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Personal Projects / Re: DSVania Editor (v1.8.1)
« on: December 02, 2019, 03:00:14 am »
In DoS, Is there a way to edit exactly what rooms the doors to/from the abyss will take you to? If not then would it be possible to add such a feature in your next update? Thanks!

Personal Projects / Re: DSVania Editor (v1.8.1)
« on: August 31, 2019, 12:26:32 am »
Each sector does have its own overlay file, which is only loaded when in that sector so it can't be used by other sectors. Each sector has wildly different amounts of space available in its overlay (Demon Guest House has none at all for example).
But if you added a brand new free space overlay with DSVEdit and marked it as free space, then that overlay can be used by all sectors, allowing you to add stuff to even sectors like Demon Guest House. It can also be used for things that aren't sector-specific (like the relocated list of transition rooms I mentioned in my last post for instance, that wouldn't have anywhere to go if you don't add a new overlay).

But the editor shouldn't be crashing even if there's no free space available, it should give you an error message about there being no free space and tell you how to add it. Can you give me more information about the crash? Exactly what rooms does it crash in? If the crash doesn't happen in vanilla DoS you could PM me your project so I can check it out.

Alright. I will send you it tomorrow(not home rn). Another error it throws is when I try to view a specific room, the room with the canon you need Zephyr to get through, it won’t crash but will give an error message and it will not display the tiles. This didn’t occur until I made changes to the room but I didn’t do anything I haven’t done with other rooms

Personal Projects / Re: DSVania Editor (v1.8.1)
« on: August 30, 2019, 09:10:56 pm »

Not as simple as PoR/OoE where you just edit the room on the map of course, I've got to add the room pointer to the list of transition rooms, relocate that list to free space, and update the hardcoded pointers to that list to point to the new location instead. But it seems that nothing else is necessary thankfully, so I should be able to add this to DSVEdit. Gonna need to figure out where it would best fit in the UI, probably in the room properties editor or something.

Fantastic! All the areas in my mod are super interconnected and I didn’t realize I was already running out of transition rooms.

Does each area of the game have its own free space? I’ll try adding something to one area or changing the tileset for a room of that area and the editor will crash but I’ll try the same thing in a different area and it works perfectly.

Personal Projects / Re: DSVania Editor (v1.8.1)
« on: August 30, 2019, 02:04:53 pm »
The method Esco mentioned with negative hexadecimal numbers does work. For example, set an item's Strength field to FB and it will give -5 strength.

However, this only works for signed values. Unsigned values are always positive, so if you try to set an unsigned value to FB, it will instead give +251 to that attribute for example.
At the bottom of the item editor is a big text field with documentation on each value. Only the ones that say (signed) next to them are signed. Strength, constitution, intelligence, mind, and luck are signed, but attack and defense are unsigned. So I assume you tried to make attack or defense negative and that's why it didn't work for you. You should instead make strength or constitution negative and those will have the side effect of also decreasing attack or defense.

Also, while Esco's method works you don't actually need to do it that way. Just type in -5 and DSVEdit will understand that you want FB.

Thanks! It works perfectly! I didn't even notice the values were already labeled as signed/unsigned.

On another note, would it be possible to add more area transition rooms to DoS? Either by adding them once the room adding feature is implemented or by converting other rooms into transition rooms?

Personal Projects / Re: DSVania Editor (v1.8.1)
« on: July 22, 2019, 09:11:33 pm »
Have you tried using the value you get here:

I.E. -1 = ffffffff

Ahhh. Didn’t know hex could be negative like that (still new to hex). I’ll try it when I get the chance

July 25, 2019, 12:32:37 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Have you tried using the value you get here:

I.E. -1 = ffffffff

So it seems that this method does not work. The hex number just converts into a positive decimal number no matter what. I also tried looking at weapons and armor made using the randomizer that have negative stats but copying the values from them into my mod just turns them into positive hex numbers. I'll just have to wait and see if LagoLunatic is able to create a solution

Personal Projects / Re: DSVania Editor (v1.8.1)
« on: July 21, 2019, 01:30:46 am »
Hey Lunatic, just wondering if you’d be able to add to the editor the ability to make weapon/armor/accessory stats negative like your randomizers can. Unless of course it’s already in and I just don’t know how to do it (just putting - in front of a hex value stat doesn’t work)

Personal Projects / Re: DSVania Editor (v1.8.1)
« on: February 20, 2019, 12:48:15 am »
Minor update DSVEdit v1.8.1 is out with some fixes.

DoS's map is kinda weird, but I just realized it technically is possible to edit the palette with DSVEdit. Open any sprite in the GFX editor and then change the palette pointer to 02079D58 and click view. Then you can edit the colors there.

Just be very careful not to edit anything you don't have to - the palette index dropdown will have hundreds of "palettes" in it, but only the first one is actually the map palette, the others are the game's code and data that you definitely don't want to edit as colors.
Thanks a ton! This and your latest update will be extremely helpful with my current and future mods!

Personal Projects / Re: Castlevania: Eternity of Sorrow
« on: December 26, 2018, 10:27:38 pm »
On the other hand, magic seal system is a awful system in DOS.
You'd better remove it by this patch:

I’ll let the players choose to remove it. Personally I don’t mind it but I fully understand why some people hate it

Personal Projects / Re: Castlevania: Eternity of Sorrow
« on: December 26, 2018, 01:42:13 pm »
I think MAXLV1 is really bad setting for AOS and DOS.
Not for the difficult but for the gameplay.
It makes game more boring when you explore maps.
LV up is an interesting thing in the course of exploration.
It’s just a matter of design choice. I usually prefer games that focus more on player skill than stats. I prefer games where the player actually has to improve their skill rather than grind for the character’s level. Just a design preference. I may release an easy mode version that keeps the leveling system but it would be VERY easy.

Personal Projects / Re: Castlevania: Eternity of Sorrow
« on: December 26, 2018, 11:28:19 am »
I'm glad to that finally someone make the map MOD for CV of NDS!
I made some map MOD of AOS before. Now I want to play otherone's map MOD.
So I really looking forward your hack!

PS:I am sorry but MAXLV1 is a bad idea for this hack,
which brought a bad experience.

I’m glad more modders seeing my mod! I actually started playing one of your mods recently(ikusatatsu‘s castle). I haven’t had time to get too far into yet but I enjoy it so far. Thanks for the feedback on my mod. I am still in the process of balancing everything. The issue isn’t really the max level. It’s more that most enemies have not yet had stat changes to suit the player’s level. I am considering making bosses give some exp but that could make certain areas of the game too easy.

Personal Projects / Re: Castlevania: Eternity of Sorrow
« on: December 24, 2018, 01:52:14 pm »
Hi I want to report a glitch on the real DS which the game will freeze after the "obtaining Mina's Talisman scenario" when Arikado is about to walk in screen. There seems to be no way to avoid it without skipping the whole dialogue by pressing START button.

As for the brutal difficulty I thought it's way too much if you lock Soma at level 1 without altering the damage parameter of minor enemies. The two Valkyries beat Soma in two or three hits right after spawning from start point which is somewhat frustrating and requires extra luck to make them out of the way. The Malachi's claw beats Soma instantly and I can't seem to find reasonable strategy to avoid it without wasting extra potions.

Thanks for the bug report! I'll look into it and fix it. I haven't quite tested all the rooms on actual ds hardware yet.

December 24, 2018, 02:06:14 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
About the difficulty - it's a tiny bit disheartening to know that no matter what, Soma will never grow in power. Earlier portions of the game will never become easier to get through on subsequent attempts, unless something happens to change the geography like the Gergoth boss battle. I'm only up to the bit where you first see a Student Witch, using the guaranteed souls code because fuck grinding for them, and I have no desire to backtrack whatsoever, even though the hallway just above the Condemned Tower warp point is the best place to get healing items. I think the game would be better off in terms of a sense of progression if each boss gave you enough experience to level up at least once. That way, backtracking would become less of a pain, you would have more health to work with over time, and you can still carefully construct the difficulty however you please as you have been so far.

I'd also like to echo Aceearly in saying that the Valkyries are a bit strong for that early in the game. I get that you're designing this for and not a casual gamer, but do keep the rest of us in mind, please.

Thanks for the input! I actually was considering making bosses give you exp. I'm also probably going to make potions drop A LOT form most enemies. The first room however, might not change at all. Since you only have to do that room once I think it is a perfect intro for what this mod is all about gameplay wise. It's more about not getting hit than tanking damage like the base game. Also I will reposition that Malachi. Almost every enemy is in for a rebalance so don't worry too much about that.

Personal Projects / Re: DSVania Editor (v1.8.0)
« on: December 23, 2018, 09:00:10 am »
I'm looking to edit the color set that is used in Dawn of sorrow's top screen map. Does it use a palette or do I have to edit specific bits?

Personal Projects / Re: Castlevania: Eternity of Sorrow
« on: December 17, 2018, 04:44:36 am »
Here is the complete map for the first demo. Don't look at it if you care about exploration spoilers

Personal Projects / Re: DSVania Editor (v1.8.0)
« on: November 12, 2018, 03:45:01 am »
Just now discovered something with the character outline editing in DSvania editor(1.8). The patch says it fixed outline editing not working but I tested it and it seems to still not work(at least for Dawn of Sorrow). I think the issue in DoS is that Soma is the only character that has a different sprite or palette for his event actor. But he is also the only one whose event actor sprite is not listed in the sprite editor. This means that when Soma enters a room where there is an event (or when he is forced to pass through a closing boss door) his event sprite is loaded instead and stays until the game is reloaded.

Personal Projects / Castlevania: Eternity of Sorrow
« on: November 06, 2018, 02:13:56 am »
The time has finally come to release the first demo for my Castlevania: Dawn of Sorrow mod; Eternity of Sorrow.
This mod is a test for myself to see how far I can go with the modding tools currently available, while also giving the game a decent story, brutal difficulty, and creating fun unique mechanics.

This mod is sort of a "sequel" to Dawn of Sorrow but not quite the way people may assume at first.

(Remember you will need to first obtain a ROM of Dawn of Sorrow on your own first)


Demo release:

Many thanks to LagoLunatic for creating the mod tools and answering questions I have


DSvania Editor:

Personal Projects / Re: DSVania Editor (v1.7.2)
« on: August 14, 2018, 10:20:10 am »
Just started using this program and I'm having issues with the magic seal editor. No matter what I do it won't allow me to add lines to the seal. I created more space using the Add Overlay option but when i try editing the seals it still says to create  more space to add lines. Do the seals take up too much space to add lines?

Edit: Fixed! Was placing the code to free up space in the wrong file

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