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Poll

Vampire Bat Boss - Cadence Of Agony - Replacement (Last Remaining Three)

Carmilla's Mask (Simon's Quest)
6 (40%)
Vampire Succubus
6 (40%)
Darkside (Castlevania II - Belmont's Revenge)
3 (20%)

Total Members Voted: 15

Author Topic: Castlevania II - COA (Linear Reboot) & Castlevania II - SQ (Linear Reboot)  (Read 213500 times)

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #680 on: May 18, 2017, 11:04:34 am »
Awesome to hear that Sinis,so when you are done with your stuff and then we wait for Seph,Patcha and possibly Optomon to finish there works for the game and make sure everything is good and ready for the release. :)

And thus the wait begins XD
« Last Edit: May 18, 2017, 08:41:27 pm by DavidtheIdeaMan »

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #681 on: May 19, 2017, 12:47:52 am »
Might as well update though there will be no screenshots this time around.


The new hint guy that Sephirous wanted is done along with the new portrait and whip in the intro reel though have to tweak the portrait a bit because the current color palette makes it look kinda weird.  Sephirous has to point out on which area for me to properly tweak for him on it.  Did the standing portrait at the end of the intro reel to where its now Richter looking at the castle.  After the tweaking all I have left is to change a gear animation (the one you walk on in the Clock Tower area) and the rain animation.  For the portrait in the intro reel, I remember seeing Optomon and Dr. Mario's version that was based on the new version of Richter so I did the same :)

In the end, I've never really done rain animation so this will be interesting and will try to make it work with what limited area I have left from seeing on what Sephirous has already in reVamp.  My goal is to try and  make it look somewhat similar to that of the rain in SotN Outer Tower area.  If I have enough room after what I'm going to do I'll see about rain impact droplets on the ground for that added effect :)


This is all I have left on my end.  If things go well with no distractions I should be done with all of my CoA stuff sometime next week. 

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #682 on: May 19, 2017, 08:03:39 am »
Awesome and smart thinking with no spoilers with no screenshots so people can be surprised when the game comes out! :)

Googie

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #683 on: May 19, 2017, 11:57:30 am »


For now, here is Dhuron/Headless pirate.
I actually have few more sprites, but I'm not happy with how they look yet.

I like this, it's really cool. :)

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #684 on: May 21, 2017, 08:04:25 pm »
Hmmm I wonder how Seph is doing on his end of the work?

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #685 on: May 21, 2017, 10:53:39 pm »
I have started installing some of the COA Beta Sprites.

Wolf Man or whatever it is, is in and shoots daggers.  :thumbsup:
« Last Edit: June 29, 2017, 01:10:41 pm by Sephirous »

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #686 on: May 21, 2017, 10:55:22 pm »
Heh heh nicely done Seph,what about those vids your planned?

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #687 on: May 21, 2017, 10:57:27 pm »
Still haven't had a chance to get to that yet. But as soon as I can I will upload some more music.

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #688 on: May 21, 2017, 11:00:55 pm »
Glad to hear that Seph,I hope there'll be new tracks among them as well as a new gameplay vid and Sinis is nearly done with his works and I hope Patcha's works are doing great plus I wonder if you manage to fix the Hud yet and speaking of which I wonder how Sinis is doing on his end so far?

Also and thus begins the long wait for the total completion of Cadence of Agony,we are close people!
« Last Edit: May 23, 2017, 07:22:25 pm by DavidtheIdeaMan »

PachaWillWatchYa

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #689 on: May 25, 2017, 10:55:02 am »


I honestly don't like the way Zombie came out, but I thought it doesn't hurt to show it.
It took me a while because school is a bit of a priority at the moment, though it's only about 2 more weeks.

Sephirous, a few questions if you don't mind.
What enemy is werewolf replacing, I can't remember any enemies that did that(though it's been a while since I actually played CV3), or did you change his code?
And if you did, did you do it by copying Grant Boss's knife trowing routine?
And did you ask Optomon if he is going to release some changes as separate patches also?
Because it would be very helpful if CV3 hackers could just apply them, if they want 4 characters and such.

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #690 on: May 26, 2017, 08:09:05 am »
Hey that's looks pretty good :)

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #691 on: May 26, 2017, 10:06:07 am »
Patcha, most of the work for the lesser sprites is already done from the first CoA however you'll have to customize some of it as Optomon and Dr. Mario had extra programming involved with their work for extra movement and such like the Medusa head and the zombie. 

Here they are.






Sure some aren't being used but main majority of the work is right there including the zombie.  Whatever else is there just take it, utilize it and do whatever for the remaining stuff.  Also make sure it fits in the original sprite area for whatever enemy, test it then once its good enough without anything out of place put it in a YYCHR sheet from a test ROM so Sephirous can just copy and paste over with less work involved.

PachaWillWatchYa

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #692 on: May 26, 2017, 10:08:41 am »
 Oh, I forgot about that one. I guess mine could be used for second quest, though.

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #693 on: May 26, 2017, 10:09:55 am »
Yeah, that's the reference sheets for the lessers and where Sephirous got the smaller werewolf sprite from.

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #694 on: May 26, 2017, 11:30:00 am »
Getting the sprites done is going to take abit longer than I expected,meh I thought as much well anyways at least Sinis is just about done and so is Sepherious. :) 

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #695 on: May 26, 2017, 12:15:57 pm »
@Pacha

I replaced the twin mummies with the werewolf and replaced the bandage weapon with the throwing dagger.

I figured once all the graphical stuff is complete then I would send it off to Optomon with information on what needs to be done.
However, After working on the documentation I realized there was too much getting written.
All I think that should be added after the graphics is the following..

Fixing The HUD
Installing the NSF from the Abandoned COA Rom then if Optomon wants to complete the soundtrack have him decide what he wants to add to it.
Remove the water sound effects on the stages without water
Remove the mud effects in the stage where there used to be mud and the hero would flicker while in it.
Fix the code that makes the game start on the second quest instead of the first one.
(I actually found the code in the debugger and for some reason it got switched from a 0 to a 1. I created a cheat code to fix the problem. but it really needs to be permanently put into the Rom so the game starts on the correct quest.)
Come to think of it if the code can be converted into Genie Format I could patch the rom with the code..Hmmm
I might look into that again, I tend to overthink and complicate ASM. It's still not something I can get my head completely around yet.

Anyhow, There are a few minor other things that I will need Optomon to fix.
It's basically small stuff, All the hard stuff has already been completed for the most part.


Also here are the lessers that are complete,

Slime Balls
Werewolf
Bone Dragon
Bone Pillars
Axe Men
Blue Heads With Mouths Open (Medusa Second Quest)
Sword Skeleton
Imp Men

Things to do,

I am going to try and put Carmilla I think that is into the Statues on the password screen.
Or something like that.

Also,
Here is an actual Sprite Sheet.
The new sprites must fit exactly where they are in the sheet. Piece by Piece.
And they have to remain the original size of this sheet. Very tiny.
« Last Edit: June 29, 2017, 01:10:57 pm by Sephirous »

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #696 on: May 26, 2017, 12:27:52 pm »
Awesome to hear that Seph,so I guess you now have only jus five things to fix which is not that much but still your half way there,also Im sure Optomon will finish the rest of the soundtrack when he wants to or if he has time to do so,but anyways Sinis is close to being the Rain animation etc,keep it up you guys.  :thumbsup:
« Last Edit: May 26, 2017, 03:08:10 pm by DavidtheIdeaMan »

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #697 on: May 26, 2017, 03:00:09 pm »
Zombies are in.  :thumbsup:

« Last Edit: June 29, 2017, 01:11:04 pm by Sephirous »

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #698 on: May 26, 2017, 03:05:53 pm »
Nice they look awesome,can't wait to see more screenshots and hopefully a new vid showcasing one of the stages maybe? ;)
« Last Edit: May 26, 2017, 03:31:49 pm by DavidtheIdeaMan »

PachaWillWatchYa

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #699 on: May 26, 2017, 03:20:52 pm »
Those zombies are based of flying zombies from SotN.
They behave differently from the ones you have replaced.
They are composed of two parts which separate and float when they are hit. (Watch some Sotn playtroughs to see what i mean)
I would honestly prefer if you would put in the green ones from the sheet, since you don't intend to change enemy programming.
If you want to I can finish him in a day or two depending on time i get.