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Personal Projects / Re: Castlevania 2 Rev edition
« on: October 14, 2019, 06:20:52 pm »
yes.  Fake blocks and holy water blocks all use separate sprites in the rom.  I could do something else to give a visual clue...  less or more.  Open to ideas.

Personal Projects / Re: Castlevania 2 Rev edition
« on: October 13, 2019, 12:23:39 pm »
I will probably tweak up the copy paste monsters little bit depending on the enemy. Some more than others. Freddie has been replaced with a modified cv3 zombie holding a dagger and missing his bottom jaw as an example.

Personal Projects / Re: Castlevania 2 Rev edition
« on: October 13, 2019, 08:42:00 am »
replaced double head with mini Slogras  :)

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.


+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.

+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?

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.

+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.

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

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.

Personal Projects / Re: Zelda II Hack Project - I want your input
« on: February 24, 2019, 10:06:04 am »
If you want some sprinting help, I would be interested in helping out.  I still have all the edited towns from a broken version of my hack if interested.  The towns & inside the houses are more detailed,  but still the same layout.

Boomerangs could replace the fire ball spell.  Something to connect it more with other Zelda games.

One thing that could lower/balance difficulty is shield also giving reflect.  This makes a big difference going through death mountain.  Reflect is great spell,  but I tend to avoid using unless needed because of the cost & not wanting to keep applying the spell constantly.

Personal Projects / Re: Zelda II Hack Project - I want your input
« on: October 24, 2018, 08:05:36 pm »
Here’s some ideas for you....

-replace the fire spell with boomerangs.

-reflect & shield turned into tunics & always on.  Red would replace shield,  blue would replace reflect & grant shield also. Both are always on.  no more constantly casting shield.  Reflect would be way more useful if always on.  This would also give Link a visual upgrade.

-hearts cut into 4 pieces to collect...  would give the player more reasons to hunt through all those extra caves & empty homes.

Replace the hammer with bombs.  You could change the sound in the overworld when breaking rocks & some sort of pow effect. 

There are hearts for the life bar in the last build of the rev hack.  Feel free to use or edit. 

I looked into changing the magic bar green, but it appears part of the bar has it's color set in a different way so I stopped snooping into it.

The health and magic bars go into negative when your dead or use all your magic.  I have a hunch this wasn't intentional just by how the negative part of the bar looks when it happens.

just double checked the issue and was able to confirm finishing the first palace set the castle for both palace 1 and 2.  :o I will look into getting this fixed pronto.

It looks like after beating the first palace, both the 2nd and 3rd turn to stone as well.  Very odd.  I thought this had been fully tested through before release.

A temporary replacement build has been submitted.  This build contains only the graphical, dialogue and pallet changes found in 1.5.00. The sideview, overworld, and magic related changes are not in it. I had planned to release this version separately for others to easily use the hack to start off their own projects.  Until a fix for the palace rocks is found, this will do.

I did look into many of your suggestions.  Thought most would be simple hex value change, but it appears they would be a bit more.

There are now a few more red jars and fairies scattered in the palaces to help things out.  Once the reflect/shield combo spell is wrapped up & released, it will make difficulty curve for the first half of the game better.  Second half benefits a bit from it.

Currently planning to release at least one more build.   It will be in 3 seperate patches for those that want just the sprites, what is out now and also a version with the spell changes.

ROM Hacking Discussion / Re: Stake Castlevania Editor Question
« on: February 06, 2018, 08:44:46 am »
There are some good documents on modifying the enemies, sprites and music up.  Data crystal has a partial disassembly on it.  Still looking for a full one myself.

A stake document just detailing the keyboard shortcuts would be a welcomed addition.

Very cool!  I will give this a shot.

This game has so much potential, but just needs the rough edges sanded off. This is definitely a great little quality of life improvement.

Can I add it into the rev hack?
I'm going to make a seperate version that is purely just the updated sprites to make it easier for other's to use in their hacks.  :)

ROM Hacking Discussion / Re: Zelda 2 spell editing
« on: February 02, 2018, 06:04:40 pm »
There should be a save editor floating around, forgot where I found the one I use so you don't have to play through the whole game.

to earliest place I can think of testing reflect is the cave connecting north and south east hyrule where there is a fire spitting monster in there.  Using a game genie hack to cross mountains makes it a quick walk.
If you change shield's 01 to 21, or 41 etc.  you'll get a combo spell going... like shield with reflect or shield with fire balls.  It's when I start messing around with the last 3 spells is where it gets a bit wonky.  I wonder if there is something for each spell to refer to which byte it uses in it's routine.

ROM Hacking Discussion / Re: Zelda 2 spell editing
« on: February 02, 2018, 04:00:38 pm »
What I’m tinkering with is combining the effects of shield spell & reflect or having reflect always on once aquired, like an item.  After that would be to remove reflect from the menu & bump the last 2 spells up in the list.

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?

I agree the saving another person named Zelda is was silly.  The intro text in the hack was changed a bit to sound more like that.

I’m not sure how I could add in more back story into the actual game outside of villagers telling u? Or maybe some npc’s hanging around sleeping zelda speak of it?

An updated version should be up soon.  It does include many dialogue changes as you mentioned & also the life meter is now hearts visually, it still functions the same. 

All good ideas to improve the dialogue.  :thumbsup:

I will tackle the dialogue after the palaces.  I have a list of what to do to them,  nothing too crazy.  Going to change some of their palettes, a few graphics & remove some dead ends.  The great palace changes will focus on making sure the player can get to the end no matter which way they go instead going too deep & hitting a wall. 

@shade:  I seen someone did a zelda version of z2 enemies.  I don’t remember where. Most were pretty good,  a few sketchy.  Could be a good starting place for a top down remake.

It was always weird the hidden town needed the hammer & the game never spoke of it clearing trees.

Open to more ideas & suggestions to improve the game.

I will start asking around soon.

Finished up revamping the all the towns.  Much more details than before.  More minor sprite adjustments have also been done as well.  The overworld has also received a little love here and there.

Getting ready to tinker with the palaces.  Right now most of them have only received very minor changes, made sure there was one fairy in each palace, point bag adjustments, etc.  Wanted to make it worth the player's wild to explore them.  Might remove some of the dead ends. The player being able to purely level up by exploring the entire game instead of grinding is one of the goals.

The next build will probably come in 2 flavors.  One that is purely cosmetic and one that rebalances some aspects of the game, such as magic usage cost, palace streamlining, etc.

Thanks for the feedback and the posting the you tube videos...  I have been watching them  :)

Overall it feels like the goal of the hack was met.  Z2 is a great game, just unusually flawed and unbalanced for a Nintendo game.  It felt like it just needed a little attention to it here and there.  Having a sword that looks like a sword to visually gauge attack distance is where this all started.  I did the sprites 5+ years ago, but never implanted them until now.

Currently figuring out where to take this hack to. As I would like to keep it focused on improving & get into re-balancing the game.  There is some more graphical work I would like to do, such as tinkering with palace back grounds, and the thunderbird's body.  Some other ideas I was thinking was to replace some of the town items with ones from Zelda 1, such as the clock & food, and making the hammer a bomb...  it wouldn't change what the hammer does but not having a bomb in a Zelda game feels odd.

I think it might be neat for Link to fire boomerangs instead of fire for the fire spell... but this is beyond my hex knowledge.

The palaces could use a bit of stream lining here and there so people wouldn't have to use online maps as much and some of the caves, and DM dead end caves could use some rewards, point bags or fairies to help balance the challenge vs reward aspect.

Town people dialogue does need some changes.  Some of it is just too derpy sounding.  :P

One thing I'm really keen on doing is re-balancing the magic system.  It feels too costly to use and it feels like you always conserve it more than use it for healing and situation specific needs.  Reducing the cost of magic and making the heal spell less effective to use would be a path to go.  Link's defense could be adjusted to make up for the less effective Life spell.

Having the shield & reflect spell always on once acquired and/or maybe turned into an item would be great...  but this is something I have no clue how to do yet read somewhere that someone pulled it off. If they were turned into items then I wonder if it's possible to replace those 2 spells with new ones.  If someone one knows how to do that please let me know  :)

Personal Projects / Re: Alien vs Predator Castlevania nes
« on: November 22, 2017, 05:32:15 pm »
Thanks for the ideas and feedback.

Adding in a mix of hive and some engineer type stuff would really help sell the look.  The alternative would be hive/human base which might be easier to pull off.  Giving it the giger look in 8 bit should be interesting to try.

My asm and hex knowledge is low.  So I'm concentrating on the graphics before getting into that part.  Ideally replacing the axe with some shurikens would be the way to go.  Then replace the clock with the invulnerability/cloak.  I know there is a CV hack that did this.

Engineers could or could not be infected. Or some infected humans could be thrown into the mix.  The bone pillars turned into something to spawn facehuggers is a pretty cool idea.  Right now the fireballs are green for acid spit.

agreed the containers and eggs wouldn't make much since as something to gain items from, but it felt like something an old nes game would do.  I'm also not too keen on having skulls replace hearts since that doesn't much sense either.

The flying chestbusters and hammerpedes replace the bats in level 1 & 2.  CV's enemy sprites are per level which allows for more variety.

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:

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