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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 208795 times)

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #820 on: July 22, 2017, 11:11:27 pm »
Well I hope you right about that Sinis. :)

sonny

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #821 on: July 23, 2017, 12:08:39 pm »
Being supportive is always nice, just try to not demand about updates too much, every time, in all posts, the guys knows what's doing and when it must be done.  ;)

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #822 on: July 23, 2017, 12:09:36 pm »
Heh heh alright,alright besides there are OTHER projects I am looking forward to other than this one :)

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #823 on: July 25, 2017, 02:04:59 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:
« Last Edit: July 25, 2017, 02:18:53 am by Sephirous »

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #824 on: July 25, 2017, 10:09:34 am »
I recently discovered that site as well but Im pretty sure those track names are a little old (maybe) but also I noticed a Castlevania mod that Optomon is secretly working on which Castlevania The Holy Relics,can't wait to play that one as well :) also how are things coming on your end Sephirous?

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #825 on: July 25, 2017, 10:35:33 am »
I recently discovered that site as well but Im pretty sure those track names are a little old (maybe) but also I noticed a Castlevania mod that Optomon is secretly working on which Castlevania The Holy Relics,can't wait to play that one as well :)

Not so secret now  :P




Project wise for CoA, its in my hands right now.  Once my things are done (hopefully in a week and a half's time) I'll be passing the ROM back to Sephirous so he can finish up on whatever else he needs to put into the project :)

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #826 on: July 25, 2017, 10:42:40 am »
Hey Seph discovered it to damn it XD well anyways I wish ya luck in finishing the rest of Alucard and Armund.

PachaWillWatchYa

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #827 on: July 25, 2017, 10:57:53 am »
Can someone post a link of that site?
Can't seem to find it.

sonny

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #828 on: July 25, 2017, 05:48:49 pm »
Besides graphics and music, What differecences will have this hack compared with the original game(gameplay-wise)?
Like chorus of mysteries, that have different enemies and bosses what works completely different from the original (une, slogra, gaibon, a olrox with 2 phases, death as the last boss)
Was changed so much things in this game that was enought to give chorus of mysteries a aspect of a totally new game.
I'd love to see this hack following the same way!  :beer:
« Last Edit: July 25, 2017, 06:18:26 pm by sonny »

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #829 on: July 25, 2017, 06:27:57 pm »
beyond graphics and music, What differecences will have this hack compared with the original game(gameplay-wise)?
Like chorus of mysteries, that have different enemies and bosses what works completely different from the original (une, slogra, gaibon, a olrox with 2 phases, death as the last boss)
Was changed so much things in this game that was enought to give chorus of mysteries a aspect of a totally new game.
I'd love to see this hack following the same way!  :beer:


I don't know on what Sephirous has fully planned for the rest of the stuff though on my end I want to collaborate with the programmer for extra stuff and supply whatever added sprites needed towards the project.  I really want to push for custom new lessers and bosses into the project though I don't know on how the programmer would feel on doing such a feature as certain bugs, glitches and music fixes is what's being asked for at this point.  I know that people want to see a lot of the teased bosses that Optomon and Dr. Mario had for their original CoA into the reboot and I'd be more than happy to create new ones for whatever manner needed.  Just all depends on what the programmer wants to do.  If it ends up being a separate programmer that wants to undertake this task then I can collaborate with them.

Right now each route is different with their own quirks and Easter Eggs however I too want it to be a new experience for those that play it for the first time so that way there are no duplicate bosses floating around.  Whatever is decided and whatever the outcome is on the project is what will be released.  I know  my recent actions into tidying stuff up on the project has pushed stuff way back but noticing of how people are wanting to see the old stuff into the game I thought that maybe it could happen though then again it couldn't.  We're not putting this on a cartridge so we got all the room we want in the end for expanding and whatever is needed...or whatever the programmers do to expand the ROM.  Shit still goes over my head nor am I going to bother learning it as I know my place in the world now and I'm cool with that lol.


In the end, both Sephirous and I are trying to make this look good and since I'm back on CoA full time as the main sprite guy I'm making quite a few changes so the game can look good :)


DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #830 on: July 25, 2017, 08:01:00 pm »
You know,I don't really care on how the work on this mod takes because I really want to see custom enemies and bosses like you depicted in your comment Sinis,as well as shown in the sprites,well we have one custom boss and that's the Angel Mummy,I hope to see Legion and that new boss I dubbed the Spitel Bone King :)

sonny

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #831 on: July 25, 2017, 10:02:21 pm »

I don't know on what Sephirous has fully planned for the rest of the stuff though on my end I want to collaborate with the programmer for extra stuff and supply whatever added sprites needed towards the project.  I really want to push for custom new lessers and bosses into the project though I don't know on how the programmer would feel on doing such a feature as certain bugs, glitches and music fixes is what's being asked for at this point.  I know that people want to see a lot of the teased bosses that Optomon and Dr. Mario had for their original CoA into the reboot and I'd be more than happy to create new ones for whatever manner needed.  Just all depends on what the programmer wants to do.  If it ends up being a separate programmer that wants to undertake this task then I can collaborate with them.

Right now each route is different with their own quirks and Easter Eggs however I too want it to be a new experience for those that play it for the first time so that way there are no duplicate bosses floating around.  Whatever is decided and whatever the outcome is on the project is what will be released.  I know  my recent actions into tidying stuff up on the project has pushed stuff way back but noticing of how people are wanting to see the old stuff into the game I thought that maybe it could happen though then again it couldn't.  We're not putting this on a cartridge so we got all the room we want in the end for expanding and whatever is needed...or whatever the programmers do to expand the ROM.  Shit still goes over my head nor am I going to bother learning it as I know my place in the world now and I'm cool with that lol.


In the end, both Sephirous and I are trying to make this look good and since I'm back on CoA full time as the main sprite guy I'm making quite a few changes so the game can look good :)

Hum, so you and Sephirous are creating material for the game(musics, graphics), and after that another guy will do the programming (maybe optomon?), and depending what kind of stuff the programmer can do (or want to do) in the game, you guys will provide more material? (for custom enemies, bosses etc)

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #832 on: July 25, 2017, 10:54:53 pm »
Hum, so you and Sephirous are creating material for the game(musics, graphics), and after that another guy will do the programming (maybe optomon?), and depending what kind of stuff the programmer can do (or want to do) in the game, you guys will provide more material? (for custom enemies, bosses etc)


I think about one fourth of the stuff was already there and whatever spare 'parts' floating around the internet from the previous CoA Sephirous found and pieced it together as the rest he made from scratch.  Music was already there though in an NSF however from what I read there needs to be a few more created so there's that.  The extra enemies and bosses is on the table though we talked about it some time back and hope to add extra's in though it all depends if the programmer wants to go that extra mile into doing so and if he/she does then I'll collaborate with them on creating customized stuff.  Won't be too much but I'd like to redo a lot of the ideas that they had from the first one, boss wise.  I have all of the stuff that they posted out there for the lessers and if need be can make new ones.  Since this is a direct sequel to Chorus of Mysteries I thought about redoing some of the customized enemies in that and having them on the side just in case for CoA but that's on the side table waiting to see if I work on it or not.

Again, it just all depends if the programmer is willing to go that extra mile as there won't be any arm twisting or forceful involvement.  Whatever the outcome is towards this project is what people will see and play, even we don't know on what it is just yet as we're brainstorming up more stuff lol :)



Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #833 on: July 26, 2017, 11:12:02 pm »
The Legion does look Plausible,

I have looked into it and it can definitely be put in, I'll work on that once some other stuff is completed first. Either in the Clock Tower or The Library, It depends on a stage that has the right conditions for Block Transitioning. If the stage has Door Transitioning, The Legion will glitch out and be a total mess.

 

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #834 on: July 26, 2017, 11:21:57 pm »
I think the Legion boss is best suited for the Catacombs stage

optomon

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #835 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.

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #836 on: July 27, 2017, 10:27:30 pm »
LoL I guess the secrets out XD

But in all seriousness Im very interested in the mod called Castlevania The Holy Relics,plus the idea to choose your own stage and exploration in order to find the certain relic in order to enter the final stage is a neat idea :) Im looking forward to playing it along with other Castlevania mods. :thumbsup:
« Last Edit: July 27, 2017, 10:44:55 pm by DavidtheIdeaMan »

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #837 on: July 29, 2017, 12:51:33 pm »
Update:

Special Thanks Too - NaOH

I have been given permission to use the new patch Castlevania III - Improved Controls in Cadence Of Agony.
This will allow the other main characters to have controlled jumps within the air, Being able to jump off the stairs, And when falling, Being able to control the fall. That will make the last stage work a lot easier as there is a spot where you must jump and land accordingly.

I will attempt to test this in a few days.  :thumbsup:

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #838 on: July 29, 2017, 12:57:28 pm »
Awesome,the controlled jumps will act SOTN styled in a sense,as well as being able to jump from stairs is great because it's from Rondo of Blood which takes place before SOTN,keep up with the great news Sephrious,I hope to hear more soon. :thumbsup:

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #839 on: July 29, 2017, 01:10:47 pm »
Update:

Special Thanks Too - NaOH

I have been given permission to use the new patch Castlevania III - Improved Controls in Cadence Of Agony.
This will allow the other main characters to have controlled jumps within the air, Being able to jump off the stairs, And when falling, Being able to control the fall. That will make the last stage work a lot easier as there is a spot where you must jump and land accordingly.

I will attempt to test this in a few days.  :thumbsup:


Looks like I'm pulling a late night these next couple of days to finish up my stuff so you can get the ROM back lol :)





From my end of the work, main majority of the stuff is done.  I've gone back to characters and should have them done though sadly I'll be busy for the rest of the day after posting this so gonna work late tonight and tomorrow.  Some abnormal cooler weather has come into the area so I'm taking advantage of that to get a lot of stuff done an early preparations before winter arrives later in the year lol :)