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Messages - optomon

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1
Personal Projects / Re: Castlevania - Cadence Of Agony Linear Reboot
« 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.

2
AS a side note to that, I'm pretty sure snarfblam and grimlock reduced like 99.9 % of possible permastuck situations since beta testing. So it could be a lot worse. It's surprising that there are a few left in there.

3

Lower Norfair.

 :thumbsup:

The ship boss battle was the only song I intended to sound like Lower Norfair. The main surface and boneyard themes reference the motif in Crateria's main theme, just transposed to a different key. The Fed ship theme is influenced from Megaman 2 music, I tried to immitate that high pitched solo in bubble man. Everything else is hopefully you imagining things or a subconscious influence, other wise I'm ripping off a lot of existing work.

4
Personal Projects / Re: Castlevania - Cadence Of Agony Linear Reboot
« 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.

5
Personal Projects / Re: Castlevania - Cadence Of Agony Linear Reboot
« 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.

6
Personal Projects / Re: Castlevania - Cadence Of Agony Linear Reboot
« 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.

7
I now remember what I miss.. That beeping sound when you're down to critical health! I know u removed it coz it's anoying but it really intensifies the feeling of being almost dead :p.

Just my 5 cents :)

Maybe we should just have it beep like four times, once the player reaches less than 20 health as a reminder they are getting low.

8
This is just for the level design portion, I'm sure Snarfblam and Optomon have an impressive stack of design documents (physical or digital) comparable or greater to my own.

I have almost no documentation actually. About 5 or so .txt files. I have mostly raw versions of the game music in midi format.

9
Release candidate successfully sent back to Grimlock. Release seems like it's around the corner now.

10
The less you speak of it, the less they can google it.  :thumbsup:

11
The defects are blocking issues which means they prevent the player from being able to complete the game.

12
Nah, they're the complete versions. If I had the ability to stop time, they'd be better. Sorry to disappoint you  :P

Some of the music from the game I deliberately decided not to put up on my channel though, mainly shorter tracks.

13
Actually this game uses the MMC3 mapper, and should be fine for emulation. It will need some modification to work on actual hardware though, and I believe Snarfblam is looking into that.

Yes yes yes...
I absolutely agree.
Maybe I have expressed myself not so clear (English is not my born language)!

I did bring Castlevania 3 to my post because I am very fond of that game in particular, those were THE DAYS, the golden age of my youth in the NES. My first reaction to changing stuff on such title is almost impulsive, since I love it so much as it already is.

But for sure, in the case of a brand new rework, remix, rebuild, new game, new music and new effects are more than welcome. So, I repeat myself:

In case of having to make a choice (between original and new FX) — I would stay with the new sounds.

Please keep up the great work.
I never feel tired to watch the screenshots on the first page.
What a fabulous accomplishment this project has become!

Thanks thanks thanks!
C.

I'll admit that I did misread that comment, and I mainly expounded on your Castlevania 3 example to prove my point. I was chiefly responding to the "famiclone" remark.

14
I like the prejudice in here. No one except Grimlock has even heard the sound effects yet and there are already calls for not putting them in the game, and that they are just going to come off like automated famiclone tweaks.  ::)

I'm going to tell you all the same thing I've told people who have emailed/PM'd me for being "disappointed" with the music changes: This isn't Metroid 1.

This is Rogue Dawn. The objective here is to leave behind the notion that people are playing the original Metroid game, and enjoy a completely new experience with higher quality graphics, sound, and gameplay.

Castlevania 3 did have many of the same sound effects as the original game, though many of them were modified for the better. I would say in that case they wanted the player to be reminded of the original game, as the gameplay and layout is similar, as were the game's graphical styles. But look at Castlevania 2, a much different direction, and much different sound effects for the most part to fit those changes; the enhancements on the sound and music ended up being the best thing about that game. Would you rather play Castlevania 2 with Castlevania 1 sound effects?

Long story short, I'm aiming for a departure of the original for a newer experience, and not a straight reminder, and I believe that's what Grimlock and Snarfblam are also trying to accomplish.

15
ROM Hacking Discussion / Re: Adding custom music to nes rom?
« on: August 05, 2016, 04:25:53 pm »
That wouldn't be too hard for me to do actually.

16
Personal Projects / Re: Pyron
« on: July 13, 2016, 08:49:58 am »
It's not a shame.

A shame is giving up and throwing it in the trash and never working on it again. A shame is not having enough time to work on something you've put a half a decade of work into because the vast majority of the world around thinks you're wasting your time. A shame is having to listen to people tell you it's a shame that it's not finished yet because their thumbs hurt from twiddling them too long.

17
Personal Projects / Re: Pyron
« on: July 13, 2016, 12:16:26 am »
It's been on hiatus for about a year, and halted indefinitely, while we are working on smaller scale projects.


18
I believe It's because Metroid was released on August 6, 1986, which is 30 years ago almost exactly. The anniversary is a celebratory and memorable release date :)

19
ROM Hacking Discussion / Re: What are you looking for in a ROM hack?
« on: June 21, 2016, 06:12:36 pm »
1) complete overhaul hacks that have the look and feel of a completely new game, especially those with original content and artistic ingenuity.

2) Challenging level hacks of my favorite NES games, without gimmicks or questionable graphical changes. Basically, a "second quest" type of hack.

3) music hacks, especially those with original compositions.



20
ROM Hacking Discussion / Re: Make NEW music for SMB3 (How do I?)
« on: May 23, 2016, 12:54:49 pm »
You will need to be a hacker in order to change the music. There are no two ways about it.

Unless of course, you can convince someone to make a tool for it. Game specific tools for music are  rare, and unfortunately I don't think there is one for Mario 3. If there already is one, I would owe you an apology, and you should use it.

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