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This is a crazy idea here, and I'm sure you're probably done with this hack, but hear me out. What if you made the game skip the team up cutscenes all together, and made it so you had all four characters right from the start. You might have to implement a menu, but it's totally possible. I know optomon was able to do something like that when we were working on CV3. To take it a step further, I bet there could be a way that you can make the game pick which ending it shows based off of who you are playing as when you beat the game. Just throwing it out there.
Would it free up space to get rid of the encounter scenario's? If so then it could make room for whatever else that needs to be ironed out or add, depending on what's desired to be added.
Hmm...if it's possible, one could 'extend' the area in the end just enough for all 4 characters to stand there on the cliff to show the team effort. I dunno how well that would go over as it could clash with certain stuff that's used in the ending scenario. Can't remember if they all have the same amount of animation frames or not on the cliff to pull it off properly.
From what I understand, an NSF is pretty much a ROM with all the non-sound code/data stripped out.
...really now? I wonder if the translation hack that I have doesn't work in it then. All this time I never bothered to try the original Japanese one as I was just editing bits and pieces in the English hack that I found by accident. I can't believe I didn't go that route...gonna put a bag over my head and sit in the corner for the time being on this one
I dont have time for reverse and add new games for now, but if game already reversed, I can add it with minimal effort or you can add it by yourself using existing configs as examples (It will be fast then wait my updates).
Editing code via a hex editor is bad on so many levels. This thread really makes me sad.
Here is a HUGE reason against it no one brought up yet. You can't easily keep track of changes. If you have all changes in a (well documented) ASM file and you notice hours or even weeks later that an old hack broke something, you can just uncomment all your changes one by one and identify the problem. You can easily reverse individual parts of your changes. If you edit the ROM directly and something breaks you are FUCKED. In most cases you can just as well start over from scratch.
Add up the hours you wasted chasing bugs and calculating mnemonics and compare it to taking 1 hour to learn how to use an assembler properly. This situation is like digging a hole with a spoon because no one showed you how to use a shovel instead.
Hey Dekon, how much room do you have left on the ROM itself until it reaches the maximum limit? I recently brainstormed up an idea of how this hack could be turned into something else though depending on that open space that is left and what could be done.
Since you eliminated the path routes in the game and could change certain aspects of the attacks and all with/to different characters, why not take away the side heroes (Alucard, Grant and Sypha) and use some of their abilities on the main hero? Minus the wall climbing and bat ability of course. One could turn the hack into an actual NES remake of the original Castlevania and call it Super Castlevania? The 'super' title would be justified enough to give it!
Of the Super Castlevania concept, one could redo all of the graphics along with the layout of the rooms (if reVamped accepts the hack for editing) or implement Castlevania I's graphics onto Castlevania III? Would be one hell of a big castle
I got quite a few more ideas to throw into the pot for this hack but just wanted to share this small bit with ya, sir!
the idea phase is pretty easy, its actual implantation that is the real challenge. Level editing of Akumajou Densetsu would be pretty difficult without a level editor, and considering that it's a VRC6 game, I don't think putting a level editor together would be simple.
I have no idea how neat Konami was with their code, but Capcom sure was a mess with their games, literally building one on top of the other with all sorts of unused leftovers. Importing the tilesets from Castlevania 1 would be awesome I agree, but adding more stages to the already long version seems kind of unnecessary. Maybe As a second project where the CV1 stages replace the CV3 ones, but grouped all as a single game without a stage select? I'm not so sure.
I just tried to look at Akumajou Densetsu on reVamp and it didn't like it so only the U.S version is allowed on it. My bad as I couldn't remember if it accepted it or not! There really needs to be a level editor for Akumajou Densetsu along with a feature to add new tunes to replace the current, existing ones. Kinda like of what one editor for Metroid has...and I can't remember of what it's called...not sure if it was Editroid or something else. If I knew how to make a program such as this idea I would be whipping my fingers into action on creating it day in and day out until completion lol
Oh my word no! Not to add stages as that wouldn't be proper since everything was 'combined' back to back in Dekon's hack so really no need to do such a thing but just convert stuff to look like Castlevania I so it has that added stages feeling to it. For me I like the feeling of just go all out and do the graphics from scratch to have it in it's own stand-alone recipe of a hack after everything else was finalized before doing so. Of what Vanya said "to add new music tracks so there wouldn't be no repeats" is definitely agreeable as I'd love to pitch in some track ideas for them to consider!
Could add new stuff to the bosses that are used a couple of times over so it can seem like a different version but more deadly like how the Skull Knight is used in Warakiya Village then again in the 2nd part of Alucard's Cave with the bone throwing bit around the screen.
I agree to you as well sir as everyone is to each their own in their thoughts!
This is how I do it as well, though I'm not so interested in memorizing things than I'm interested both in understanding the low level well enough and simply in avoiding tools that I would have to learn to use (or code?). I have only done small hacks though.
I hack completely via a hex editor. I like to be able to view everything with the Code Data Logger within FCEUX.
Everyone has they're own method of writing 6502. I happened to learn mostly from kuja killer, and that was how he wrote/modified 6502 asm.
I can look at hex values and know just about all of the opcodes for them from memory.
I've gotten so much flack from people saying I don't know how to do asm if I do it via a hex editor. It doesn't matter how you write it or what method you use, as long as it works.
I'm sure if I learned from someone else, and they actualy 'wrote' it out, then probably today that would be the way I write asm.
I'll check that out, what are the other tools needed to romhack gameboy games and such.
Know of any good tutorials? Maybe already on the site.
I'm also of the same agreement--romhacking is like a great collaboration towards good things for everyone to play and enjoy, like a community giving back unto itself.
(also, goddamn Dr. Mario, I haven't seen you around in a couple years )