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Author Topic: Stake Castlevania Editor Question  (Read 2094 times)

linkncb16

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Stake Castlevania Editor Question
« on: December 06, 2016, 07:37:34 pm »
Does anyone know how to remove stairs or breakable blocks when editing objects??? I swear I have tried everything, but just can't figure it out.
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bogaabogaa

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Re: Stake Castlevania Editor Question
« Reply #1 on: February 05, 2018, 06:49:12 pm »
Same problem here. I wish there would be a proper info/help file for function of keys or shift/control clicking. Sure there are many hidden things.


I just found it. It is Control/STRG + rightclick to delet a stair or object!
I also found the stake.chm file in the folder where the exe file is. It seems very detailed and I am sure it would had helped too.

Does a resource page exist for CV1 hacking?
« Last Edit: February 05, 2018, 11:01:24 pm by bogaabogaa »

Revility

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Re: Stake Castlevania Editor Question
« Reply #2 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.

Vanya

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Re: Stake Castlevania Editor Question
« Reply #3 on: February 06, 2018, 05:21:40 pm »
The holy grail for me is full level layout manipulation and expansion.
I haven't checked in years, but has that ever been fully documented?

bogaabogaa

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Re: Stake Castlevania Editor Question
« Reply #4 on: October 13, 2018, 05:34:46 am »
I had liked to use the enemy data sheet found on the data crystal to change enemy behavior. It seems I don't understand something about the calculation. The Zombi was in the example and it works. The bat is data for palette for the titelsceen -.- If anybody did use the sheet could you tell me how to read this pointertabel?! I did already ask friends who also had trouble and I know my ASM knowlege is not good but I had like to learn it as I make a CV 1 hack.

Here my calculation and notes:

Code: [Select]
Behavior Pointer Table 1E96C (Does read pointer as 2 byte without separator??)

##READ=The NES does read values as bigendian so you have to swap the byte around
##BANK=Bankoffset calculation. Parts of the ROM get swapped in so we calculate them
##HEADER=I did always think this is the ROMheader that changes the offset in the rom file. Somehow this value does not make sence to me..


B1EA 00
0880 01 Zombie ROM    14018         READ=8008 BANK=4008 HEADER=4018 BANK14018
7BF0 02 Bat    ROM    1B08B ??      READ=F07B BANK=B07B HEADER=B08B BANK1B08B
81F0
B1EA
B1EA 05
92EF
F383
5684
8983
AA90 a
D08F b
B8EF c
BBED d
6CF1 e
8787 f
6FED 10
4D82 11
F2EC 12 Eagle ROM 1AD02 ??         READ=ECF2 BANK=ACF2 HEADER=AD02 BANK=1AD02 ???