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Author Topic: Super Castlevania 4 Maker  (Read 16549 times)

Aaendi

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Re: Super Castlevania 4 Maker
« Reply #20 on: March 10, 2019, 11:14:14 pm »
If you know where the code is for bone breaking skeletons, you can post the code and we can speed it up.

bogaabogaa

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Re: Super Castlevania 4 Maker
« Reply #21 on: May 25, 2019, 05:36:19 pm »
I did point to where the code is located in my document "Enemy Notes HealthDamagTable" (First entry after the health table)
I have a new link for the documents since I try to organize them better now. They are still a bloody mess but this one document is useful

Here: https://drive.google.com/drive/folders/1EgQgrQK0g_LfoBFRGK16h0y2r99J52Wv?usp=sharing
(There is also a lessbone patch that will reduce bone-spanning when killing a skeleton to reduce lag. Same link in the subfolder zPatches)


The enemy patches get frequently updated so you can use the patch to get different enemies in a level
Here: https://drive.google.com/drive/folders/1u3wj_d0AmT8lPjotmGrfy_znsLZtdjLC?usp=sharing

General Fix patches that fix mistakes like. Overwriting code while posting graphics, Double property fix or entrance trouble with the old editor.
Here: https://drive.google.com/drive/folders/1r0-OIxp7YfYLDGQ1D6bQ0wIeh7hxwXAh?usp=sharing


If you write some documents by yourself I am glad when you post them here. Also sorry for the late replay. Did miss it somehow   :)
 
« Last Edit: May 25, 2019, 05:46:17 pm by bogaabogaa »
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bogaabogaa

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Re: Super Castlevania 4 Maker
« Reply #22 on: August 08, 2019, 12:36:10 pm »
A forum thread is not a good way to organize hacking resources. I have a discord and work on a wiki.

« Last Edit: November 15, 2019, 12:33:20 pm by bogaabogaa »
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bogaabogaa

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Re: Super Castlevania 4 Maker
« Reply #23 on: February 27, 2021, 08:47:04 am »
I get questions in PMs that just fit this forum post. Sometimes I just link to resources but sometimes it is unique like this.

Hello! I wanted to reach out and ask you a question about Castlevania IV since I know you've done several hacks and probably have a pretty strong grasp on many technical aspects of the game.

I started toying with the idea of doing a very small CV4 hack this morning as I was playing the game. I always lament the fact that you generally always get your fist whip upgrade after hitting the very first candle in each stage. Essentially the leather whip gets zero play time. And even the upgrade to the full length morningstar happens a little early for my liking. I read somewhere in the past that the game has either a candle counter or a heart counter of some kind that keeps a tally and then I imagine the code does comparison to a requisite number for each upgrade and voila, it gives you the upgrade. I can't really find much online about those mechanics now.

I was playing around with debugging tools a bit (I'm not the best debugger and my work is almost exclusively with NES games) and so far I haven't been able to crack the code on this.

I thought I'd message you on the off chance that you've already documented exactly how this works and what I'd need to change in order to delay the whip upgrades. No big deal whatsoever if you're not aware. I can always avoid candles. Haha.

I think you should ask question like this in the forum so others might benefit or get a idea what it is about. The heart count is in RAM $0013f2 when you put a breakpoint on it there is a routine that does read it to update the HUD. When you hit a candle you get a different hit.


If you are not familiar with the ROM mapping just use lunar address to translate it into a PC file offset.



I forgot to mention that this could be archived with cheat codes like.
game genie codes F934-4D0D and F934-446D to have them drop with 15 and 30 hearts.

This will not cut it as a small hack and it would probably be smart to replace the mechanic with some other code based on RNG or enemies killed.
I also have a discord for questions like this.
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pianohombre

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Re: Super Castlevania 4 Maker
« Reply #24 on: March 13, 2021, 07:42:24 pm »
Hi,
I helped work on MMXed that Redguy and another person worked on that eventually released the source code. I still haven't figured out how to display the enemy sprites in Megaman & Bass for that game, but it looks like he used a lot of the old code for MMXed for this game so I might be able to work with this editor. I'll try taking a look at the source code or some of the files. Looks like Redguy abandoned the project. It's too bad there's no official editor for this game available for download here.
"Programming in itself is beauty,
whether or not the operating system actually functions." - Linus Torvalds

bogaabogaa

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Re: Super Castlevania 4 Maker
« Reply #25 on: April 09, 2021, 12:59:57 am »
It's too bad there's no official editor for this game available for download here.

Official editor source code.
https://www.dropbox.com/s/x328b005vt1fhli/SC4Ed-master.zip?dl=0

Official editor binary.
https://www.dropbox.com/s/0h1v2h37huaoept/SCV4edBIN.zip?dl=0

Sorry for the late respond.
I posted the binary in the first post here. There is a newer version of the editor with a view more things added by Curien. May be he will post on git when he makes more progress. I paste current binary build here.

I posted the source code on Redguy official RHDN blog post linked also in the first post here. The source is how Redguy did leave the project.

Also your PM is full @pianohombre so I post the letter here:
I did not log into RHDN for a while and missed your post. Just let you know that you can talk about MMXed on that forum thread too. I posted links to the source code of SC4ed. The editor does also have basic support for Contra 3 and Gradius 3 but I think the MMX stuff got removed since I can't open that ROM with SC4ed  :-\

The MMXed does use the same code base but there been a lot of quality changes. Like picking blocks in the scene editor instead of rotating them with arrow keys. Just basic event support would be great. Sure SC4ed does read the sprite from the ROM but you can't edit them within the editor and not sure if this should be a goal.

I hope you will find useful things in the source and GL with your projects.
« Last Edit: April 09, 2021, 01:09:24 pm by bogaabogaa »
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pianohombre

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Re: Super Castlevania 4 Maker
« Reply #26 on: April 12, 2021, 09:25:19 pm »
Hi, bogaabogaa, thanks for all your help on the project. I had already saved the source code, but now I'll have the binary too! I haven't had a chance to compile the source code or look through it yet so I'll get back with you on any important notes after I take a look at it. C++ is much easier than hex and assembly so that's good. I'll also try freeing up some of my inbox. Apologies.
"Programming in itself is beauty,
whether or not the operating system actually functions." - Linus Torvalds