News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Revility

Pages: [1]
1
Personal Projects / Castlevania 2 Rev edition
« on: October 12, 2019, 06:19:50 pm »
Been working on and off on a revised edition of Castlevania 2.  Similar to the Zelda 2 one I did, this is mostly a sprite and text related hack.  There will be a few changes to the maps this time around.

What I have so far is replaced Simon's palette and sprite with a chronicles style look. There will be an alternative version similar to his standard cv2 outfit that I created long ago for CV bloodmoon.  So there will be 2 versions of the patch.

Sprites have been modified for most of the villagers.  Some enemies have been tweaked or replaced with their CV3 counterpart.  I still have bosses and a handful of enemies to update. 

Part of the goal is to connect the game more with CV3.  The story has been tweaked a bit in return.  Dracula's curse still remains on the land, similar to Curse of Darkness after the events of CV3.  In order to rid the curse, Simon must collect relics and weapons Trevor & his allies used to defeat Dracula.  Only then will he be able to enter Castlevania and summon Death for the final battle.  Drac's parts have replaced with objects such as Alucard's shield, Belnades staff, Trevor's cross, etc.  All text will be modified to reflect this change.

Map changes currently include showing the invisible stair case, closing some wall gaps in mansions, removing some head knocking ceilings, adding a free laurel merchant at the end of Denis Marsh.  The sprites for invisible and breakable floors are different than standard floors, so there is now visual cues for this.

Any feedback is welcome.

SCREEN SHOTS:
Spoiler:











LIST OF CHANGES:
Spoiler:
General:
+Updated Simon sprite to chronicles style
+Updated simon's palette
+Updated or adjusted almost all villager sprites.
+Updated palettes for all villagers
+Fake blocks are now transparent
+breakable blocks now appear cracked.

Items:
+Dracula's rib is now Alucard's shield
+Dracula's ring is now Sypha's wedding ring
+Dracula's eye is now Belnades staff
+Dracula's nail is now Trevor's bracelet
+Dracula's heart is now Alucard's sword
+Magic Cross is now Trevor's cross
+dracula's knife now reffered to as Grant's knife
+Diamond now reffered to as Sypha's diamond
+Books are now referred to as Sypha's Diary.
+Sacred Flame referred to as Sypha's Flame
+Half heart changed to double heart?

TEXT UPDATES:
Various fixes and adjustments to text from bad translations
fixed typos in text.
modified a few hints
updated text to refer to renamed items
updated text to refer to Death's riddle instead of Dracula.

Enemies:
+Eyeball now cv3 ghost
+Medusa cv3 style
+Merman cv3 style
+Forest bat cv3 style
+Zombie modified cv3 zombie
+Mummy cv3's Dhuron
+Skull cv3 style
+Tweaked skeleton's face
+Devils now man bats.
+Bone dragon updated to cv3
+Replaced double header with slogra
+Replaced fire guy with cv3 version
+Changed harpy face and tweaked arms.
+Inverted spider colors
+Outlined crows
+Inverted colors on hawks
+Some skeletons in mansion are now cv3 armored skeletons
+Freddie replaced by jawless cv3 zombie with dagger
+Replaced graveyard hands
+Replaced plant with pillar of bones
+Updated Mansion bats.  Easier to see.

Bosses:
+Updated Carmilla's mask sprite: she now rides on top similar to other Castlevania games.
+Changed Death to Orlox
+Started changing Dracula to Death

Maps:
Bordia mountains: invisible stairs now seen
Bordia mountains: free laurel merchant replaces the skeleton at the end.
Flame whip gypsy moved to top of cave map
adjusted flame whip gypsy cave a little bit in return for the above.
Yubia Lake: removed single block
Denis woods: removed some poison marsh on lower path.
Denis Woods: removed head knocker parts of lower path.
Jova woods: removed head knockers on lower path
All Mansions: closed most gaps between ceilings and walls.
Many invisible blocks removed from mansions and replaced with background images
Minor visual tweaks to some mansion areas.
Moved a couple enemies in woods on ledges near water which were extremely hard to kill.
Rover Mansion: adjustments to layout to no allow skipping half the mansion.
Rover Mansion: Breakable floor near end for faster exiting of mansion.
Adjusted colors for all mansions.
Moved a few enemies on small platforms to remove cheap deaths.
removed some un needed pits, walls, etc from maps to encourage multiple routes and gameplay flow.

2
ROM Hacking Discussion / Zelda 2 spell editing
« on: February 01, 2018, 03:43:42 pm »
I have been tinkering with combining spells in Zelda 2 by mixing together the values starting at 0x000DCB.  What I was hoping to accomplish was combining reflect with shield spell and removing reflect magic by bumping up when you receive spell spell and Thunder in the towns.  In return the last ghost town would contain the final heart instead of spell. I had no issues bumping up when you learn spells or having a shield/reflect combo spell.

The problems I encountered when trying to edit the values for reflect, spell spell and thunder (20, 40, 80).  There is some math going on here when it comes to changing those.  In other words you can't just change the values from one to the other, glitches start to pop up.  Like wise if you go into spell routines and swap them around, glitches will also pop up.  It appears there is some math going on here that I am not of to achieve the desired results.  If I change reflect's 20 to 60 (20+40)spell spell works fine in it's place.  If I change spell spell's 40 into c0(40+80) Thunder will work in it's place... just a little wonky and thunder is also able to open the hidden door in New Kasuto.

Does anyone know how I could go about altering the last 3 spells?

3
Personal Projects / Alien vs Predator Castlevania nes
« on: November 21, 2017, 11:02:23 pm »
Been slowly tinkering with turning Castlevania for nes into AVP.  Currently working on the enemies and then onto the level tiles. 

Right now it features Simon replaced with a predator, alien drones, dog aliens, flying chestbusters, flying hammerpedes, hammerpedes, Flying Queen (replaces giant bats), baby trilobites, acid spitting aliens (replace merman), spore clouds (replace ghost) and engineer guards (replace the knights).  Starting to replace the medusa head with a giant Trilobite.  I’m adding creatures from aliens, prometheus & looking at other sources for what could fit in.

Weapon wise the predator starts of with the spear and then upgrades to the razor whip.  Sub weapons include shoulder canon (replaces daggers) , smart disk, dissolving grenade (replaces holy water), and a tomahawk (might change this one to a shuriken idk).  Instead of Candles he breaks the black goo urns and alien eggs.  He collects skulls instead of hears.  The invulnerability jar has been replaced with a bio helmet icon... for his cloak.  The clock is replaced by an adrenaline needle, only thing I could really think of that made any sense.

There is no eta on when it will be done, or just how far it will go.

Any ideas or feedback is welcome.   

Tumblr link to pics:
http://jimkern.tumblr.com/post/167467006718/work-in-progress-shots-of-my-alien-vs-predator

4
Newcomer's Board / Castlevania nes palette swapping
« on: October 25, 2017, 06:19:27 pm »
I did a forum search and seen a topic on palette swapping and read the links in the topic... it was very informative. Yet it is still greek to me.  I've had no issues figuring out how to replace sprites, tiles, or search for a pallet to replace colors in it.  However I am still fairly new to hex editing so understanding how to change the pallet a sprite uses to another is a bit confusing.

I am not sure where to find the info in a hex editor for which sprite uses what palette and also figure out how exactly to find what number a sprite is in order to begin the process of finding that info in the rom.

Any help would be greatly appreciated.

Pages: [1]