the future I will design them upon Sephirous's request :)



For now, I shall focus on PoL for the rest of the evening and continue on with CoA work tomorrow :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 10, 2017, 09:15:42 pm
Heh heh nice and best of luck with stuff for Prelude of Light and hope to see more stuff for the last of the stuff you have to do for CoA :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Googie on May 12, 2017, 02:38:44 pm
(http://i957.photobucket.com/albums/ae54/Craftvania/CoA-Upgraded-Flying-Golem_zpsa7ipyb0u.jpg)

That's gangsta! :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on May 15, 2017, 01:27:33 pm
(http://i1152.photobucket.com/albums/p482/nikolabos00/Dhuron_zpswff5byso.gif)
(http://i1152.photobucket.com/albums/p482/nikolabos00/Dhuron2X_zpseaahheyx.png)
For now, here is Dhuron/Headless pirate.
I actually have few more sprites, but I'm not happy with how they look yet.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 15, 2017, 01:33:44 pm
Patcha,dude,that looks bloody damn awesome Im very impressed,also take your time with the rest of the sprites :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 15, 2017, 02:47:58 pm
Not bad.  Try revamping it a little to be a tad darker like how Optomon and Dr. Mario had their sprites.  Also don't forget to put it in a testing ROM to see how things go together.  You'll be surprised of  how things will differ from a sprite sheet to the actual bit within the game of how it has everything animated.  That's why it took me a long time to get stuff out as sometimes things didn't match.  It got frustrating but had to alter this, alter that, run it in a play session saved up to that point on where I input it in the game via reVamp then watch it, wash, rinse, repeat  until it was satisfactory.  The bosses are just like the lessers though they have more to them.


Keep it up, your doing good Patcha :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on May 15, 2017, 03:24:22 pm
By darker do you mean more of medium color and using lightest color less, or just darker palette?
If it's the latter then it's up to Sephirous.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 15, 2017, 03:27:26 pm
Darker palette.  Sephirous will take it into consideration like the rest of the stuff and go from there.  Remember, we're trying to make things look similar to how they would have made it in the first CoA :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on May 15, 2017, 03:37:36 pm
Actually that's what I was aiming for since he is basicaly a blend of SotN(the game which was the most referenced in CoM and CoM's tiles and sprites)Dhuron and Dhuron from CoM. I could make outline different in some places though, as Dr. Mario seems to prefer realostic proportions to readability (the best way I can describe it, altough i think i misused readability here).

Also a question for Sephirous, should I make Skeletons like in beta(so basicaly like the original CV3 Skeleton with some diferrences in lighting) or like in Chorus of Mysteries?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 15, 2017, 05:11:46 pm
Actually that's what I was aiming for since he is basicaly a blend of SotN(the game which was the most referenced in CoM and CoM's tiles and sprites)Dhuron and Dhuron from CoM. I could make outline different in some places though, as Dr. Mario seems to prefer realostic proportions to readability (the best way I can describe it, altough i think i misused readability here).



Aight, that's cool :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 15, 2017, 05:42:44 pm
That's sounds cool Patcha,can't wait to see those,oh hey Sinis how goes your works on either CoA or PoL?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Mugi on May 16, 2017, 01:05:29 am
(http://i1152.photobucket.com/albums/p482/nikolabos00/Dhuron_zpswff5byso.gif)
(http://i1152.photobucket.com/albums/p482/nikolabos00/Dhuron2X_zpseaahheyx.png)

I think it looks incredible, but you could try using the medium color a little more on the torso to make the skull stand out more as white.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 16, 2017, 11:55:56 am
Very Nice Sprites!  :thumbsup:

@Pacha

Check your PM Box, I sent you my E-Mail so you can directly send me the Sprites.

Here is the Skeleton Sprite I am hoping for, It's by the top in the picture below.

@Everyone Else

Last night I had this idea pop in my head for a future project if no one has done it yet.
After seeing Sinis's Sonia Sprite it gave me this idea of making a Metroid Game using The Castlevania Engine.
Creating an actual game called, "Metroidvania".
Using a Zero Suit Samus Sprite with her Gun Whip like thing from Smash Bros. Brawl.
I'll do some research to see if that idea was ever done. Though after COA is complete. I need a serious break. lol.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 16, 2017, 12:10:36 pm
Oh ho ho a Metroid hack like that sounds VERY interesting Seph,can't wait to see something like in the near future but first this game needs to get done! XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 16, 2017, 01:11:37 pm
Well, here's the thing on my two cents on that.  Lately from what I've been researching and had to dig stuff deep and far back through the  years of the ROM hacking websites, there were talks about people wanting a Castlevania 3 editor (something like reVamp) but with the feature to eliminate and add rooms for a linear type style and since the technology is getting better I was going to ask around on here to see if someone was willing to spend time on seeing how to tie the rooms together properly.  On my perspective of  messing around with reVamp off and on each room has its own set of rules however leading stairs to them is key and vital to this though it can be other forms of entry as well besides stairs hence why I want to do a rope climbing feature in Legends NES.  Now with these set of rules it just has to keep whatever that they have within them because they cannot be changed as these rules are specifically set to these areas though they can be moved around and be something else entirely.  The rooms with the doors that represent the checkpoints may have to be looked at though also too those rely on a certain bank address however these rooms cannot  be changed so they must remain on having doors for they can't be moved around like everything else.  That one room in the Ship of Fools with the ledge things you jump on has to remain in that specific feature to how reVamp has those areas banked for certain other 'traps' or 'hazards' to maintain.  I know stuff can be duplicated and even moved around however in order to do this you'll have to rebuild the game from scratch with no other rooms available because everything is somewhat stacked upon each other.  I learned this from the first CoA when Optomon and Dr. Mario was trying for their Metroidvania styled game as they should have deleted every other room and should have started from the beginning.  I know that this will take tons of time and error but if someone wants to fully make a Metriodvania type game on Castlevania 3 it really can be done.


I may have no programming experience but when I notice shit like that it makes me wonder.  Its just up to finding someone out there on this website to see if they are fully willing to literally tear apart and document Castlevania 3.  Like I said, the technology for ROM hacking is actually at a really good high point right now for new things to happen.  Its just up to the community to see if they want to put in this effort, collaborate, share notes and do this.  People say "Oh, this stuff can't be done and all that" though I call bullshit.  I've seen certain hacks on this website that have defied these odds.  Just takes time, patience and a lot of effort around the frustration to bring this stuff to fruition and hopefully one day reality.  Its one of the reasons why I want to find programmers to make Legends NES a thing because I want to have that hack a template for whoever wants to alter that and do their own projects off of it.  I know it will take me longer to do than VoH II but I really believe it can be done.  Sure I only know simple stuff like finding hex coding for color palettes from an emulator and sprite editing but I notice a lot of stuff ticking around on the game.



I know this stuff can be done.  Just need to get a lot of the programmers on here that know on what they are doing together and tear Castlevania 3 apart and document it.  Dunno why people are so intimidated by this game besides a lot of sprites and stuff to edit which is nothing different from doing Castlevania and Simon's Quest.  Run out of room?  Just expand the ROM as it doesn't need to be put on a cartridge as it can be there for freeware for others to play and enjoy.  Reason why I got into this stuff in the first place as I don't care about drama this or drama that.  I do this shit for fun and to make stuff for others to enjoy.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 16, 2017, 01:14:56 pm
Hmmmm I think you have a point there Sinis
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 16, 2017, 02:45:23 pm
Update from my end.

The Richter portrait and new whip is done and sent off.  Not showing these as  you'll have to play the ROM to see them ;)


Three things remain for me towards CoA.


- Man Under the Canopy (1/4 done)
- New Gear Animation (the one you walk on in the Clocktower)
- Rain Animation



Just about done :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 16, 2017, 03:04:58 pm
Heh heh nice and very cleaver Sinis,since your only have three things left to do and Patcha working on the lesser enemy sprites,everything is coming very nicely and Im surprised that the game itself is half way there,all that we need left is the completed Hud and music from Optomon. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: dACE on May 16, 2017, 03:16:05 pm
I know this stuff can be done.  Just need to get a lot of the programmers on here that know on what they are doing together and tear Castlevania 3 apart and document it.

Have some kind of colab-wiki ever been setup to manage something like you are proposing?
People could continually add their findings and correct each others misconceptions.

Set one up and start contributing - maybe it catches on.

EDIT:

Would be fitting if you could do this directly on RH.NET.
Each rom with a documentation-wiki-page could have a percent-value of how many bytes that have been identifyed as ASM, data, pointer-tables etc.

/dACE
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 16, 2017, 04:13:11 pm
Have some kind of colab-wiki ever been setup to manage something like you are proposing?
People could continually add their findings and correct each others misconceptions.

Set one up and start contributing - maybe it catches on.

EDIT:

Would be fitting if you could do this directly on RH.NET.
Each rom with a documentation-wiki-page could have a percent-value of how many bytes that have been identifyed as ASM, data, pointer-tables etc.

/dACE

I actually had one started last year in February.  Been thinking about revisiting that thread and redo it entirely so its less of a slop job that my singular posts were turning out to be.  I was also thinking about asking SunGodPortal to see if they were up to contributing more information towards that page and correct one link that they did which refers to the Japanese ROM.

I'll most likely do this once my stuff with CoA and PoL are complete :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 16, 2017, 06:28:29 pm
And now to wait for the final updates to this game,Im surprised we are close!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 16, 2017, 10:35:11 pm
Title Screen Touched Up.  :thumbsup:

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 16, 2017, 10:37:20 pm
Nice work Seph!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on May 17, 2017, 05:18:41 am
Theres already a castlevania 2 on nes. It could easily be confusing to have 2 castlevania 2's on the same console.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 17, 2017, 10:58:36 am
Theres already a castlevania 2 on nes. It could easily be confusing to have 2 castlevania 2's on the same console.


The original plans from Optomon and Dr. Mario was that Cadence of Agony was a direct sequel of Chorus of Mysteries since Armund is in this one as well.  Its set in an alternate universe, a few years after CoM.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 17, 2017, 11:17:13 am
Alright it's time to wait for the final updates for the game,can't wait to see on what you guys will reveal in next week or so,Im hyped!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 17, 2017, 09:59:35 pm
Things are going fine.  I'm almost done with some stuff so in the next week I'll be done with all of my stuff with CoA :)


By the way, I am posting a link to a Castlevania 3 thread on this website as you can also find it in my Signature area under each post that I make.  I would like to bring the community together to tear apart Castlevania 3: Dracula's Curse and post up their findings of how things work, where stuff is, how to identify where its at, bug fixes and whatever else that comes with the game itself.  Why I want to post this up is because there is basically no information about Castlevania 3 out there to this day.


http://www.romhacking.net/forum/index.php?topic=21344.0 (http://www.romhacking.net/forum/index.php?topic=21344.0)


I know that any future information may or may not show how to alter or add things but I am wanting to encourage others to add information that they tear out of the game itself.  From the intro reel all the way to the very last text you see from the ending credits, information needs to be posted up about the game as I will be contributing to the thread more as well once my stuff with CoA and PoL are complete.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 18, 2017, 11:04:34 am
Awesome to hear that Sinis,so when you are done with your stuff and then we wait for Seph,Patcha and possibly Optomon to finish there works for the game and make sure everything is good and ready for the release. :)

And thus the wait begins XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 19, 2017, 12:47:52 am
Might as well update though there will be no screenshots this time around.


The new hint guy that Sephirous wanted is done along with the new portrait and whip in the intro reel though have to tweak the portrait a bit because the current color palette makes it look kinda weird.  Sephirous has to point out on which area for me to properly tweak for him on it.  Did the standing portrait at the end of the intro reel to where its now Richter looking at the castle.  After the tweaking all I have left is to change a gear animation (the one you walk on in the Clock Tower area) and the rain animation.  For the portrait in the intro reel, I remember seeing Optomon and Dr. Mario's version that was based on the new version of Richter so I did the same :)

In the end, I've never really done rain animation so this will be interesting and will try to make it work with what limited area I have left from seeing on what Sephirous has already in reVamp.  My goal is to try and  make it look somewhat similar to that of the rain in SotN Outer Tower area.  If I have enough room after what I'm going to do I'll see about rain impact droplets on the ground for that added effect :)


This is all I have left on my end.  If things go well with no distractions I should be done with all of my CoA stuff sometime next week. 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 19, 2017, 08:03:39 am
Awesome and smart thinking with no spoilers with no screenshots so people can be surprised when the game comes out! :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Googie on May 19, 2017, 11:57:30 am
(http://i1152.photobucket.com/albums/p482/nikolabos00/Dhuron_zpswff5byso.gif)
(http://i1152.photobucket.com/albums/p482/nikolabos00/Dhuron2X_zpseaahheyx.png)
For now, here is Dhuron/Headless pirate.
I actually have few more sprites, but I'm not happy with how they look yet.

I like this, it's really cool. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 21, 2017, 08:04:25 pm
Hmmm I wonder how Seph is doing on his end of the work?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 21, 2017, 10:53:39 pm
I have started installing some of the COA Beta Sprites.

Wolf Man or whatever it is, is in and shoots daggers.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 21, 2017, 10:55:22 pm
Heh heh nicely done Seph,what about those vids your planned?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 21, 2017, 10:57:27 pm
Still haven't had a chance to get to that yet. But as soon as I can I will upload some more music.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 21, 2017, 11:00:55 pm
Glad to hear that Seph,I hope there'll be new tracks among them as well as a new gameplay vid and Sinis is nearly done with his works and I hope Patcha's works are doing great plus I wonder if you manage to fix the Hud yet and speaking of which I wonder how Sinis is doing on his end so far?

Also and thus begins the long wait for the total completion of Cadence of Agony,we are close people!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on May 25, 2017, 10:55:02 am
(http://i1152.photobucket.com/albums/p482/nikolabos00/Zombie_zpsovyjz9oj.gif)
(http://photobucket.com/gallery/http://s1152.photobucket.com/user/nikolabos00/media/Zombie2X_zpszfs6eofs.png.html?sort=3&o=1&ref=1)
I honestly don't like the way Zombie came out, but I thought it doesn't hurt to show it.
It took me a while because school is a bit of a priority at the moment, though it's only about 2 more weeks.

Sephirous, a few questions if you don't mind.
What enemy is werewolf replacing, I can't remember any enemies that did that(though it's been a while since I actually played CV3), or did you change his code?
And if you did, did you do it by copying Grant Boss's knife trowing routine?
And did you ask Optomon if he is going to release some changes as separate patches also?
Because it would be very helpful if CV3 hackers could just apply them, if they want 4 characters and such.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 26, 2017, 08:09:05 am
Hey that's looks pretty good :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 26, 2017, 10:06:07 am
Patcha, most of the work for the lesser sprites is already done from the first CoA however you'll have to customize some of it as Optomon and Dr. Mario had extra programming involved with their work for extra movement and such like the Medusa head and the zombie. 

Here they are.


(http://i957.photobucket.com/albums/ae54/Craftvania/Lessers%2001_zpsdzgihykw.png) (http://i957.photobucket.com/albums/ae54/Craftvania/Lessers%2002_zps3zxc16f0.png)



Sure some aren't being used but main majority of the work is right there including the zombie.  Whatever else is there just take it, utilize it and do whatever for the remaining stuff.  Also make sure it fits in the original sprite area for whatever enemy, test it then once its good enough without anything out of place put it in a YYCHR sheet from a test ROM so Sephirous can just copy and paste over with less work involved.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on May 26, 2017, 10:08:41 am
 Oh, I forgot about that one. I guess mine could be used for second quest, though.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 26, 2017, 10:09:55 am
Yeah, that's the reference sheets for the lessers and where Sephirous got the smaller werewolf sprite from.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 26, 2017, 11:30:00 am
Getting the sprites done is going to take abit longer than I expected,meh I thought as much well anyways at least Sinis is just about done and so is Sepherious. :) 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 26, 2017, 12:15:57 pm
@Pacha

I replaced the twin mummies with the werewolf and replaced the bandage weapon with the throwing dagger.

I figured once all the graphical stuff is complete then I would send it off to Optomon with information on what needs to be done.
However, After working on the documentation I realized there was too much getting written.
All I think that should be added after the graphics is the following..

Fixing The HUD
Installing the NSF from the Abandoned COA Rom then if Optomon wants to complete the soundtrack have him decide what he wants to add to it.
Remove the water sound effects on the stages without water
Remove the mud effects in the stage where there used to be mud and the hero would flicker while in it.
Fix the code that makes the game start on the second quest instead of the first one.
(I actually found the code in the debugger and for some reason it got switched from a 0 to a 1. I created a cheat code to fix the problem. but it really needs to be permanently put into the Rom so the game starts on the correct quest.)
Come to think of it if the code can be converted into Genie Format I could patch the rom with the code..Hmmm
I might look into that again, I tend to overthink and complicate ASM. It's still not something I can get my head completely around yet.

Anyhow, There are a few minor other things that I will need Optomon to fix.
It's basically small stuff, All the hard stuff has already been completed for the most part.


Also here are the lessers that are complete,

Slime Balls
Werewolf
Bone Dragon
Bone Pillars
Axe Men
Blue Heads With Mouths Open (Medusa Second Quest)
Sword Skeleton
Imp Men

Things to do,

I am going to try and put Carmilla I think that is into the Statues on the password screen.
Or something like that.

Also,
Here is an actual Sprite Sheet.
The new sprites must fit exactly where they are in the sheet. Piece by Piece.
And they have to remain the original size of this sheet. Very tiny.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 26, 2017, 12:27:52 pm
Awesome to hear that Seph,so I guess you now have only jus five things to fix which is not that much but still your half way there,also Im sure Optomon will finish the rest of the soundtrack when he wants to or if he has time to do so,but anyways Sinis is close to being the Rain animation etc,keep it up you guys.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 26, 2017, 03:00:09 pm
Zombies are in.  :thumbsup:

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 26, 2017, 03:05:53 pm
Nice they look awesome,can't wait to see more screenshots and hopefully a new vid showcasing one of the stages maybe? ;)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on May 26, 2017, 03:20:52 pm
Those zombies are based of flying zombies from SotN.
They behave differently from the ones you have replaced.
They are composed of two parts which separate and float when they are hit. (Watch some Sotn playtroughs to see what i mean)
I would honestly prefer if you would put in the green ones from the sheet, since you don't intend to change enemy programming.
If you want to I can finish him in a day or two depending on time i get.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 26, 2017, 05:01:05 pm
Patcha has a point but in all seriousness,I'll wait for future updates to this amazing romhack,can't wait to see more awesome stuff! :D 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 26, 2017, 05:22:19 pm
Those zombies are based of flying zombies from SotN.
They behave differently from the ones you have replaced.
They are composed of two parts which separate and float when they are hit. (Watch some Sotn playtroughs to see what i mean)
I would honestly prefer if you would put in the green ones from the sheet, since you don't intend to change enemy programming.
If you want to I can finish him in a day or two depending on time i get.


There are other ones on there, the green ones.  Have to utilize on what there is before creating custom stuff :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on May 26, 2017, 05:23:22 pm
 Well that's the sheet I was refering to.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 26, 2017, 05:52:06 pm
The green ones at the bottom of the sheet should fit as Fire Men Replacements. Then dropping goo on the ground as they walk.

Pacha, I sent you my Email in a PM.
Send me the sprites you make to my Email. That way I will have the original makes so I can try to put them into the game.

Here is another update:

Another Easter Egg is in, This time the player gets to choose whether to kill the Easter Egg and steal it's heart (Literally) or let it live.
Deciding that is up to the player but can change events later in the game causing a different ending. (Nothing Major since I suck at ASM but enough to get the player wondering about the decisions made.)

All the Eggs are in, There are a total of 5. All coincided with each other. And the possibility of an unlock-able.
Which is all I am going to say.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on May 26, 2017, 06:07:39 pm
The poll needs spell check.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 26, 2017, 06:10:14 pm
Damn,

That's because the words are actual words. Spell check thought they were correct. I will fix it.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on May 26, 2017, 06:20:27 pm
This is starting to look like a gameboy color game. Why do you use only shades of the same color for every enemy?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: SunGodPortal on May 26, 2017, 06:34:13 pm
This is starting to look like a gameboy color game. Why do you use only shades of the same color for every enemy?

I think it's interesting. The graphics all seem to have an unusual amount of constrast for an NES game.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on May 26, 2017, 07:06:07 pm
Update on my end.

The rain and gear animations are complete along with everything else Sephirous has tasked me to do.


I told Sephirous if any custom bosses are planned for future versions I will be more than happy to create those but for now I am shifting my focus on Prelude of Light to complete certain sprites for that creator.



So on that note, I am respectfully backing out of CoA as all of my assigned tasks are complete.  Happy gaming ladies and gents :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 26, 2017, 07:18:02 pm
Heh heh Im happy that you are finally finished with your stuff for CoA,good job Sinis,now to work for stuff for Prelude of Light and then you can get back to work on VoH2,now to wait for Patcha and Sephirous to finish there things for the game as well as Optomon,maybe,which may take them quite awhile.dang it all! XD

Oh well,the wait begins again! XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on May 31, 2017, 02:04:41 pm
(http://i1152.photobucket.com/albums/p482/nikolabos00/Winged%20Guard2X_zpsdaeazyfw.png)
(http://i1152.photobucket.com/albums/p482/nikolabos00/Winged%20Guard_zpsqcmnabac.gif)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 31, 2017, 02:45:43 pm
Lovely work Patcha  :thumbsup: I wonder how Sephirous is doing with his sprite work and coding?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 31, 2017, 06:10:50 pm
Nice work Pacha, But I can't install them. They are still too big. I sent you a PM with my E-Mail Address and you have not sent me anything.
There is nothing I can do as long as the sprites are too big for the sheet. Sprites can not be shrunk or they will distort. Also PNG file format doesn't work with ROM Images they must be in Bitmap Format. :-\
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on May 31, 2017, 06:18:02 pm
They are twice the size since this forum doesn't have a function to upscale the picture, so that people can see them clearly.
I actually meant to send you yy-chr file when I'm done with all of them, but since you want them now, I might send them this weekend.
I doubt I'll find time before that.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 31, 2017, 06:28:19 pm
Crap I think Sephirous may be right,maybe,by the way Seph,how goes the coding and your other project going?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on May 31, 2017, 06:51:27 pm
@Pacha

Ohhhhh, I hadn't realized you were waiting until the end to send them.
I was just used to installing them one by one so I could tweak stuff on my end involving palettes and such. Cool.  :thumbsup:

@David

It's moving along,
Right now I am trying to figure out how to get Samus's Ship into the Prologue Screen so when her back turns she is  beamed up into it for transportation to Zebes.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on May 31, 2017, 07:01:06 pm
That's great to hear,Im looking forward to playing it because it's looking awesome so far,keep up the great work and speaking of work,I hope you are doing well in finishing CoA?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Googie on June 01, 2017, 07:51:40 pm
(http://i1152.photobucket.com/albums/p482/nikolabos00/Winged%20Guard2X_zpsdaeazyfw.png)
(http://i1152.photobucket.com/albums/p482/nikolabos00/Winged%20Guard_zpsqcmnabac.gif)

This is pretty cool. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 01, 2017, 07:55:04 pm
Yep,Patcha said he'll give all the completed sprtes to Seph this weekend,so that means it's just Seph and Optomon left to finish the rest before releasing the game. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on June 02, 2017, 05:17:48 am
I'm sorry but you misunderstood me.
I meant all the ones that I've completed so far.
There are still a few that I need to complete, although they should be done in next week or two.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 02, 2017, 08:10:49 am
Gah I meant to say,I guess I'll have to wait even more due to three people are STILL working on the game,I just they get it done soon,plus I don't know if Optomon is working on the music?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Dr. Mario on June 05, 2017, 07:51:41 pm
(http://i1152.photobucket.com/albums/p482/nikolabos00/Zombie_zpsovyjz9oj.gif)
(http://photobucket.com/gallery/http://s1152.photobucket.com/user/nikolabos00/media/Zombie2X_zpszfs6eofs.png.html?sort=3&o=1&ref=1)
I honestly don't like the way Zombie came out, but I thought it doesn't hurt to show it.
It took me a while because school is a bit of a priority at the moment, though it's only about 2 more weeks.

I'd actually prefer this over the flying zombie sprites that I made. They definitely were planned to split in half when I made them. That being said, the above guy would benefit greatly by having his torso bob up and down as he moved.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 05, 2017, 07:55:23 pm
Huh,interesting,I never thought about that but that's pretty cool. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Dr. Mario on June 05, 2017, 08:09:03 pm
Oh, bonus points if any of the Easter Egss involve a Graveyard Duck or one of the Cheetahmen, because we were actually planning on having those originally. I know at least the Cheetahman sprite was in that old arc-nova stuff if anyone has a backup of it.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 05, 2017, 08:10:43 pm
Heh heh that would be an awesome easter egg,shame though that Sephirous is working on the last bits for this game and a new one titled Metroidvania.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on June 06, 2017, 01:31:25 am
Yeah, zombie would look better if his upper half was animated, but at the moment we don't have anyone who knows much about editing sprite composition.
While we're at it, do you know if Optomon has mentioned where any of enemy pointer tables were?
In his notes regarding CoA it's mostly about his concepts of menus, changes in scrolling and such.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on June 06, 2017, 01:54:03 am
Neat,
I can see if there is any room for a Cheetahman. I had to look up Graveyard Duck since I had no idea what that was, But now I see it's a play on words from CV II. I can probably think of something with that.

Other than that, I have begun installing the new sprites.  :thumbsup:

Also thanks to Sinis the rain is now glorious!  :thumbsup:




June 06, 2017, 02:41:34 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Update

We now have a Duck.  :thumbsup:  :laugh:

June 06, 2017, 02:53:48 am - (Auto Merged - Double Posts are not allowed before 7 days.)
He has a Silk Bag too and it's worth $10,000. Might as well utilize the unused 10K Bag while I am at it.  :thumbsup:



First Sprite I have drawn myself...Well kinda, Hand copied him from an 8 Bit Search.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 06, 2017, 08:10:57 am
Awesome screenshots there Sephrious and lol the duck XD by the way,how goes the work going for CoA,because Im really hoping for the game to be done first before you tackle Metroidvania next?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on June 06, 2017, 11:13:33 am
Awesome screenshots there Sephrious and lol the duck XD by the way,how goes the work going for CoA,because Im really hoping for the game to be done first before you tackle Metroidvania next?

Tiny tidbits is all that's left for Sephirous so he's got all the time in the world to work on Metroidvania until Patcha finishes up his work then off to a programmer :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 06, 2017, 11:15:47 am
Ah,okay then,but the question remains,which programmer will he hire to put the game together,I mean we don't know if Optomon is doing any music for the game etc?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on June 07, 2017, 01:38:39 am
Optomon contacted me way back in the beginning and offered assistance involving the NSF and a couple other things.

There really isn't anything major left to be done programming wise. It's all minor stuff that Optomon did accomplish in the Beta.
He had knowledge on possible fixes for the Second Quest Start Off Glitch as well.

It's just a matter of completing the graphics and I will send it off to him.
Originally I had a load of documentation and stuff until I realized it was over kill. I had a 5 page paper going on explaining stuff that I realized Optomon probably already knew. So I edited it and only kept the absolute stuff that needs to be done.

I have confidence everything will come together, It's been roughly a year and even during the hard times, Solutions inevitably were found.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 07, 2017, 07:52:20 am
Ah well alright then,then I hope this game ill be great once it's finished :) also are you planning to upload more music or a new gameplay vid,Sephrious?

Oh I forgot to mention this,the wait begins again! XD

June 12, 2017, 08:56:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Geez Sephrious has been gone a LONG time now,I wonder if he's doing alright?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on June 15, 2017, 01:25:03 am
Just installing Sprites.

My Grandmother passed away last week which hasn't given me much time to do very much.   :(

All that is left is installing sprites, Once that is done I will touch it up.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 15, 2017, 08:13:18 am
Oh,Im sorry to hear that. :(

And once those tasks is done,what will be left to do?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on June 15, 2017, 10:53:14 am
My condolences to you and your family, Seph.  Come back to doing this stuff when you feel good and ready.  Take time to yourself and heal.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 16, 2017, 10:46:49 am
Same here,just hang in there Sephrious,Im sure you will feel better soon. :(

I wonder how Patchwillwatchya is doing with the last of his sprite work for the game?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on June 18, 2017, 01:44:27 am
@ Sinis

Thanks!  :thumbsup:

@ DavidTheIdeaMan

Still creating sprites and installing them.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 18, 2017, 10:47:45 am
I see,well that's good to know,what about stuff on your end with the game itself?

And thus the long wait begins yet again.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 28, 2017, 03:58:16 pm
Wait what the,hey uhhh Seph,the screenshots arent showing for some weird reason?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on June 28, 2017, 10:32:34 pm
Wait what the,hey uhhh Seph,the screenshots arent showing for some weird reason?

Flung him an email about the issue on the thread :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 28, 2017, 11:21:01 pm
Phew,nice one Sinis,hope he gets it? :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on June 29, 2017, 03:39:19 am
Sighs,

Photobucket is telling me I've shared too many photos and they want money now.

This sucks. It has been fine all along. I'll have to delete some of the photos and remove them from my forum posts to avoid clutter.

I'll do it in the morning.  :banghead:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 29, 2017, 11:34:08 am
Alright,sounds good,hope the progress on the project is still going good?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on June 29, 2017, 12:09:52 pm
Sighs,

Photobucket is telling me I've shared too many photos and they want money now.

This sucks. It has been fine all along. I'll have to delete some of the photos and remove them from my forum posts to avoid clutter.

I'll do it in the morning.  :banghead:


I say make another account and keep posting.  If Photobucket is going to do this kind of stunt then I probably better look for another place to post  my shit up...
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 29, 2017, 12:55:32 pm
Good call Sinis,also as usual I will continue waiting for further updates to this project,keep up the great work guys! :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on June 29, 2017, 01:17:35 pm
Turned out this happened because Photobucket decided to update their terms and agreement.  :banghead:

This reminds me of a time back in College when the Professor assigned us our first Desktop to build but gave us a EULA Agreement to read, Of course no one read it so when we all received Zero's on the test, No one understood why since we built it perfectly. Turned out the Smart Ass Professor stuck in at the very end of the EULA, "If you agree to do this project you will receive a Zero."  :banghead:
The true test was to see who reads the EULAs. Lol, No one bothers anymore. Lol

All the broken links are gone. 30 Pages Whew!
Reminded me of the old days back when I was a Moderator on a Russian history site long ago cleaning up posts. Not many like doing that job. Lol.  :crazy:

Anyhow it's all set,
I'll start looking for a new site to upload the pictures to.
But for now, I am still installing sprites and everything is coming along.  :thumbsup:

Here is the link to the test stage and the music again.
https://www.youtube.com/watch?v=NL4X84CI45Q
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on June 29, 2017, 03:00:42 pm
Awesome,also just let you guys know that the team behind that Nes Deadpool hack are half way finished,they are just fixing up a few minor things and putting new music as well,also keep up the great work Sephrious :thumbsup: Im getting very excited for CoA!

Heh heh I already seen that vid XD

And now begins the loooooong wait again,man all this waiting is driving me nuts! XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 11, 2017, 04:48:27 pm
Ok,

The update everyone has been waiting for me to announce. (Even I am happy about this one.  :crazy:)

Sprites Are Complete!

Next, I just have to touch up anything I can find that is missing etc.
Then pretty much modify small things for the fun of it and then finally once that is done,
After a year later I can finally send it off to Optomon. I can't believe it's been a year since I started this project before it even became COA.

I'll be dropping Sinis one more favor as there is a VERY tiny block on a screen that needs some kind of update.

Other than that, There is sight of completion.  :crazy: :crazy: :crazy: :crazy: :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 11, 2017, 04:55:21 pm
At long last I am SO damn happy that this game is very close to being done so guess this means the little things have to be cleared before it's ready for release,heh heh I am hyped as hell!

Good luck with the touch ups,Sephirous! :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 11, 2017, 05:30:35 pm

I'll be dropping Sinis one more favor as there is a VERY tiny block on a screen that needs some kind of update.


Think nothing of it as I will continue to help out as you've scratched my back and I'll scratch yours :)



Soon as Google stops spacing out I'll check my email and see on what you want changed :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 11, 2017, 06:34:23 pm
Alrighty I guess it's a good time for me to wait for the last updates to this game,can't wait to hear future news on this hack!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 11, 2017, 11:58:37 pm
(http://i.imgur.com/0DePo0a.png)

July 12, 2017, 02:52:27 am - (Auto Merged - Double Posts are not allowed before 7 days.)
You gotta love now that the project is getting close to the end, I start getting tons of ideas.  :banghead:

When I try to think of stuff, It never comes to me. Lol.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 12, 2017, 08:11:45 am
Well crap lol XD but I think you should save those ideas for a future update to the mod Sephrious,just a suggestion and hey maybe you can even save them for a Akumajo Densetsu version of the game? :)

As always I will await future updates for the full release. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on July 12, 2017, 11:20:24 am
Well, if these ideas are Doable things, why not wait a bit more for the completion of this hack? I personally not see any problems with this!  :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 12, 2017, 03:10:39 pm
Some things are being discussed right now with ideas being thrown around  ;)

Will keep things posted as I'll be working on CoA again alongside my projects.  Not much stuff to do but I'm going to design a few more things for Sephirous :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 12, 2017, 03:19:29 pm
Ah I see well I hope those ideas you guys are talking about will surprise me ;) by the way have you seen the hacks Deadpool and Mega Man 4 Voyage,those two caught my attention recently and I am eager to play them not just CoA! :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 13, 2017, 02:05:10 am
Here is an update since there has not been one in a long time.

(http://i.imgur.com/wOD2eOk.png)

July 13, 2017, 02:20:36 am - (Auto Merged - Double Posts are not allowed before 7 days.)
After working on this project for so long, I have noticed time and time again that Castlevania 3 was rushed and badly. At some point I am going to make a Hack of Castlevania 3 with all the errors fixed in it.
The title screen doesn't even have a complete color palette. But, That project is for another time. :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 13, 2017, 08:07:12 am
Oh wow,that looks very good,plus Sephrious how does it feel to have the game itself close to being done after all this time?

July 13, 2017, 12:21:36 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Now begins the wait for an update XD but it shouldn't that long since this game is nearly finished. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 13, 2017, 01:03:47 pm
The Best way to describe how I am feeling is, Wow!

When I first started this I had no faith in myself that I would come close to the original design that Optomon and Dr. Mario created. I really didn't know anything about Rom Hacking or Hex Editing or anything.

With a lot of Trial And Error I learned stuff and with the help of everyone else, here we are.  :thumbsup:

Basically what I am doing right now, Literally right now is cleaning up the Death Battle.
It's looking a lot better than it was, I staticed the Eyes on The Skull so it remains a solid sprite now.
Eyes are Red...Got kinda a Terminator Skull at the moment. But now that I have figured out how to stop the animations there might be a complete redo of it into something else completely if I can manage to get the code to work correctly. I swear this game changes its self at times. Candle Stands NEVER stay put. Lol.

It finally occurred to me that if you edit the Candles in what they are calling Byte Mode, I can easily remove the misplaced stuff in the Clock Tower route back down without any hassle.
Same thing should happen for the credits where stuff is misplaced.
At first I thought this was going to be a real pain but it's just a matter of patience and scanning every single string of values until it works.  :thumbsup:

Also here is a note just for information.

All of The Second Battle with Death, His Colors, Screen Colors Everything related color wise to his Second battle starts at 001A50 in the hex editor.
Just search the color strings in the PPU Viewer and they will be there.
Remember 0F is used to copy other values, A short key if you will. It is also not searchable in most cases, So search for the color that it changes to somewhere in a single value near the 0F you find.

000A20 is where the tiny block platforms are.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 13, 2017, 01:07:36 pm
Ah well alright then,I hope you finish those minor problems and then you make sure everything is nice and ready before you release the game and I can't wait to see Death's second form with those red eyes,bet it'll be freaky looking!

I will await more updates from you,good luck in finishing it up,Sephirous. :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Hemlock on July 13, 2017, 02:10:02 pm
I'll sit here idly while waiting for the game to release. Beck of luck.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 13, 2017, 03:29:58 pm
Let the hype commence!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 13, 2017, 03:52:25 pm
For my contribution once more, I'm working on a replacement for the skull to what Sephirous wants since he can now edit to where things go.  I'll be fiddling with a concept he threw at me for maybe 3 or 4 days to get it just right before I send it forward...plus I'm multitasking real life right now so leaving room to work on this.  If it takes longer I apologize as the weekends have become rather busy for me as of late :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 14, 2017, 12:36:56 am
A new castle keep or not the actual keep but the thing that is before The Golden Area, With Rain and....The Angel Dragon Boss!
Believe it or not, I found a way to include the Bone Dragon, Angel Thing that was shown in the original Beta of COA in a Entrance Photo. What better Guardian of the keep.
Also going to be adding Rain to The Clock Tower.

(http://i.imgur.com/B4WkPJy.png)

July 14, 2017, 01:28:37 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Scratch that photo, It looks like crap.

I managed to find some more space around the Clock Sheet.
So what I am going to do is make this area into part of the Golden Area, Taking out the out of place graphics all together expanding the Golden Statue Area.  :thumbsup:

July 14, 2017, 02:09:52 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Much Better! :thumbsup:

(http://i.imgur.com/7NRNFVN.png)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 14, 2017, 09:09:36 am
Excellent job Sephrious and I love the brick wall you added to the ClockTower stage not just the rain effect as well as the Castle Keep,things are looking great so far! :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 14, 2017, 11:02:07 am
A new castle keep or not the actual keep but the thing that is before The Golden Area, With Rain and....The Angel Dragon Boss!
Believe it or not, I found a way to include the Bone Dragon, Angel Thing that was shown in the original Beta of COA in a Entrance Photo. What better Guardian of the keep.


Gonna use Optomon's version or need me to design a new one?  Either way, I'm fine with whatever as I can make the version for CoA different from mine :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 14, 2017, 11:24:49 am
That sounds like an interesting idea Sinis,the more final touch ups to the game the better! :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on July 14, 2017, 11:28:36 am
Seph, one question if you don't mind.
How much do you know about hex adresses in Cv3?
Or, more specificaly, do you know where any of the pointer tables that relate to enemies or music are located?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Googie on July 14, 2017, 12:53:20 pm
Those latest screens kick ass. :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 14, 2017, 01:01:35 pm
Hype!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 14, 2017, 01:53:13 pm
Here is the guy I am going to put in,
Problem is it's blurry...Sooo..

(http://i.imgur.com/b8dGtPD.jpg)

@Sinis
I'd like to use the original, I can try to import it but will probably need a redraw.
Unless someone can find the original image without blur.

I have to check earlier posts as it might be one of them.

@Pacha
I started writing down addresses only recently. I hadn't thought to do it earlier as I am doing it based off memory now or as I run into the same edits again.
I am going to be editing the Prologue Screen bit by bit to create a new background. PPU Values and Name Table Values seem to be the easiest for me at the moment.
I haven't been able to find the Music yet, As for Enemies, I will be touching that scenario towards the end when I attempt to remove them from the credit screen.




July 14, 2017, 01:59:19 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Never Mind,

Thanks to DavidTheIdeaMan for getting the links to abandoned stuff, There is a picture of the Angel Boss in Clear Quality, So I should be able to down grade the image and install it into YYCHR at ease.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 14, 2017, 02:04:37 pm


@Sinis
I'd like to use the original, I can try to import it but will probably need a redraw.
Unless someone can find the original image without blur.



Thanks to DavidTheIdeaMan for getting the links to abandoned stuff, There is a picture of the Angel Boss in Clear Quality, So I should be able to down grade the image and install it into YYCHR at ease.  :thumbsup:


Aight.  Shout my way whenever you need something :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 14, 2017, 03:03:01 pm
Glad to see a custom boss is going to appear in this game. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 14, 2017, 03:07:34 pm
Same here,
If there is anything you get stuck on, Just let me know. I usually can figure something out.  :thumbsup:

The only thing I might need is a Window. So I can fill in the window panes with rain pixels.

The Golden Area with the black background is what I am thinking.

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 14, 2017, 03:18:06 pm
Weeeeeeell Im thinking about the two other scrapped bosses such as Legion and the rather large Spettle Bone King,Im unsure about the two unused forms of Dracula?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 14, 2017, 03:46:36 pm
Here are some values that might be useful to someone that knows how to patch the Rom.

ASM in the wind. Lol.

I am aware that these codes are editing the RAM.
But what I need is a program or something that can edit these permanently in the Rom.
I'm guessing they don't exist? Or I just don't know what to call them.

An idea came to mind using a converter to convert the 00D5:00 into Game Genie then using Game Guy's Cheat Patcher to patch the Rom. However, The Game Genie Versions don't work most of the time.
I'll keep trial and error.

A 6502 Debugger, 6502 Editor, I think I am getting somewhere.

Right now I can only make Cheat Codes out of these.

I am going to keep updating this post as I find more stuff.

00D5:00 - Stops the Water and Sky Animations in Stage 3 and A.

Death's Second Battle Addresses

All of the Palette Colors as well as the two other strings for Attack Animation Colors are at

001A70 - 001AA0

The Prayer Screen in the Hex Editor starts at

013C30

The entire screen is in Numbers, Just use the PPU Viewer and The Name Table Viewer.
Then use TONS of patients.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 14, 2017, 03:50:37 pm
Nice tip,I hope other rom hackers take noticed of this?

July 14, 2017, 04:00:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also maybe once I get my scanner back up and running,maybe I could do some sketches for ideas for boss animations and other stuff? Plus ideas to replace some bosses or whatever.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 14, 2017, 05:56:13 pm
The Latest:

(http://i.imgur.com/HvjG1ai.png)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 14, 2017, 06:17:38 pm
Aight, here's a boss concept that I did for Sephirous's specifications.  Some things may change depending on what goes on for programming it in but this is something I really cut loose on since he's learning how to add stuff.  Didn't have to worry about any real limitations for once :)


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


I made the wings to represent that one boss from SotN since I've been playing that a lot lately.  Figured I'd add some of that in with the wings.  The upper ones are just randomly made  :P


The body is meant to be a little out of proportions due to not having no lower legs.  Kind of a longer torso for that of a mixture between human and demon.





That's about all I got for now until he wants me to design something else from scratch :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 14, 2017, 06:36:55 pm
Lovely work,both of you,keep it up!

Also is the Angel Mummy going to act like a Sub Boss in the game?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 14, 2017, 07:35:57 pm
Yes, The Angel Mummy is a Mid Boss, You won't be able to enter The Golden Area without defeating it.

Also, Death's Second Form is perfect and will fit entirely.
I just have to sit down with the Hex Editor and prepare to put the Puzzle Pieces together.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 14, 2017, 07:38:10 pm
Ah,okay then. :)

Good luck with the rest of the stuff. :thumbsup:

July 14, 2017, 09:43:47 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Now to wait for more updates!\

Oh and that reminds me,are you planning to upload more vids soon Sephirous?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 15, 2017, 02:08:29 am
Death Is In.  :thumbsup:

(http://i.imgur.com/D9HVzG0.png)

July 15, 2017, 03:17:32 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Tomorrow I am going to begin adding to The Prayer Screen and then after that fix The Game Over Screen.

Then it's off to the final touch ups. :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 15, 2017, 10:04:02 am
Oh ho ho,Im loving Death's new look on his second form,can't wait to see what you post tomorrow on sunday! ;D

July 15, 2017, 01:04:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also waiting for the last future updates and the hype is real!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 15, 2017, 04:08:46 pm
Prayer screen has been updated!

Talk about a Long tedious process!  :thumbsup:

(http://i.imgur.com/hMtYglD.png)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 15, 2017, 04:32:18 pm
Looks damn awesome,now the game over screen,then the touch ups and then the music and the rest is history! :D

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 15, 2017, 09:46:28 pm
New Font Test, Thoughts?

(http://i.imgur.com/LGyLMUQ.png)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 15, 2017, 09:49:32 pm
Looks nice. :)

Say Sephrious,question,once you finish and release the game,what will you do next,Im curious to know?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 16, 2017, 12:38:45 am
I'll continue helping Sinis with his projects and probably continue working on Metroidvania.


I have some news on the music concept.

I believe the Music literally starts at address 10000.

Now I compared the NSF Directly next to the Rom and they have the same coding from 10000 - 1C000 roughly.
So naturally I copied and pasted the code hoping for a miracle and to my surprise the game for once didn't get completely destroyed. However, The music was a total mess BUT, I was able to hear SOME of the instruments from the new songs.

Once the Project is complete, I will still send it off to Optomon but figured I would run some trials to see what I could learn about it, So if I do manage to get the concept down, I can help Sinis get his music in too.

Logically my mind is trying to think obvious. (Probably over think)
NSF Files are basically watered down Roms. So if I can just get the coding where it needs to be, There might be a slim chance I can begin to create a way to import music from Custom NSF without the overwhelming headaches that come on once the subject Music gets brought up.

But most likely what is happening is, Metaphorically I am putting a CD in the Audio Player but the CD itself has no TOC. Meaning it's playing all over the place with no guidance. 

Oh oh, I found a little Easter Egg possibly, Optomon's song Bloodlines actually has the intro that is missing in the final version that I uploaded to You Tube. Because when I transferred the data to the test Rom the intro played. Pretty Cool!

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on July 16, 2017, 09:59:05 am
I'm Impressed with the progress so far, this prayer screen is awesome.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: MathUser2929 on July 16, 2017, 10:56:24 am
Cool. You almost did it without optomon.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 16, 2017, 11:26:41 am
Im surprised how hard you are working in finishing the final touches to the game and the music,keep it up Sephirous. :thumbsup:

July 16, 2017, 12:54:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Can't wait to see what you'll show off next?

Aaaaand the wait beings again,but hopefully it will soon end,since the game is almost finished.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 16, 2017, 10:39:29 pm
Small Update:

Dialogue Corrections - Complete (Special Thanks To Sephirah)

New Font - Complete

Game Over Screen - Complete

New Passwords - Work In Progress

New Cheat Codes for the Name Entry Screen!


Start With Maria = MARIA (Symphony Of The Night Reference)

Start With Armand = ADANASTY (Symphony Of The Night Reference)

Start With Alucard = ***** (It's A Secret To Everybody)

Second Quest = ***** (It's A Secret To Everybody)

HELP ME = ****** (It's A Secret To Everybody)


Didn't want to spoil everything just yet.  :thumbsup:



New Data Found:

Castle Map Screen Location Is 0179D0

I have decided to edit the map screen next, Might as well do it all.
Plan is to turn it into the SOTN type map. Most of the paths are already there so it's just a matter of more value by value 2 hour job. Lol.

Here we go!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 16, 2017, 10:42:01 pm
Oh ho ho Im liking the cheat codes plus,I hope you can get those password things done,what are the other things that you are finishing up on besides those?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 17, 2017, 01:00:29 am
New Map In Progress:

(http://i.imgur.com/MIfApg5.jpg)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 17, 2017, 08:10:56 am
Heh,awesome,keep it up Seph.

I'll fore more updates and see what you'll show off next,I can't believe all this waiting is worth it,hopefully you don't much stuff left to do because the music STILL needs to be installed XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 17, 2017, 04:32:21 pm
I know, Don't worry.  :thumbsup:

Update:

Maria now has new weapons.

Well more like Soma's Soul Steal with Greek Mythology added.

Medusa's Head turns enemies to stone. (Clash Of Titans Style, The Original Not The Remake.  :P) So imagine taking Medusa's Head from Stage 2 Boss Fight then giving it to Maria if she joins.

Chattering Skull causes extreme damage from a distance.

I am not sure what to use the Fire for just yet, I have to do some thinking.  :thumbsup:

Oh, Never mind, The Fire Bird.
The birds she uses in Rondo. I guess it's all set then.  :thumbsup:

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 17, 2017, 04:41:00 pm
Awesome,Im surprised that you gave Maria brand new weapons,can't wait to see them in action when the game is finished and released!

So Sephirous,what are the next things on your list?

Also,are you planning to upload another video?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 18, 2017, 01:17:58 pm
when the game is finished and released!



Some stuff that Sephirous wanted me to make hit some snags.  Asking him for permission to move onward with redesigning the characters as some stuff that Optomon and Dr. Mario had planned for certain attacks don't fit too well.  If he says yes then things will be held back a bit and I'll redo the characters as fast as I can but if its a no then things go on as he planned.  Whatever the outcome is I'm cool with it :)



I know everyone is getting excited and anxious for CoA to finally be released after all this time though all I ask is to bear with us and especially me.  I want to make certain things look just right for sprites in case something needs a quick face lift and adjustments before anything is released as I'm pushing aside my stuff to review and look at everything to see if anything needs touched up on my end of the work after all the changes Sephirous has done.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 18, 2017, 01:20:24 pm
Heh heh alright,I hope he's doing well in finishing the last bit of stuff he has to do and then you can look over everything etc etc before it can be released. :)

And I'll continue waiting for more updates as usual,can't wait to see what Sephrious shows next. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 18, 2017, 04:09:12 pm
There is an old saying that comes to mind. Actually I remember it from The Golden Girls and Blanche completely misinterprets it. (Do You Want It Fast Or Do You Want It Good?)  :laugh:

I'm pretty excited too, In time it will get completed. It's most important to make sure no surprises show up after it's complete.

As far as videos go,
I have to get time to go down into the Basement (Game Room) and record some more stuff.
Lately I have been pushing 12 hours straight on this project in my free time. Determined to get it done.  :thumbsup:

But I will get some time to put some more stuff up on You Tube.
There are only a couple more tracks left to upload.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 18, 2017, 04:15:54 pm
Heh heh nice,Im eager to see them also Im pretty sure the game itself will be either a later summer release or the fall I don't know if I can wait anymore,I wish I could at least try out the beta,Im going absolutely insane waiting for it,Im starting to loose my patience! >XD

Well anyways I'll wait for more updates.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 18, 2017, 10:15:37 pm
Aight, doing some face lifting to the characters to make things go smoother together :)


Richter is 100% done.  Used one of my sprites that I shelved back for a rainy day.  Reworked it some.  I will also go over the other sprites in the game that I did Richter to make it match.  Won't take me long to do so once I get the characters done.

(http://i.imgur.com/K5fQ27R.jpg)


Maria is a work in progress because of more parts but she's coming along nicely.  Once I'm done with it I'll give Sephirous the new color palette values that I used.  Isn't a final as I'll adjust things around accordingly since I'm trying something new with her by looking at one reference picture I saw and liked (plus it was slightly better than mine) so seeing about adapting that to this :)

(http://i.imgur.com/rluiA5I.jpg)




That's about all I have for now :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 18, 2017, 10:21:53 pm
(Jawdrops) Holy CRAP :o Sinis,those new character sprites look damn outstanding,fantastic job! :D :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 19, 2017, 12:53:05 am
This is some awesome stuff!  :thumbsup:

Perfect as always!

A face lift was seriously needed, I hadn't realized at first but after seeing these new sprites. It definitely makes a difference!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 19, 2017, 10:04:46 am
Can't wait to see more!

Welp it's for another loooooong wait for future updates again.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 21, 2017, 07:22:13 pm
Been busy this past day so I have not gotten much progress done besides a walk cycle on Alucard.


(http://i.imgur.com/kr5sG2W.jpg)


He's heavily influenced on a picture that I've seen many years ago from some project that Thaddeus was doing.  For the life of me I cannot remember where I saw it (i-mockery or someplace else) but this is what I got from memory though I had to put some of my own version of Alucard in it to fill the gaps of said memory since I don't remember it all let alone hope this is the right color scheme for it too.

Kind of a nod to Thaddeus and his work though if it goes across some boundaries in a wrong way then I'll change it as I do not mean to encroach upon anything.





Maria is 100% done.  Armund I haven't touched yet as he'll come after Alucard is complete :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 21, 2017, 07:30:35 pm
Nice work Sinis,after you finished Alucard then it's just Armund and then Sephrious gets his work done and then Optomon finishes the music and then the fun starts. :)

Oh and good looking in finishing Alucard,keep up the great work Sinis! :thumbsup:

I hope Sephirous is doing things well on his end?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: nesfan on July 21, 2017, 10:20:17 pm
the Alucard spite looks great but the colours are a bit dull maybe that pinkish highlight colour could be
replaced with a yellow maybe so it would match the highlights on his SOTN sprite also make it pop just a little more

I am super excited to see this so close to being done  :woot!:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 21, 2017, 10:23:09 pm
Same here Nesfan,he just have to finish Alucard and then start working on Armund,I am hyped as hell for this game!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 22, 2017, 03:26:17 am
the Alucard spite looks great but the colours are a bit dull maybe that pinkish highlight colour could be
replaced with a yellow maybe so it would match the highlights on his SOTN sprite also make it pop just a little more




Agreed.  I'll be messing around with colors that resemble him without throwing anything off or making it look like a blob walking around.




I am super excited to see this so close to being done  :woot!:



Its getting close.  I've been working on Cadence of Agony for over 15 hours right now by the looks of it.  I'll be doing adjustments over the next week or two to get things right then we'll do some test runs ourselves to make sure everything is in place while being happy and satisfied with everything before handing it off to Optomon.


Same here Nesfan,he just have to finish Alucard and then start working on Armund,I am hyped as hell for this game!


Patience young grasshopper.  We still got stuff to try and figure out before any final stuff is released by also making sure its 100% bug free as we're going to be the beta testers instead of inviting people to try it out.  People have been waiting for a long time so we're gonna make damn well sure everything is in place and in working order so others can enjoy stuff without worrying about any unwanted bugs, glitches or crashes.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on July 22, 2017, 05:42:14 am
http://www.geocities.ws/daemonschlossdracula/nemesis.jpg/
I believe this is Thaddeus' hack that you mentioned.
Found it on this page by
google-ing castlevania hacks:
http://www.geocities.ws/daemonschlossdracula/wiphacks.html
I believe this is the only place that still has that image, given that Thaddeus took down his site ages ago.
Anyways, great job as always.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 22, 2017, 12:24:16 pm
But uhhhh I don't THINK I can wait any longer,I wish I could just test it out,oh well might as well and wait for more updates.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 22, 2017, 12:42:06 pm
http://www.geocities.ws/daemonschlossdracula/nemesis.jpg/
I believe this is Thaddeus' hack that you mentioned.
Found it on this page by
google-ing castlevania hacks:
http://www.geocities.ws/daemonschlossdracula/wiphacks.html
I believe this is the only place that still has that image, given that Thaddeus took down his site ages ago.
Anyways, great job as always.


It might have been though I don't recognize it so maybe something else he had posted up.  Gosh, its really nagging on me now on what I saw years ago.  Oh well, such as it is.  Least my memory is kinda right by the looks of it on his Alucard lol  :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 22, 2017, 12:52:40 pm
Oh Man,I remember I discovered that ancient site about a few months back! :o
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on July 22, 2017, 03:54:27 pm
But uhhhh I don't THINK I can wait any longer,I wish I could just test it out,oh well might as well and wait for more updates.

Sometimes I wonder if this kind of talk upsets the creators
WHEN IT WILL BE DONE ITS READY? ITS READY? ICANTWAIT ICANTWAIT ICANTWAIT x30
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 22, 2017, 04:48:29 pm
Sometimes I wonder if this kind of talk upsets the creators
WHEN IT WILL BE DONE ITS READY? ITS READY? ICANTWAIT ICANTWAIT ICANTWAIT x30


Can write a book about it :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Mugi on July 22, 2017, 05:01:16 pm
that kind of stuff always makes me happy for the fact that i mostly always work on games which interest no one :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 22, 2017, 10:30:22 pm
Sorry,geez
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 22, 2017, 11:08:14 pm
Sorry,geez

Lol, yer fine trust me :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 22, 2017, 11:11:27 pm
Well I hope you right about that Sinis. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on July 23, 2017, 12:08:39 pm
Being supportive is always nice, just try to not demand about updates too much, every time, in all posts, the guys knows what's doing and when it must be done.  ;)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 23, 2017, 12:09:36 pm
Heh heh alright,alright besides there are OTHER projects I am looking forward to other than this one :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 25, 2017, 02:04:59 am
I have a small update, Well actually a correction that I had no idea about.

I was surfing the net and found a website by Optomon containing the actual names and locations of the music that is going to get put in once everything else is finished.
I have also filled in the blanks as to where I figure the unknown ones would fit. Remember these were the original intended locations, So I would like to keep them original even if some of the locations don't appeal to everyone. I personally think it's great! :thumbsup:

Agony - Opening Theme
Bloodlines - Castle Corridor
Bloody Tears - Clock Tower
Roman Rondo - Alchemy Lab
Opus 13 - Armory
Grand Ballade - The Library
Firestorm - Royal Chapel
Fresh Kill - Catacombs
Celestial Waltz - The Celestial Garden
Dracula's Castle - Main Hall
Hysteria - Golden Hall

Flesh Feast - Boss Battle
Relief - Unknown - Meeting A Friend?

Anyhow that is about it.
It's nice to finally have a comparison table to relate to. I had no idea the site was out there and my video is even on it too! (Having A Wow Feeling.  :thumbsup:)

Also, I updated the track names on You Tube, At some point I am going to re-upload with them new pictures etc. Also, Chorus Of Mysteries has name titles too! Meaning I can get rid of the simple names I stuck on them. :crazy:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 25, 2017, 10:09:34 am
I recently discovered that site as well but Im pretty sure those track names are a little old (maybe) but also I noticed a Castlevania mod that Optomon is secretly working on which Castlevania The Holy Relics,can't wait to play that one as well :) also how are things coming on your end Sephirous?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 25, 2017, 10:35:33 am
I recently discovered that site as well but Im pretty sure those track names are a little old (maybe) but also I noticed a Castlevania mod that Optomon is secretly working on which Castlevania The Holy Relics,can't wait to play that one as well :)

Not so secret now  :P




Project wise for CoA, its in my hands right now.  Once my things are done (hopefully in a week and a half's time) I'll be passing the ROM back to Sephirous so he can finish up on whatever else he needs to put into the project :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 25, 2017, 10:42:40 am
Hey Seph discovered it to damn it XD well anyways I wish ya luck in finishing the rest of Alucard and Armund.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: PachaWillWatchYa on July 25, 2017, 10:57:53 am
Can someone post a link of that site?
Can't seem to find it.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on July 25, 2017, 05:48:49 pm
Besides graphics and music, What differecences will have this hack compared with the original game(gameplay-wise)?
Like chorus of mysteries, that have different enemies and bosses what works completely different from the original (une, slogra, gaibon, a olrox with 2 phases, death as the last boss)
Was changed so much things in this game that was enought to give chorus of mysteries a aspect of a totally new game.
I'd love to see this hack following the same way!  :beer:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 25, 2017, 06:27:57 pm
beyond graphics and music, What differecences will have this hack compared with the original game(gameplay-wise)?
Like chorus of mysteries, that have different enemies and bosses what works completely different from the original (une, slogra, gaibon, a olrox with 2 phases, death as the last boss)
Was changed so much things in this game that was enought to give chorus of mysteries a aspect of a totally new game.
I'd love to see this hack following the same way!  :beer:


I don't know on what Sephirous has fully planned for the rest of the stuff though on my end I want to collaborate with the programmer for extra stuff and supply whatever added sprites needed towards the project.  I really want to push for custom new lessers and bosses into the project though I don't know on how the programmer would feel on doing such a feature as certain bugs, glitches and music fixes is what's being asked for at this point.  I know that people want to see a lot of the teased bosses that Optomon and Dr. Mario had for their original CoA into the reboot and I'd be more than happy to create new ones for whatever manner needed.  Just all depends on what the programmer wants to do.  If it ends up being a separate programmer that wants to undertake this task then I can collaborate with them.

Right now each route is different with their own quirks and Easter Eggs however I too want it to be a new experience for those that play it for the first time so that way there are no duplicate bosses floating around.  Whatever is decided and whatever the outcome is on the project is what will be released.  I know  my recent actions into tidying stuff up on the project has pushed stuff way back but noticing of how people are wanting to see the old stuff into the game I thought that maybe it could happen though then again it couldn't.  We're not putting this on a cartridge so we got all the room we want in the end for expanding and whatever is needed...or whatever the programmers do to expand the ROM.  Shit still goes over my head nor am I going to bother learning it as I know my place in the world now and I'm cool with that lol.


In the end, both Sephirous and I are trying to make this look good and since I'm back on CoA full time as the main sprite guy I'm making quite a few changes so the game can look good :)

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 25, 2017, 08:01:00 pm
You know,I don't really care on how the work on this mod takes because I really want to see custom enemies and bosses like you depicted in your comment Sinis,as well as shown in the sprites,well we have one custom boss and that's the Angel Mummy,I hope to see Legion and that new boss I dubbed the Spitel Bone King :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on July 25, 2017, 10:02:21 pm

I don't know on what Sephirous has fully planned for the rest of the stuff though on my end I want to collaborate with the programmer for extra stuff and supply whatever added sprites needed towards the project.  I really want to push for custom new lessers and bosses into the project though I don't know on how the programmer would feel on doing such a feature as certain bugs, glitches and music fixes is what's being asked for at this point.  I know that people want to see a lot of the teased bosses that Optomon and Dr. Mario had for their original CoA into the reboot and I'd be more than happy to create new ones for whatever manner needed.  Just all depends on what the programmer wants to do.  If it ends up being a separate programmer that wants to undertake this task then I can collaborate with them.

Right now each route is different with their own quirks and Easter Eggs however I too want it to be a new experience for those that play it for the first time so that way there are no duplicate bosses floating around.  Whatever is decided and whatever the outcome is on the project is what will be released.  I know  my recent actions into tidying stuff up on the project has pushed stuff way back but noticing of how people are wanting to see the old stuff into the game I thought that maybe it could happen though then again it couldn't.  We're not putting this on a cartridge so we got all the room we want in the end for expanding and whatever is needed...or whatever the programmers do to expand the ROM.  Shit still goes over my head nor am I going to bother learning it as I know my place in the world now and I'm cool with that lol.


In the end, both Sephirous and I are trying to make this look good and since I'm back on CoA full time as the main sprite guy I'm making quite a few changes so the game can look good :)

Hum, so you and Sephirous are creating material for the game(musics, graphics), and after that another guy will do the programming (maybe optomon?), and depending what kind of stuff the programmer can do (or want to do) in the game, you guys will provide more material? (for custom enemies, bosses etc)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 25, 2017, 10:54:53 pm
Hum, so you and Sephirous are creating material for the game(musics, graphics), and after that another guy will do the programming (maybe optomon?), and depending what kind of stuff the programmer can do (or want to do) in the game, you guys will provide more material? (for custom enemies, bosses etc)


I think about one fourth of the stuff was already there and whatever spare 'parts' floating around the internet from the previous CoA Sephirous found and pieced it together as the rest he made from scratch.  Music was already there though in an NSF however from what I read there needs to be a few more created so there's that.  The extra enemies and bosses is on the table though we talked about it some time back and hope to add extra's in though it all depends if the programmer wants to go that extra mile into doing so and if he/she does then I'll collaborate with them on creating customized stuff.  Won't be too much but I'd like to redo a lot of the ideas that they had from the first one, boss wise.  I have all of the stuff that they posted out there for the lessers and if need be can make new ones.  Since this is a direct sequel to Chorus of Mysteries I thought about redoing some of the customized enemies in that and having them on the side just in case for CoA but that's on the side table waiting to see if I work on it or not.

Again, it just all depends if the programmer is willing to go that extra mile as there won't be any arm twisting or forceful involvement.  Whatever the outcome is towards this project is what people will see and play, even we don't know on what it is just yet as we're brainstorming up more stuff lol :)


Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 26, 2017, 11:12:02 pm
The Legion does look Plausible,

I have looked into it and it can definitely be put in, I'll work on that once some other stuff is completed first. Either in the Clock Tower or The Library, It depends on a stage that has the right conditions for Block Transitioning. If the stage has Door Transitioning, The Legion will glitch out and be a total mess.

 
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 26, 2017, 11:21:57 pm
I think the Legion boss is best suited for the Catacombs stage
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: optomon on July 27, 2017, 09:56:24 am
I have a small update, Well actually a correction that I had no idea about.

I was surfing the net and found a website by Optomon containing the actual names and locations of the music that is going to get put in once everything else is finished.
I have also filled in the blanks as to where I figure the unknown ones would fit. Remember these were the original intended locations, So I would like to keep them original even if some of the locations don't appeal to everyone. I personally think it's great! :thumbsup:

Agony - Opening Theme
Bloodlines - Castle Corridor
Bloody Tears - Clock Tower
Roman Rondo - Alchemy Lab
Opus 13 - Armory
Grand Ballade - The Library
Firestorm - Royal Chapel
Fresh Kill - Catacombs
Celestial Waltz - The Celestial Garden
Dracula's Castle - Main Hall
Hysteria - Golden Hall

Flesh Feast - Boss Battle
Relief - Unknown - Meeting A Friend?

Anyhow that is about it.
It's nice to finally have a comparison table to relate to. I had no idea the site was out there and my video is even on it too! (Having A Wow Feeling.  :thumbsup:)

Also, I updated the track names on You Tube, At some point I am going to re-upload with them new pictures etc. Also, Chorus Of Mysteries has name titles too! Meaning I can get rid of the simple names I stuck on them. :crazy:

The site isn't so much a secret as it is just unadvertized. It's kind of a rough draft, so I haven't been publicizing it much (yet), as well as some of the projects mentioned on it. I did try to give a shout-out to you guys and this project however, and I'm happy you noticed it. I'm pretty sure it links this thread.

Oh oh, I found a little Easter Egg possibly, Optomon's song Bloodlines actually has the intro that is missing in the final version that I uploaded to You Tube. Because when I transferred the data to the test Rom the intro played. Pretty Cool!

I remember coding that, and not liking it, so I scrapped it. Interesting that it was still in the code I had no idea. That was a pretty good 9 years ago. I can't remember exactly what the requirements are for transferring the music, you might need the music pointers from the rom's main banks. That intro probably happened to be at the beginning of the CV3's first track since it was the first music I coded into that game.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 27, 2017, 10:27:30 pm
LoL I guess the secrets out XD

But in all seriousness Im very interested in the mod called Castlevania The Holy Relics,plus the idea to choose your own stage and exploration in order to find the certain relic in order to enter the final stage is a neat idea :) Im looking forward to playing it along with other Castlevania mods. :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on July 29, 2017, 12:51:33 pm
Update:

Special Thanks Too - NaOH

I have been given permission to use the new patch Castlevania III - Improved Controls in Cadence Of Agony.
This will allow the other main characters to have controlled jumps within the air, Being able to jump off the stairs, And when falling, Being able to control the fall. That will make the last stage work a lot easier as there is a spot where you must jump and land accordingly.

I will attempt to test this in a few days.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 29, 2017, 12:57:28 pm
Awesome,the controlled jumps will act SOTN styled in a sense,as well as being able to jump from stairs is great because it's from Rondo of Blood which takes place before SOTN,keep up with the great news Sephrious,I hope to hear more soon. :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 29, 2017, 01:10:47 pm
Update:

Special Thanks Too - NaOH

I have been given permission to use the new patch Castlevania III - Improved Controls in Cadence Of Agony.
This will allow the other main characters to have controlled jumps within the air, Being able to jump off the stairs, And when falling, Being able to control the fall. That will make the last stage work a lot easier as there is a spot where you must jump and land accordingly.

I will attempt to test this in a few days.  :thumbsup:


Looks like I'm pulling a late night these next couple of days to finish up my stuff so you can get the ROM back lol :)





From my end of the work, main majority of the stuff is done.  I've gone back to characters and should have them done though sadly I'll be busy for the rest of the day after posting this so gonna work late tonight and tomorrow.  Some abnormal cooler weather has come into the area so I'm taking advantage of that to get a lot of stuff done an early preparations before winter arrives later in the year lol :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 29, 2017, 06:04:11 pm
Awesome news to hear Sinis,can't wait to see the results,keep up the good work.

You guys are doing a wonderful job as always! :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: maseter on July 30, 2017, 06:02:11 am
Update:

Special Thanks Too - NaOH

I have been given permission to use the new patch Castlevania III - Improved Controls in Cadence Of Agony.
This will allow the other main characters to have controlled jumps within the air, Being able to jump off the stairs, And when falling, Being able to control the fall. That will make the last stage work a lot easier as there is a spot where you must jump and land accordingly.

I will attempt to test this in a few days.  :thumbsup:

Great, now the only thing missing is diagonal whipping! :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 30, 2017, 11:00:06 am
Great, now the only thing missing is diagonal whipping! :)


Wouldn't be that hard to make the sprites for it though depends if Sephirous wants it added let alone if its an absolute nightmare to program in.  Can use the three leg movements that are used in the horizontal attack for the diagonal one, just have to create the torso and a new whip animation for the second and third attack movements.



Damn.  I really do wonder if that will be a nightmare to program in.  Lets have Sephirous decide the fate for this one :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 30, 2017, 01:31:42 pm
Hey that idea of a Diagnoal Whip mechanic,infact that may be a great idea for a Castlevania Nes remake but using the CVIII Engine and a straight playthrough so it can feel like Super Castlevania IV but for the Nes. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 31, 2017, 01:07:15 pm
Alucard is 100% done though there is one thing I'm going to address to Sephirous about when I talk to him in an email on one particular attack move of his.  Other than that, he came out better than I originally thought.


After a long weekend I'm getting around to Armund.


(http://i.imgur.com/IhNU2kP.jpg)



If nothing doesn't  happen or get in the way today I should be done with him late tonight or tomorrow sometime.  Once he's done I'll go through the rest of the ROM and do slight edits to the cut scenes along with color palette adjustments then things should be good and sent back to Sephirous :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 31, 2017, 01:22:08 pm
Awesome work on Armund thus far Sinis and Im happy that you finished up Alucard,I wish you luck with the rest of your work and I can't wait to see on what edits you done with the cutscenes,keep up the great work!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on July 31, 2017, 08:35:28 pm
Thanks.  Armund is now 100% done.  All that is left is the cut scene stuff which is now 3/4 complete.  Need to do some adjustments then color palette adjustments for Maria and Alucard both on the character encounters, map transition scene and end game sprites.  Going to be playing my ass off on the game to get towards the areas and since its on hard mode I am getting my ass kicked so its going to take a bit to get this done.  Trying to navigate through the Clock Tower right now  :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on July 31, 2017, 09:55:54 pm
Awesome lol good luck,I wish I could beta test the game? (No seriously,I do)

Still good with the other stuff! :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on August 01, 2017, 12:33:47 am
Is the Debug Activated?

Here are the numbers to get where you need to be,

Armand

01
02
02
00

Maria

02
04
00
00

Alucard

07
04
01
00

Final Keep

0E
02
00
00

Final Dracula Room

0E
02
01
00

As for the Second Quest Problem, I actually was able to create a Hex Cheat Code that forces the game to play on the First Quest like normal. But Once the cheat is taken away, It goes back to The Second Quest.
Optomon mentioned to me that it is either a Flag or Pointer that got changed somehow.
I attempted to find the value in the Hex Editor but got no where.

It's in the list of requests in the documentation I made.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on August 01, 2017, 12:39:55 am
Yeah, its there though I'm going through stages to make sure stuff looks okay via strait through game play.  Gotta change the portraits in the first stage as the bottom of them are using solid 8x8 areas instead of them being background.  Background animated gears in the Clock Tower glitch when traversing through the door then go back to normal.  Werewolf boss spazzed out when trying to jump back up on the wall due to getting stuck in the single platform.  Ghosts that manifest and speed off like a bullet on crack in the armory (damn do they bolt away without even getting a glance at them.)  Besides those, everything else seems to be okay so far.  Will list off any other bugs and glitches I run into via the forum here :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on August 01, 2017, 12:47:06 am
Interesting, I am starting to wonder if it has to be a certain Emulator.

JNES won't even load the graphics right as it doesn't like the expanded Rom.

What emulator are you using, I am using FCEUX (Newest Version).
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on August 01, 2017, 01:10:09 am
VirtuaNES is what I always use since it seems to tolerate most ROM's without any problems.  I'll grab FCEUX and see if there is a change :)

August 01, 2017, 01:55:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Small update.  Most of the color palettes are adjusted to how they should be along with the cut scenes.  Doing a bit more sprite work for the character encounters then I'll move onto the end scene sprites and end scene color palettes to adjust those around.  With any luck, I should be done with CoA tonight and pass it back to Sephirous via email :)



August 01, 2017, 06:41:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Alright, everything from my end is done for now as Sephirous has the ROM waiting for him in his email box.  I shall wait on the sidelines until I'm needed again for CoA :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 01, 2017, 08:17:58 pm
Heh heh nice!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on August 01, 2017, 11:20:17 pm
I'll get to work on it as soon as I can.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 01, 2017, 11:27:29 pm
Man,waiting for this game is taking longer than usual,it was nearly done until new ideas popped in,I just want to try out the beta at least,guess I'll have to wait until next year for the release XD
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on August 02, 2017, 02:22:27 am
Update Of Confusion:

I finally figured out the Second Quest Glitch and it's going to be one of those things that is going to give me a headache....

Stage 1 can not be loaded using any background sheet greater than the one it originally used, Other wise the entire game thinks you are starting on the Second Quest.

The only way I can figure to fix this is to transfer the entire first stages graphics back to the original sheets. Then put the ones I have on the original sheet back on the extended part of the Rom.

See when I first decided to work on this project, I had no idea how to edit screens in Hex Format, I relied on Revamp and that was it. So to avoid destroying the prayer screen I put the Sheets for the Prayer Screen way at the end of the Rom to preserve the graphics. Now of course I learned how to Hex Edit and wish I had done some things differently. Sure, I can reinstall everything into another Rom. (Don't Panic, I won't, The very thought makes me want to vomit.)

The good news is I tested the theory and it worked, By changing the sheet numbers, The First Quest returned intact.

So, A minor set back, But tomorrow I will begin transferring the first stage back to its original sheet. That is basically a copy and paste thing. So It won't take very long. Once that is complete, There are a couple more things to do and then I believe my part will be complete.  :thumbsup:

I just pray, The foreground and background crap doesn't start happening because that is the biggest pain in the rear that I have had to deal with since the beginning.  :banghead:

Oh and one other thing to avoid confusion, When I said that I have to transfer the first stage, I meant literally the first screen. Not the entire Stage 1 to End. The first stinking Screen dictates the whole game. Who knew?


August 02, 2017, 09:57:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Scratch that, It's definitely an Asm Flag.

Back to the original plan.  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 02, 2017, 10:29:20 am
Huh,okay then.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on August 03, 2017, 12:09:58 pm
Good News Again:

Seems once I declare I can't do something, About an hour later I manage to fix the problem.

The Second Quest Bug is Fixed!  :thumbsup:

Turns out the Sheet Correction worked and as long as I keep certain stages below the number 90, The regular Quest starts up just fine with easy enemies first.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on August 03, 2017, 06:55:33 pm
Hoping this post goes through due to the website having odd stability hiccups.


Found this while scrounging around the depths of the internet to see if there is any stuff left from the CoA to see about possibly using.  Its a mockup intro but looks like they were going for some sort of story transition.  I inquired about seeing if they had any info we could use but looks like the gentleman has not been active for some time so  may not get a response back.

https://www.youtube.com/watch?v=bZD1p7iKb7c (https://www.youtube.com/watch?v=bZD1p7iKb7c)


Something to go by at least or take in some ideas :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on August 05, 2017, 12:06:31 pm
I edited my first Header yesterday. I can now shrink as well as expand NES Roms.
Shrinking has a few more steps than expanding but once you tell the Header the new smaller ROM size.
It works out very well.  :thumbsup:

Also learned that when in YY-CHR you are actually viewing address 40000 to 60000 but in Graphic Form.
This is very useful while in the Hex Editor because every number equals a Pixel.
And this gets me one step closing to my main goal which is learning ASM. The PRG makes up Half of the Rom and the CHR makes up the second half. This eliminates trial and error with finding locations because it would be impossible for their to be coding where the graphics are. Also the first line or two equal the header so there is no reason to edit that either. The more I eliminate that is either Palette, Graphics, and Pixel Locations. The more exposed the music location will become.
Can't over think this stuff, The entire Hex Sheet is only 60000. Can't let the large number fool you into thinking this game is huge.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 05, 2017, 12:12:35 pm
Sounds complicated to me XD but seriously I hope you get this game done soon Sephirous?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on August 05, 2017, 01:09:10 pm
We are finally getting closer!  Beta tested some areas and adjustments are going to happen so for now some screenshots of the beta play :)

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

(http://i.imgur.com/czQ5uTs.jpg)

(http://i.imgur.com/R1J28k3.jpg)

(http://i.imgur.com/zFYP8bZ.jpg)



Not much spriting is left to do.  Should be done by the end of the day with final touch-up's :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 05, 2017, 01:21:31 pm
Holy crap those screenshots look just amazing,seriously,Im REALLY excited for it's release and I consider this as a personal late birthday gift to me since it was yesterday,Im happy that all of your hard work has really paid off,congrates you guys! :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on August 05, 2017, 04:40:04 pm
(http://i.imgur.com/oyRHs2l.jpg)

Alucard's new color palettes.  Forgot to upload this.



All of my stuff is done with CoA for now so time to sit on the sidelines and watch once more until needed again :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 05, 2017, 04:43:34 pm
Nicely done Sinis! :)

Also will Alucard use his Sword in this game?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on August 06, 2017, 10:21:55 am
Pretty good. the game is getting this own identyty, considering the jumping mechanics and the graphics changes, along the other "surprises" programming-based.  :D
Will this Map screen be changed too?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 06, 2017, 10:25:52 am
Maybe,but that's for Sephrious to decided! :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Googie on August 06, 2017, 12:48:30 pm
I love the latest screens, they look tight! :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 06, 2017, 12:53:45 pm
Indeed they are Googie!

I am really excited for it's release since Sinis is done with his end of the work until he's ever needed again,I just hope Sephirous and Optomon are done with there end of the work?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on August 06, 2017, 03:28:03 pm
Maybe,but that's for Sephrious to decided! :)

Ehh... Let one of the  creators answer, shall we??
Unless you're one of them  ;)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 06, 2017, 03:33:26 pm
Sorry
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on August 06, 2017, 05:57:24 pm
To avoid any confusion, anything now and in the future of all related info towards CoA will come from Sephirous himself.



As for the map question, I'm unfamiliar on those plans as Sephirous will have to answer that :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 07, 2017, 12:44:01 pm
Well Sinis since you are now done with your work with CoA,will you continue working on Legends Nes and Vengeance on Hell II?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on August 07, 2017, 01:06:26 pm
I'm not done as I'm just sitting and waiting patiently in case there is more stuff to be done let alone waiting for Sephirous to make more changes to the ROM so I can test things out again.  I've also tried to get a hold of Optomon to see if he was interested in getting together and collaborate on the custom lessers and bosses but I believe he's extremely busy with stuff so I'm just sitting and waiting patiently on that as well.


As for those two projects I've recently halted everything on VoH 2 to focus entirely on Legends NES as there are a lot of people wanting to see that come out more over than anything else that I'm doing.  I'll be updating that thread sometime soon-ish as I'm working on Stage 2 right now in the meantime :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 07, 2017, 01:19:35 pm
Ah I see,well then I hope you and Optomon manage to create them once he's done creating more music for the game.

Okay then :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on August 07, 2017, 04:17:53 pm
Could be great if this game had custom bosses and enemies.
But heh, Not everything can be how we want.. (maybe not now)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 07, 2017, 04:19:46 pm
That's true
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on August 08, 2017, 01:24:36 am
Update:

Just finished redoing a couple stages, Stage 1 is now identical to The Original design in the Beta. No more of my custom attempts from a year ago.

The Main Hall has also been redone, Now it has better colors and the ugly stuff and placement has been fixed. Now it feels like it belongs in between the original stages.

Next is coloring in the bosses so they look normal not yucky green and white.
(Example: Minotaur is now Brown like in Rondo.)

I am going to recreate a new map screen, It's going to look like Chorus Of Mysteries and Symphony Of The Nights Combined.
Like editing The Prayer Screen it will be a Value Search Project. But with patients I will get it done.

After that, I just have to re-write some dialogue for the character that decides he can't go on because someone else came along.

(What I would really like but haven't mentioned yet is the ability to collect characters through out the game so at the end you have all three sub characters together on a select screen. Then make it so the ending is always the same. Of course then the forks would also have to be taken out for a complete play through guaranteeing every character gets met. The original Beta had this concept but a little differently. I haven't mentioned it because it will cause alterations to things I have done that I would hate to see lost as well as I
am sure it would be a long process. Which I will admit, Cadence Of Agony is starting to get tiring. Plus I want to help Sinis work on his projects as well. A change of scenery sort to speak.)  :thumbsup:

Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 08, 2017, 08:26:10 am
Nice updates to hear Sephrious and also I really want to play as four characters,if not that's okay and I agree with you on the last part,I would like to see more progress on Castlevania Legends,as always keep up the great work. :thumbsup:

And now we wait.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on August 24, 2017, 11:50:05 pm
Doing an update for CoA on Sephirous's behalf as he's busy doing real life so hope he doesn't  mind :)


Optomon has implemented the music from the original Cadence of Agony along with changes to the doors.  Some stuff was touched up on the title screen and the HUD.  That's about all for right now.  More will be discussed in the future.



Things are getting  underway.  Just be patient with us as things get worked and ironed out :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 25, 2017, 08:05:16 am
Heh heh alright,alright. :)

Also nice to see Optomon has gotten around those stuff and the music too :) also I should myself that thing is not the only romhack that Im looking forward to playing the most ;)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on August 26, 2017, 12:00:01 am
I think this is the Picture everyone has been waiting for!  :thumbsup:

(http://i.imgur.com/EepyUTH.png)

I have to admit, I actually got up and started jumping for joy in excitement when I loaded the prototype and heard the new music behind the Prologue. OMG! This is beyond AWESOME! Optomon is amazing with what he can do!  :thumbsup:  :thumbsup:



Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: nesfan on August 26, 2017, 02:04:13 am
wait so all the music is in even the tracks for the new stages :o WOW
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on August 26, 2017, 09:52:47 am
Most of the music from the old CoA is in though a few stuff needs to be fixed as its garbled here and there.  I don't know the plans for all of the music as that's between Sephirous and Optomon right now :)



Sephirous will probably be loading some videos of it in the future :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 26, 2017, 10:37:32 am
Awesome,the HUD is now working and most of the music is in,now you guys just have to fix the garbled stuff,I hope to see more vids?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: sonny on August 29, 2017, 09:46:34 am
So Optomon started his works! great!
What he planned to do in the hack besides working in the musics?
I'm very curious because he is/was doing a excellent job in the Pyronaughts game, Its so well elaborated that gives a impression of a original game instead of a CVII hack!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 29, 2017, 10:05:28 am
Only time will tell,who knows what they have planned for the game? ;)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on August 29, 2017, 10:23:38 am
Well, from here on out a lot of stuff is hush hush as we don't want to give any spoilers.  Certain things were talked about and won't share those until we all decide to have them become reality ;)

The things I can talk about is looking into having a map transition phase between levels like how it was in the first Castlevania along with seeing how to have all 3 helpers with you with fast switching between them along with that sound effect adjusted to match.  Other stuff is closed lip tight ;)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 29, 2017, 11:12:31 am
I do hope that these secret ideas for yours will be shown when you guys decided to do so and reveal them,the suspense is killing me XD I also hope Optomon will create new music for the game overtime :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on August 29, 2017, 12:00:59 pm
Secrets and other stuff will be shown when the player goes through the game ;)



On a side note.  Due to Sephirous focusing on real life stuff right now I'm going to upload a video on his behalf to show CoA sound samples that's within the ROM right now along with alpha game play of the reboot with the music in.  If he wants me to take it down in time and for him to upload it onto his YouTube page I shall.  Right now people are wanting to see of what's been done so here it is :)


https://www.youtube.com/watch?v=edzMiShar4w (https://www.youtube.com/watch?v=edzMiShar4w)


The game play comes later in the video.  This is just alpha stuff right now so please keep that in mind :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 29, 2017, 12:11:46 pm
Nice work!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: maseter on August 29, 2017, 01:36:42 pm
*drool*

I hope this wont take forever, or even until Christmas, to release!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on August 30, 2017, 03:20:38 pm
Im thinking the same thing XD but Im sure it won't due to the fact the game is in it's Alpha phase. :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on September 27, 2017, 01:29:22 am
I thought I would mention that at this point in time, Everything has been submitted to Optomon for final revisions and such. Do not worry, The project is still going as planned. I have removed the current soundtrack from You Tube as I am going to upload a brand new one later down the road after the game is complete. (Not The Stuff Sinis Uploaded, That Stuff Is Separate And Will Remain. :thumbsup:) I am also going to release a sort of haunted song that I stumbled upon during the early programming back a couple months. It's actually not a song as much as it was an error during code editing that went terribly wrong lol. But a good bonus track for laughs or uhm probably more scares than laughs as it is pretty creepy considering it was unintentional. But I will save that for the very end.

Other than that, Everything is going well!  :thumbsup:
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on September 27, 2017, 08:37:18 am
Other than that, Everything is going well!  :thumbsup:


You know more than I do because I left some stuff for Optomon in our chat but think he's been too busy to respond back let alone know when I can work on those possible stuff we were talking about once I get done with my real life stuff :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on September 27, 2017, 08:41:48 am
Oh really?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 18, 2017, 09:24:45 pm
Yeesh,this page sure has gotten really quiet?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on October 18, 2017, 10:46:04 pm
When something significant is done it will be either Sephirous, Optomon or  myself will post it up here.
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 18, 2017, 11:02:18 pm
Alright
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on October 19, 2017, 07:11:22 pm
Tiny update for CoA.

After Halloween is done and over with I will start working on custom boss sprites for Optomon as he gave me the green light for it.  I will keep you all posted in the coming weeks on my progress for these :)



...and I will answer it here because I know people will ask.  This will have no effect on the progress towards MetroidVania nor Legends NES  :P
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 19, 2017, 07:18:00 pm
Hmhmhm,excellent Im glad that Optomon has hired ya for the job,good luck with it! :thumbsup:

On a side note,I wonder how HIS game The Holy Relics will play out?
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on October 19, 2017, 07:44:13 pm
Would use a different term instead of saying 'hired' for this as I'm not seeking anything for my sprite work towards this project, just saying.  I know on what you mean by it but others out there won't understand its proper slang for it :)

For The Holy Relics, I'm game to trying it out once we all reach that point in the road :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on October 19, 2017, 07:49:52 pm
Ah,okay then :)

Okay :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on November 02, 2017, 03:06:59 am
Aight, here's the Legion boss.  It is not final as I'll need to pass this concept onto Optomon and see on what he thinks.  If its good enough then I'll send a YYCHR sheet but if not I have many other designs to go with.  Not sure on what colors are decided yet as this is just the YYCHR base colors I use to help me put it into a YYCHR sheet :)

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


The organic mass is being held together by bone buckles and bone pieces.  Its basic however I can step things up more if needed.  I got busy today and didn't make the enemies that come out of it.  Tomorrow I'll make two different types of enemies that come off of the Legion and see which one Optomon wants to implement in.  Definitely something different to what Dr. Mario originally made all those years ago but since I designed the bosses and enemies darker and kinda similar to SotN and Rhondo figured I'd go a simple, dark approach.  Hope the bones stand out more outside of the organic mass its holding.  Its a mirrored look so there would be less stuff to put together along with possible less programming space to use though that's my personal speculation as I'm hoping this will be easier work for Optomon.


For now, that's about the gist of things.  I'll update everyone on the progress of what goes on for sprite work and bosses :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on November 02, 2017, 08:15:55 am
Holy crap that looks damn awesome Sinis,I hope Optomon will love it!
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sinis on November 03, 2017, 01:19:33 pm
Aight, Legion boss is done and sent off to Optomon.


Made some adjustments and hope the bone sections stand out more :)


(https://i.imgur.com/JPiG8Jv.jpg)




Next I shall start work on the Angel Mummy boss :)
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on November 03, 2017, 01:22:44 pm
Kick ass work Sinis,can't wait to see what you do with the Angel Mummy! :D
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: Sephirous on November 04, 2017, 02:45:06 am
It's amazing!

The project has come so far since I first began importing the entrance graphics.

To think I almost didn't even attempt to rebuild the game.

Here is a tiny update on my end, I think I am going to investigate in another sequel but using Simon's Quest Engine to expand the story more into depth.

Castlevania III - Ballad Of Sympathy
Title: Re: Castlevania - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on November 04, 2017, 10:24:50 am
Well well,this is certainly some interesting news two hear,so I guess this means CoA will have two follow ups after the events of said game,I can't wait! X3
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sephirous on November 05, 2017, 01:27:37 am
Continuing the story, Here is the prologue for Ballad Of Sympathy.

As you can see the main editing has begun.  :thumbsup:

(https://i.imgur.com/SfAIZ6e.png)


Already began installing fonts.
Palettes are getting edited.
I feel this game is going to be fun to make as I love story writing.
I may remove the day and night system but unsure yet.
CV2 is easier to edit so I will have a lot more options this time around.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 05, 2017, 05:22:40 am
When you get around to programming the bosses in and redoing the others I'll design whatever needed along with the enemy sprites :)



Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 05, 2017, 10:46:03 am
Oh ho ho things are getting interesting already X3 still I'll have to play both Chorus of Mysteries & Cadence of Agony in order to set myself up for that game ;) and Im surprised that Sinis Castlevania game is being turned into a follow up that takes place right after the third,alright my mind is going nuts! :o XD
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sephirous on November 05, 2017, 11:55:47 pm
Armand has entered the scene.

His Vine Whip will be a purchase item of course.

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

Here are some things that I am going to shoot for...

SRAM Saving System (Going to create a new patch to fit into the games alterations.) (COMPLETE!)
Removing the night system (Night time with shops open etc.) (COMPLETE!)
Some fixes I have seen in other hacks but recreated by me to work with this game.
Removing the tornado scene.

@Sinis

Excellent!
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 06, 2017, 01:23:22 am
I see you inserted Armand into the game.  I'll work on an updated version by tweaking one that I have saved back someplace and hand it over sometime in the week since I'm doing bosses right now.  That way he can appear somewhat different from Chorus of Mysteries and Cadence of Agony.


For BoS's enemy and civilian sprites, I'll work on those once  you get a setting made more for everything so I can work around the game's theme and plot :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sephirous on November 06, 2017, 01:52:24 am
Cool!  :thumbsup:

Can you help me with the Title Screen?

I figured something simple like replacing "Simon's Quest" with Ballad Of Sympathy but smaller and not as enormous using a script like art.

CASTLEVANIA III

   BALLAD
        OF
         SYMPATHY

Something like that has been floating around in my head.

I'll try a few things at some point.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: mrrichard999 on November 06, 2017, 02:39:49 am
Armand has entered the scene.

His Vine Whip will be a purchase item of course.

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

Here are some things that I am going to shoot for...

SRAM Saving System (Going to create a new patch to fit into the games alterations.) (COMPLETE!)
Removing the night system (Night time with shops open etc.) (COMPLETE!)
Some fixes I have seen in other hacks but recreated by me to work with this game.
Removing the tornado scene.

@Sinis

Excellent!


Before you get too much further using Castlevania II, you might want to check this out as using it for a Base to do your hack on. It might offer some great advantages :D

https://www.romhacking.net/hacks/1032/ (https://www.romhacking.net/hacks/1032/)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: cospefogo on November 06, 2017, 04:13:19 am

Before you get too much further using Castlevania II, you might want to check this out as using it for a Base to do your hack on. It might offer some great advantages :D

https://www.romhacking.net/hacks/1032/ (https://www.romhacking.net/hacks/1032/)

I second that!
The mentioned patch delivers the best version of Castlevania II ever!
Maybe it could be best to start the work with is as basis...

C.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 06, 2017, 09:20:07 am
Nice,it's looking great so far,keep it up Sephirous! :thumbsup:
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 06, 2017, 10:24:43 am
Cool!  :thumbsup:

Can you help me with the Title Screen?

I figured something simple like replacing "Simon's Quest" with Ballad Of Sympathy but smaller and not as enormous using a script like art.

CASTLEVANIA III

   BALLAD
        OF
         SYMPATHY

Something like that has been floating around in my head.

I'll try a few things at some point.


I'll work on the title Wednesday along with MetroidVania's then as that's when I have plans on doing that :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 06, 2017, 10:25:41 am
Nice,also Sinis how goes the work for the Angel Mummy for CoA coming along? :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 06, 2017, 10:55:27 am
Working out dimensions right now so it can appear to be overwhelming when encountered :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 06, 2017, 10:57:42 am
Heh heh,nice so when you finished that boss,you are done with the sprite work for CoA,right? :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 06, 2017, 11:11:26 am
Nope.  I got about 4 more to do and then wait around for feedback as I'll see on how many more he wants me to make :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 06, 2017, 11:34:21 am
Ah I see,I wonder what the other 4 bosses are?
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 06, 2017, 11:40:47 am
You'll see in the coming weeks :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 06, 2017, 11:44:23 am
Well,alright then,but I'll bet the anticipation will kill me XD

But speaking of which Im surprised that CoA will get two sequels which I can't wait for X3 but Im really curious how will Sonia's story will play out after the events of CoA and Ballad of Symphony?
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 06, 2017, 07:30:11 pm

But speaking of which Im surprised that CoA will get two sequels which I can't wait for X3 but Im really curious how will Sonia's story will play out after the events of CoA and Ballad of Symphony?


It will be set 100 years after CoA from what I'd like to do.  I'll let Sephirous create the story once things have gotten that far.  I'm going to go ahead and use the English patch that Shadow has out there (with credit) as I have never heard back from the other guy.  I'll go get a copy of that once I'm done posting here :)





Progress on the Angel Mummy :)

(https://i.imgur.com/62cW9fs.jpg)


A side comparison between Dr. Mario's and mine.  Kept the original size however mine is hugely influenced by the GameBoy version.  Played Belmont's Revenge and eyed things on how it would look then spruced everything up for it to be updated.  Not sure if I'll have the face animated or not while the skeletal attachments are floating around in front of it as this will probably act differently than its GameBoy counterpart.  Just have to talk to Optomon sometime to see on what he thinks about it :)


Need to work on it some more but this is a rough draft right now :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 06, 2017, 07:38:05 pm
Ahhh,alright then. :)

Also that Angel Mummy sprite is looking fanatstic,keep up the great work Sinis,hope to see more in the coming weeks! :D
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 08, 2017, 08:49:34 pm
Aight, the Angel Mummy boss is sprited and sent off.  Depends on how things go its look may drastically change.  No matter what happens I'll make whatever version stand out :)


(https://i.imgur.com/qb0Ejo8.jpg)



Next thing to do is that odd...giant skeletal spittle thing :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 08, 2017, 08:59:06 pm
Excellent work on the Angel Mummy,Sinis and you are working the Spittle Bone King,huh Im surprised he's going to be in the game,heh,can't wait to fight him,also Im curious on who's going to be the 4th mystery boss?

Oh by the way,after you finish the bosses,what's next for you Sinis?
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 09, 2017, 06:42:28 pm
Well, once I'm done with CoA I'll continue doing stuff for MetroidVania, BoS, Castlevania 4 and eventually VoH 2.  Thought about doing an Ice Climbers hack on the side of everything when I get tired of things though my ideas on that I'll have to find some programmer to help me introduce new stuff to that though it will be a side project in the future :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 09, 2017, 06:47:27 pm
Alright then,anyways I wish you luck with the two last bosses for CoA one being the Spittle Bone King and the other which is a complete mystery to me,Im just so glad that everything is coming together for the game itself. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 09, 2017, 07:40:25 pm
The mystery one you all will find out soon as I skipped to it as I'm still drawing out plausible stuff for movements on the Spittle Bone King and who knows how many others once that point is reached.  We're going to make sure that there aren't any duplicate boss fights for CoA :)


Tonight I'm continuing work on BoS and MetroidVania's titles along with working on Armand's appearance for BoS :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 09, 2017, 08:13:26 pm
Heh heh alright then :) also Im glad that you are giving all the bosses there own unique set of attacks and such,Im surprised on how CoA came thus far,Im calling it right now,I bet it'll come out around 2018 XD but still I can't wait play this amazing looking game!
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 09, 2017, 08:51:54 pm
Not really giving a date to when it will be done.  All I will say is when its the final week after getting everything tested and ironed out then Sephirous will announce a release date as that is what he originally panned to do :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 09, 2017, 09:01:16 pm
Heh heh alright then :) but seriously you guys are breathing new life into Castlevania mods,most other mods are just rehashes,just wow,also Im surprised that Sephirous is turning a Castlevania rom into a Metroid one?

Welp,I hope to see more stuff soon. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sephirous on November 14, 2017, 02:20:15 am
A general idea of what the sanctuaries will look like.
Noticeable as to this is where Richter once stood, This is intended to connect the two games together and give the player the ability to explore new territory. (Pay no attention to the guys floating in the air. Lol)

(https://i.imgur.com/EZwHrH9.png)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 14, 2017, 09:18:35 am
Looking so far Sephrious,keep it up! :thumbsup:
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 14, 2017, 09:47:58 am
I"m gonna push boss sprites to the side today and finish Armand's new look.  I'll have it done by tonight :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 14, 2017, 09:55:42 am
Heh heh,awesome to hear that Sinis,can't wait to see'em both!

Also I guess I'll just wait for tomorrow to see the boss sprites. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sephirous on November 15, 2017, 12:07:34 am
A couple small updates.

I am going to create a new health bar based on inspiration from Bregalad's Improved Life Bar Patch.
Though mine is going to look more like Dracula X SNES's Version with the skull.

Also, I am going to install the characters that were saved in COA.
The small side quest of saving characters that got captured inside the castle now reside in the sanctuary with something new to say. (Zelda OOT Style when Link saves the carpenters inside Garudo Valley, They then appear safe in the tent.)

Other than that, Sinis's New Armand Sprite is in and works perfectly.
Now I am creating the environment, Character Dialogue and ideas for items.  :thumbsup:


Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 15, 2017, 09:21:30 am
Glad to hear that progress on BoS is going very well,also I hope Sinis goes back to do the remaining boss sprites for CoA and then he can help out more with the game. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 15, 2017, 01:21:37 pm
So I'm still working on the Bone Spittle King as I'll probably present that maybe sometime tonight or Friday, depending on what happens.  In the  meantime, I've been putting things together on the Zombie Trio concept.


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

Trevor will be no problem to do as I already have a modified version of my sprite for the boss.  Grant and Sypha will take a bit more work though won't be too trivial.  Depending on what comes up they may have to go all in the same color to dodge the lag factor but that's only speculation and of what Optomon can do.  I'll iron things out later on but this boss is coming along slowly and together well without  making it too chaotic :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 15, 2017, 01:26:15 pm
Nice to hear that Sinis and holy crap yes the Zombie Trio,they look great so far and Im glad there going to in the game,keep it up! :)

I hope to see more in the coming weeks plus next month XD
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 17, 2017, 09:10:35 pm
Well, slow and steady the Bone Spittle King is coming along.  Its an early concept as I got to work on a few things by redoing the arms but showing people that the boss is being worked on.  Going to work on and finish it before I go back to the Zombie Trio :)

(https://i.imgur.com/Ft5ZGB7.jpg)



Other than its ceiling walk animation I'll probably give the skull an open jaw animation to spit out the goo or whatever it was that Dr. Mario designed for the first one.  Wish I had all of his original boss sprites for a size comparison so this and other future stuff can be correct size however this will have to do :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 17, 2017, 09:16:27 pm
Awesome,it's looking great so far,I hope you get this done and then work on the Zombie Trio and then you are finished with the CoA boss sprites :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 17, 2017, 09:27:15 pm
Awesome,it's looking great so far,I hope you get this done and then work on the Zombie Trio and then you are finished with the CoA boss sprites :)


Once these are done I'll be on standby again until Optomon needs more as he was going to go through the game and see how many extras I needed to make and see if anything else needed to be redone :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 17, 2017, 09:28:54 pm
Ahh,I see,well then whatever he has plans for the game,Im sure it'll be worth adding :) still Im pretty sure it'll take years to finish it I mean it took years for the release of Metroid Rouge Dawn. XD
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 17, 2017, 09:30:49 pm
Well, we have passed year one some time ago during the summer.  All I can say is that the patience will be worth it :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 17, 2017, 09:41:32 pm
Hmmm perhaps sometime next year then (maybe?) still Im eager to play this game,but working on this will slow down your work for your own projects?
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sinis on November 17, 2017, 10:33:21 pm
Hmmm perhaps sometime next year then (maybe?) still Im eager to play this game,but working on this will slow down your work for your own projects?

I'm not worried about it as I have no deadline for anything.  I've been working on RoD a little bit tonight along with its new title.  I'll probably show that off later next week along with BoS and Metroidvania's titles.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: DavidtheIdeaMan on November 17, 2017, 10:34:58 pm
Well alright,that reminds me I should start drawing up ideas for certain hacks. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & Castlevania III - BOS
Post by: Sephirous on November 18, 2017, 01:53:54 am
Looks like BOS is going to get scrapped for now.

The Simon's Quest engine is a complete mess, I thought CVIII was bad, CVII is even worse.

Until I find another way to continue, I am going to have to put BOS on hold for now.  :banghead:

Title: Re: Castlevania II - Cadence Of Agony Linear Reboot
Post by: Sinis on November 18, 2017, 09:51:18 am
May have to get someone to rework the engine entirely in order to do the stuff that you and I want to do on Simon's Quest.  Dunno on who would be up for that as most people don't want to touch that ROM.  I'd like to say on asking Bisqwit about it but he doesn't seem to respond to anything as of late.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on November 18, 2017, 10:23:59 am
(Sighs) Wonderful,oh well in the meantime I'll continue waiting for updates to CoA. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot
Post by: Sephirous on November 18, 2017, 10:42:43 am
I don't know...

I don't feel the project is dead, I just can't continue it at the moment.

Every time I edit a town ALL the towns get edited causing a mess.

The way the game was designed was VERY Quick and use as little sources as possible wasting tons of ROM Space.

I will continue to try things as having Death as the final boss would work perfectly in Simon's Quest.

Alright I will keep trying as I just talked myself into it. Lol.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot
Post by: DavidtheIdeaMan on November 18, 2017, 10:44:48 am
Lol,alright then,just don't push yourself too hard Sephrious,besides I think this follow up to CoA will be great. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot
Post by: Sinis on November 18, 2017, 10:57:26 am
I don't know...

I don't feel the project is dead, I just can't continue it at the moment.

Every time I edit a town ALL the towns get edited causing a mess.

The way the game was designed was VERY Quick and use as little sources as possible wasting tons of ROM Space.

I will continue to try things as having Death as the final boss would work perfectly in Simon's Quest.

Alright I will keep trying as I just talked myself into it. Lol.


I say we find someone that is willing to stay on board for redoing SQ's engine entirely and actually make it into a proper game for BoS.  Also wouldn't hurt in seeing if they are willing to do a customized SQ editor for it as well down the road.  Would take us some time but everything takes time when all of us here on the forums dwell in this sort of thing.  Can't have something good until you've ironed out the cloth so its nice and flat :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 18, 2017, 11:07:55 am
Well if that's the case then I wish the two of you the best of luck and hey who knows,maybe the engine would also help Optomon in picking up Pyronaut and Castlevania Bloodlust again. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sephirous on November 18, 2017, 10:35:50 pm
Alright, The project is back on.

I am going to create everything possible before the background graphics.

I thought to myself, Why am I worrying so much about editing the towns now. No one is going to play it yet.

So, First I am going to edit all dialogue. Then once Sinis is done with the Title Screen I will put that in.

Then, I will use existing graphics to build the new environment. (This will prevent the rom from being corrupted so early in development.)

I will alter palettes as well as begin installing new sprites at Sinis's Discretion.

Yes, I am going to have to redo some things I have already done. But they are fresh in my memory and I can get those installed fairly quickly.

Some other ideas I am going to post in the poll section later on.

Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 18, 2017, 10:38:00 pm
Glad to see BoS is going once again :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on November 18, 2017, 11:42:48 pm


So, First I am going to edit all dialogue. Then once Sinis is done with the Title Screen I will put that in.


I will alter palettes as well as begin installing new sprites at Sinis's Discretion.





I'll work on the title screen off and on tomorrow then get to inserting it into a sheet for you on Monday and the enemy sprites I shall start working on once I get the two bosses done for CoA and work on MetroidVania's more :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 18, 2017, 11:45:57 pm
Nice! Im glad the project is back,I hope to see some goodies from the game but Sinis has to finish his end of the work for CoA first of course. ^^;
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on November 19, 2017, 11:40:15 pm
Alright, Ballad of Sympathy has a title.  Going to get a YYCHR sheet made of it tomorrow for Sephirous.


Ignore the color palettes as they are just me messing around especially with the blue title as there is an extra color in there :)



(https://i.imgur.com/zeKn9PJ.jpg)



CoA boss stuff.  I'll start back on that once this BoS's title is sent off to Sephirous as I'm making changes to the Bone Spittle King :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 20, 2017, 08:18:25 am
Good work on this thus far & alright. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: sonny on November 20, 2017, 09:43:18 am
Gorgeous.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Mari42 on November 20, 2017, 11:38:03 am
I would choose the blue one because, it looks very brighter and neat.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 20, 2017, 01:07:23 pm
You know,I would like to know that who will do the music for Ballad of Sympathy?

Will it be Optomon or Nesfan doing the music? :huh:
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Mari42 on November 20, 2017, 06:17:15 pm
You know,I would like to know that who will do the music for Ballad of Sympathy?

Will it be Optomon or Nesfan doing the music? :huh:

Optomon maybe
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 20, 2017, 06:53:18 pm
Maybe,but we won't know for sure unless either Sephrious or Sinis let us know?
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: nesfan on November 20, 2017, 10:04:45 pm
i would not be opposed to doing it once i am done with sound track for Resurrection of Darkness and/or Vengeance on Hell 2

idk maybe i am an overachiever  :-\

but if optomon want's to do it i will let the master work his magic XD
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on November 21, 2017, 09:37:31 am
I know for a fact we are not that far for deciding music as from what I take from Sephirous he wants to work with Simon's Quest more on seeing where the limitations are before things freak out on him when editing stuff.  There's not that many in-depth SQ hacks out there and we plan on going pretty far with BoS.  When we do get that far for music there will have to be some custom tracks for the game as they will have to stand out among the crowd.


On who designs and programs stuff in?  I see this as a year off for anyone wanting to join us as we do want to add custom bosses to SQ since it can be done though tons of things will have to be overhauled as I did talk about boss rooms with before obtaining powerful objects.  Another thing too is to have different areas within the castle rely on separate background sheets so when the player does traverse around things can feel different while also, in hopes, like the MetroidVania style.


Programmers.  If Optomon becomes busy with his person stuff after CoA I'd like to suggest Bisqwit to Sephirous as he did tear apart SQ and added in a map.  Definitely see if he can fix a lot of the base game bugs before doing anything else.  This is my end of the spectrum as whatever is decided by Sephirous is what we will go by :)






So I got screenshots from my test ROM for BoS.  I still can't get the damn editor to work for Windows 10 nor even have it remotely recognize the game to even edit the levels so bear with the crudeness on base stuff for now.


The jumbled mess that is the title screen.  Sephirous has some work cut out for him once I send stuff off to him.  Also the Konami logo is what I got done this morning.  Going to finish that up and everything else that I can after making this post :)


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



Armand's look with palettes from my end while holding the shield.  He'll change a bit when Sephirous posts his side of things.  A thing to note, this was going to be is Cadence of Agony look by standing normally though as we are now focusing on bosses for CoA that version of him will stay.

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





Once stuff is done on  my end I'll be going back to boss sprites for CoA.  Decided to take a small break from them so titles can be swung around :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 21, 2017, 10:04:59 am
Nice screenshots it's looking great so far,also I hope this project goes well and everything else you guys are doing but in the meantime I wish you luck with your boss sprites for CoA. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on November 24, 2017, 08:29:42 pm
Slow but steady I'm reworking the Bone Spittle King. 

(https://i.imgur.com/7IYGPNa.gif)


So far this is what I have.  I'll make the chest more dynamic and more animated while it walks on the ceiling.  Hoping this can be split up in half like how the Cyclops is placed in the game's data in order to pull this off as I made the walk cycle go from 1, 2, 3 then go back to 1.  When it attacks I'll mention to Optomon to use the second animation so both legs can be on the ceiling while the head does a single animation for a big attack besides dripping harmful goo from the torso.

Not sure when I'll be done with it but I want to make it as animated as possible instead of being stiff :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 24, 2017, 08:32:55 pm
Nicely done Sinis,hope you finish this soon so you can continue & complete the Zombie Trio and hand them over Optomon. :)

I just hope this game gets done before anything happens to the internet?
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on November 24, 2017, 08:53:31 pm

I just hope this game gets done before anything happens to the internet?



If the Net Neutrality BS somehow goes through then we'll go underground to finish this.  I'll pay the extra money for whatever to keep in touch with both Sephirous and Optomon so this can get finished.  Ain't no way in hell is CoA, BoS, VoH 2 and RoD getting shit canned because of someone being bought off while using fake votes to push something that is against Constitutional rights.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 24, 2017, 09:03:02 pm
Im glad that you guys are going full force with those projects that makes me really glad and you are all VERY determind to finish it,that makes me wonder if anyone will be interested to bring one of my ideas to life,since I don't have any skills in programming whatsoever lol but anyways I will continue supporting these projects. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on November 24, 2017, 10:13:46 pm
Yeah, programming goes over my patience level as I get frustrated at numbers.  My main deal is spriting and that's about it.  Trying to do level design without making anything jerk level but its something I'm comfortable in knowing of being all I can do :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 24, 2017, 10:19:06 pm
That's good to know,I hope you finish the last of the boss sprites so you can hand'em over to Optomon,I wonder what he's up to?
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on November 24, 2017, 10:43:43 pm
He's doing stuff here and there.  We're not pushing him into any sort of rush to get this done as we're all doing our own stuff as well :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 24, 2017, 10:45:18 pm
Ah I see,well still if it can't be released this year,you might want to change the year on the title screen to 2018 XD
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sephirous on November 25, 2017, 03:27:42 am
i would not be opposed to doing it once i am done with sound track for Resurrection of Darkness and/or Vengeance on Hell 2

idk maybe i am an overachiever  :-\

but if optomon want's to do it i will let the master work his magic XD

That would be great.
Right now I will only need 9 tracks.
I don't know if Optomon is going to be up to much after COA with his projects and all.
The stuff you have created sounds awesome!
Do you know how to import the music into the actual Rom or do you just create the NSFs?

Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: nesfan on November 25, 2017, 11:45:29 am
I can only create the NSF I would love to learn how to import it into rom but I run into problems like
where in rom is the music data and what do I edit and how do save the changes that I made in the first place ? stuff like that  :-\


Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 25, 2017, 11:53:34 am
Ah I see,well still I hope this game gets done soon,I can't wait X3
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: PachaWillWatchYa on November 25, 2017, 12:14:06 pm
I can only create the NSF I would love to learn how to import it into rom but I run into problems like
where in rom is the music data and what do I edit and how do save the changes that I made in the first place ? stuff like that  :-\



I believe there is a document about Cv2 music by Optomon. Other than that, you would need to know some basics of hex, how pointers work and where the free spaces are in the ROM.
It's also preferable to have a lot of patience.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sephirous on November 25, 2017, 10:40:06 pm
I actually do know how to find where the music is but when I try to over write the current music with the new music its usually comes out all messed up.

The way I find the music is by opening the original NSF in an emulator with a Hex Editor.

Then match the values in the NSF and find the exact strings in the ROM, Since the NSF is basically a watered down version of the original ROM, The numbers will be the same.

Once I find the matching values in the ROM, I then take the values in the custom NSF and attempt to copy and paste them over the music in the original Rom. But....Apparently the music and the "TOC" are in separate places.
So replacing the music alone doesn't cause it to play correctly unless the game knows how to play the custom music. That's usually where Optomon comes in. Lol.  :thumbsup:

The music in Castlevania III starts at Address 100000, I find most games do.
Also, The music usually starts after a chunk of values that look like this... FF FF FF FF FF FF FF FF FF FF FF
I believe FF is a space filler between codes and operations.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 25, 2017, 10:42:51 pm
Huh,interesting :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: PachaWillWatchYa on November 26, 2017, 06:06:39 am
I actually do know how to find where the music is but when I try to over write the current music with the new music its usually comes out all messed up.

The way I find the music is by opening the original NSF in an emulator with a Hex Editor.

Then match the values in the NSF and find the exact strings in the ROM, Since the NSF is basically a watered down version of the original ROM, The numbers will be the same.

Once I find the matching values in the ROM, I then take the values in the custom NSF and attempt to copy and paste them over the music in the original Rom. But....Apparently the music and the "TOC" are in separate places.
So replacing the music alone doesn't cause it to play correctly unless the game knows how to play the custom music. That's usually where Optomon comes in. Lol.  :thumbsup:

The music in Castlevania III starts at Address 100000, I find most games do.
Also, The music usually starts after a chunk of values that look like this... FF FF FF FF FF FF FF FF FF FF FF
I believe FF is a space filler between codes and operations.
Wait, so did your changes in hex affect in game music or not?
I can't quite understand you.
And what does TOC stand for?
Table of content?
If so does TOC contain pointers for each channel or...?
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on November 26, 2017, 09:39:39 am
Wait, so did your changes in hex affect in game music or not?
I can't quite understand you.
And what does TOC stand for?
Table of content?
If so does TOC contain pointers for each channel or...?



Short hand version.


Sephirous tried altering the music.  Didn't go so well.  He asked Optomon.  Optomon fixed things with the power of knowledge.



Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 26, 2017, 01:29:34 pm
This is rather interesting stuff you guys are explaining about rom hacks. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: PachaWillWatchYa on November 26, 2017, 01:54:25 pm
This is rather interesting stuff you guys are explaining about rom hacks. :)
Though anything I said should be taken with a grain of salt as I only have basic hex knowledge, some knowledge about standard NES limitations(mostly graphical) and I've read a thing or two on specific games by people who know their stuff.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on November 26, 2017, 02:08:39 pm
Ah,okay.

Anyways,I hope you guys do a good job. :)

Well,it's been awhile now,I wonder if Sinis got back to those sprites yet?
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on December 07, 2017, 03:45:10 pm
Ah,okay.

Anyways,I hope you guys do a good job. :)

Well,it's been awhile now,I wonder if Sinis got back to those sprites yet?


I am working on the Zombie Trio still.  I have Fake Sypha and Fake Grant done along with the attacks however I'm reworking the base that I had for Fake Trevor all over again.  The base I did have was complete trash on no matter how many adjustments I made so going to use my updated walk stance that I  used for Armund in BoS :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on December 07, 2017, 03:47:55 pm
Ah I see,well alright then I hope you get the Fake Trevor done soon & also Im eager to see Armund's sprite for BoS :D in any case Im playing Optomon's latest CV hack The Holy Relics and hot damn this hack is neat,I'll playing that until CoA is good & ready. :)

Before that battle of the Net thing starts next week.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on December 07, 2017, 07:38:09 pm

Before that battle of the Net thing starts next week.


I have Optomon and Sephirous's emails so if or when that damn thing does go through I can still work with the both of them on this stuff.  I don't speak politics at all but I have to say that we inherited some interesting stuff with this POTUS.  Going to be a bumpy ride especially with the net neutrality thing and that damn tax crap.


Anyway....


The Zombie Trio will be done by then and sent off.  Still waiting word from Optomon to get back with me on how many more bosses are needed.  Seems to be a very busy man.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on December 07, 2017, 07:42:02 pm
Alright then.

Yes he is very busy due to the fact he's working on a Homebrew game on his site known as Rollie which Im actually looking forward to playing,it looks interesting so far :) but still I hope he replies to you as well because I think it's best to make CoA original as possible with custom bosses,anyways I wish you luck with the rest of you stuff. :thumbsup:

Also I hope you & Optomon are able to chat about future plans with CoA?
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on December 11, 2017, 02:00:03 pm
Aight, the Zombie Trio (or Fake Hunters) are sent off to Optomon :)



Right now my work for CoA is done up until Optomon can get back with me on how many more bosses are needed after these four.  In the meantime I'm going to take a month hiatus from Sephirous's stuff and put mine ahead of everything else.  After that then I shall work back on MetroidVania and when Sephirous gets things sorted out for BoS I'll start working on all of the sprites for that :)


Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on December 11, 2017, 03:22:02 pm
Heh heh,awesome,Im sure he'll get back to you soon (hopefully) also I hope you enjoy your month of spriting and such,Sinis. :)

I hope that Optomon is doing well in programming CoA itself,since he's done with The Holy Relics.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on December 11, 2017, 08:20:27 pm
I hope that Optomon is doing well in programming CoA itself,since he's done with The Holy Relics.

Only programming that I know from what he has done is music and adjust a few things in the HUD.  Still have to move a few things around along with adjusting music tracks to their proper areas along with adding new ones.  In the end, Seph and I are waiting on him for our next direction in CoA.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on December 11, 2017, 08:28:40 pm
Ah,alright thenm,I just hope he dosen't take TOO long? ^^;
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on December 11, 2017, 08:34:48 pm
Its up to him until he decides to get the ball rolling :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on December 11, 2017, 08:35:52 pm
Well,alright then. :)

It's going to be quite sometime until that happens,but at least I have quite a few mod games to keep myself busy,among other things. :)

Also I hope to see this finish before that FCC ruins everything. =/
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on December 17, 2017, 01:44:57 am
The stuff for FCC won't be seen in the next few years if not gradually.  The fight for Net Neutrality isn't over yet as it still has to pass Congress and all that.  Its a huge mess especially how Pai is trolling everyone about it let alone making fun of his colleagues who were against it.


For CoA.  My side of the spectrum.

Yeah, sadly it might be some time until CoA is finished.  Hate to bear that news but we haven't heard anything back on Optomon or at least I haven't.  Dunno if its due to The Holy Relics being released or real life close to the holidays but I haven't had contact with him for some time.  Sent him an email to see where everything stands because I would like to know on what else needs to be done from my end when I get back to Seph's stuff after Jan 11th.  I really don't want to be left in the dark while I twiddle my thumbs waiting to see if I can be any further use for spriting or not.  Tried shooting him a PM on here but it was full (like usual) so I'm waiting once again for Optomon's response.


On our end, I'm going to have Seph tied up with RoD in the next few days for him to figure out the prayer scene while I begin working on other stuff for enemies as his stuff will take quite some time to do.  I might even work something out for VoH 2 and send his way.  If those spots cannot be messed with then there is one particular person I'm going to ask and see if they can do something about it along with passing on that info to Seph on how to fix that.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on December 17, 2017, 10:57:00 am
Oh,I see

Well he is working on Rollie as of right now,so I guess he's super busy with that & the holidays as well,but still I have this terrible feeling that the CoA game itself might be on hiatus if Optomon is very busy.

So I guess this mod will have to go into hiatus,don\t know how long tho?
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on March 12, 2018, 12:59:11 am
Oh,I see

Well he is working on Rollie as of right now,so I guess he's super busy with that & the holidays as well,but still I have this terrible feeling that the CoA game itself might be on hiatus if Optomon is very busy.

So I guess this mod will have to go into hiatus,don\t know how long tho?


Its not on hiatus as its still on the table.  As of right now we are probably going to start looking around for someone else to help with our endeavors with this project on what we want to do towards it.



There is no drama going on, we just felt that Optomon is probably too busy to help work on this so we're going to ask around for someone that knows the ropes in programming the stuff in that we'd like to have.  The custom bosses, weapon upgrades for everyone, the new music tracks along with possibly having extra tracks as well (bonus stuff), the reprogramming of certain things that I cannot say (its a secret to everyone), bug fixes, all the stuff like that involved for the project itself.



We'll give everyone an update via this thread only when something else happens :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on March 12, 2018, 08:19:25 am
Heh heh alright alright :)

I understand that now but I think you guys won't need to worry,due to the fact there are other games Im waiting to play as well such Deadpool,Metroid Space Complex etc. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on March 15, 2018, 12:47:02 pm
We're not worried at all.  Just hope we can get someone that can offer full help on what we want to do instead of saying no to it or refusing to do whatever stuff that we planned on doing :)




By the way, in case if someone is watching/reading this thread I have posted up a help wanted add http://www.romhacking.net/forum/index.php?topic=26000.0 (http://www.romhacking.net/forum/index.php?topic=26000.0)



Whoever joins us please keep an open mind about things.  We want to get this project done so we can move onward to our other projects.  We understand that real life can get in the way so no worries.  If you are dedicated into working on this then let me and Sephirous know.


I will be asking other individuals in a week's time if me and Sephirous do not get a response in all of this.  We are NOT looking to put this on a cartridge to sell it, only an ISP patch via RHDN.  This will remain freeware for everyone to enjoy :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on March 15, 2018, 12:54:50 pm
Aha,I think asking for extra help is a very smart idea,I hope you do get help for this romhack also maybe for Ballad of Sympathy as well,in any case I hope you guys get the help you need,best of luck. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sephirous on March 15, 2018, 09:56:14 pm
Ballad Of Sympathy sorta fell apart.

I really haven't had much time to work on the games lately. I had to rebuild one of my gaming computers. Once that is complete I will be spending more time in the gaming world again. But for now COA and Metroidvania will be the primary goals.  :thumbsup:
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on March 15, 2018, 10:00:01 pm
Dang,which means is canceled,meh oh well.

Heh heh alright :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on March 16, 2018, 10:26:45 am
It may have fell apart but its not cancelled.  Of what we found out is if you change even just one little thing in the programming (Sephirous found this out) the Castlevania 2 editor freaks out and doesn't want to accept the ROM at all.  We also found out that each town relies on the same background sprites with how each area (woods and wastes) are.  They cut soooooo many damn corners with that game.



We do plan on working on it later in the future but that editor really screwed our plans over so we're shoving it on the shelf to sit for a while until someone can either help us out on that as we want to rework it entirely or someone makes a better editor that accepts an edited ROM like how reVamp accepts CoA Reboot's ROM even after all of the editing that's been done to it as of right now.


We really want to ask Bisqwit on  helping us with Simon's Quest however he seems to be to himself so once again we are stuck in a rut with no programmer help plus we really want to focus on CoA right now so we can get that done.




All this work done but no programmer.  I'm probably going to start my own drinking game and take a shot each time I type the word programmer  :P
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on March 16, 2018, 10:39:11 am
Ah,well alright then. :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on April 10, 2018, 12:56:13 pm
Forgot to post this up.  Been busy lately on a lot of things.


The final boss for CoA, Cloaked Knight.


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



It will act differently than that located on SotN.  Felt this would be a fitting boss for some stage.





For those that will ask as I will answer it now.  No, we have not found a  new programmer yet to replace Optomon.  I've asked around though no interest in volunteering.  If Optomon does want to come back onto the project as the main programmer then he just has to speak up.  He's a wonderful guy, we'll welcome him back any time :)


The new and redone music for CoA, only have a small demo of one track but nothing important to post up and show.  Progress from nesfan is going at a slow pace as real life has him sucked in as well.





That's about everything for CoA.  Not much else to say.  The project is still ready for programming :)
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on April 10, 2018, 01:01:49 pm
Nicely done Sinis,didn't expected the Clocked Knight to be a boss :),also I hope a programmer gets hired for this game soon?
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: PachaWillWatchYa on April 10, 2018, 01:25:29 pm
Forgot to post this up.  Been busy lately on a lot of things.


The final boss for CoA, Cloaked Knight.


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



It will act differently than that located on SotN.  Felt this would be a fitting boss for some stage.





For those that will ask as I will answer it now.  No, we have not found a  new programmer yet to replace Optomon.  I've asked around though no interest in volunteering.  If Optomon does want to come back onto the project as the main programmer then he just has to speak up.  He's a wonderful guy, we'll welcome him back any time :)


The new and redone music for CoA, only have a small demo of one track but nothing important to post up and show.  Progress from nesfan is going at a slow pace as real life has him sucked in as well.





That's about everything for CoA.  Not much else to say.  The project is still ready for programming :)
Did he ever explicitly say that he isn't interested in the project or does he simply not respond to the mails?
If it's the latter I honestly think he'll return to the project, since he doesn't seem to use email too often.
Btw nice sprite, can't wait to see it in a different palette.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: Sinis on April 10, 2018, 01:38:52 pm
For Optomon, real life calls more than anything else and since we noticed this we are not going to bother him with programming nor with anything else.  If he does come back and explain his situation and can do this project then so be it but we are not going to twist his arm into anything as we are not like that.


Thanks.
Title: Re: Castlevania II - Cadence Of Agony Linear Reboot & CVIII - Ballad Of Sympathy
Post by: DavidtheIdeaMan on April 10, 2018, 03:06:35 pm
No problem.