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Author Topic: Castlevania: Symphony of the Night - Quality hack [PSX]  (Read 34214 times)

gideovame

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #40 on: January 14, 2019, 09:56:55 am »
Is there any way to get a version of this that simply removes the black bars at the top and bottom of the screen? I don't want any of the other features, particularly the opening of the hatches that increases the map size.

erecyog

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #41 on: January 19, 2019, 02:18:39 pm »
In the USA version of the game, Richter's Flame whip (Item crash with no sub-weapon equipped) functionally does nothing.
This is something that the Japanese 1.2 version of the game fixed, it was changed to Fire-elemental and does double damage over the normal whip.

I think most people didn't bother to use the Flame whip, because once you pick up a sub-weapon, you lose the ability for the rest of the game.
But I'd like to incorporate the fixes from the newer revisions of the game, if it's possible.

MagicalFlyingD00d

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #42 on: January 30, 2019, 05:38:40 am »
Can you add the Richter sprites with his different outfit of the Saturn version?
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Sephirous

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #43 on: January 30, 2019, 11:08:54 pm »
Can you create a way to de-equip so you can access the flame whip again later in the game?

Aceearly1993

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #44 on: January 31, 2019, 03:07:15 am »
It would be neat to restore several pickup items - a prime example is the $5000 gold pickup which unfortunately went unused in the original game.

Can you create a way to de-equip so you can access the flame whip again later in the game?
I seconded this idea. I think it could be done by mapping other buttons to such function (e.g. Circle button for Flame Whip attribute activation in addition to regular sub weapons).
« Last Edit: January 31, 2019, 03:17:31 am by Aceearly1993 »
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Vanya

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #45 on: January 31, 2019, 05:18:24 am »
Can you add the Richter sprites with his different outfit of the Saturn version?

Or even better, a custom sprite that actually looks like his artwork.

SCD

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #46 on: January 31, 2019, 06:48:58 pm »
You mean something like this:


The other sprites that I want to see be edited is change the sprites of the 1st & 2nd forms of Dracula to make them look more like their Rondo of Blood counterparts:


Another thing that should be added to this hack is restore the priest's unused dialogue that was suppose to play when entering the confessional room in the Royal Chapel:

https://tcrf.net/Castlevania:_Symphony_of_the_Night_(PlayStation)/Unused_Voice_Clips#Royal_Chapel
« Last Edit: February 02, 2019, 12:48:46 am by SCD »

Timbo

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #47 on: February 01, 2019, 01:46:52 pm »
I suppose I'll jump in on this too. Can you add all of Richter's sub weapon crashes to Alucard and allow him to actually throw the Cross as well?

Sephirous

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #48 on: February 02, 2019, 09:07:26 pm »
I wouldn't mind seeing the exact sprites of Dracula and Dracula's Monster from Rondo Of Blood directly imported into SOTN.

MagicalFlyingD00d

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #49 on: February 07, 2019, 05:08:27 pm »
Is there plans to add the exclusive stuff from the Saturn version? Like the God Speed Shoes and Underground Garden or whatever it's called.
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Vanya

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #50 on: February 07, 2019, 06:03:13 pm »
That would be pretty dope. Better graphics for some of those extras would be even more so dope.

MagicalFlyingD00d

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #51 on: February 12, 2019, 03:27:48 pm »
Got a link to the Saturn version Richter sprites: http://spritedatabase.net/files/saturn/281/Sprite/RichterBelmontSAT.PNG
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drunk_caterpillar

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #52 on: February 23, 2020, 12:07:33 pm »
Can someone tell me what the MD5 should be for the track1 BIN after applying the PPF? I tried patching this game and it hangs after the start screen.

SCO

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #53 on: February 24, 2020, 08:04:26 am »
Can someone tell me what the MD5 should be for the track1 BIN after applying the PPF? I tried patching this game and it hangs after the start screen.

CSotN has a mistake on redump, where the game marked as '1.1' is actually '1.0' and the 'plain' game is '1.1'.

You are most likely using the wrong source.

As for the checksum: https://github.com/libretro/libretro-database/blob/master/metadat/hacks/Sony%20-%20PlayStation.dat#L120

mirage548

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #54 on: May 03, 2020, 07:02:02 am »
hi, i wanna play ur quality pack, and i wanna make a pair of  question.

this patch works with hardtype?
critical chance can by removed no matter how much luck i get?

paul_met

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #55 on: May 04, 2020, 08:24:40 am »
this patch works with hardtype?
They say that it works. Personally, I have not tried mixing hacks.

critical chance can by removed no matter how much luck i get?
Qhack does not provide such modifications. You should better contact to author of HardType hack.

pleasejust

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #56 on: May 04, 2020, 01:56:14 pm »
Qhack and Hardtype do work together fine. Don't know about critical hit %. Hardtype is pretty hard as it is if you don't grind a lot. The only thing is that after applying the patches you must use STARWIN's ECC recalculator tool on the disc image so it'll play properly.
https://www.romhacking.net/utilities/1264/

ViperAcidZX

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #57 on: May 04, 2020, 04:18:06 pm »
Not sure if it this was mentioned earlier, but seeing that the black letterboxes has been removed with this ROM hack, I was wondering if it's possible to reposition the HUD elements (e.g. the life meters, the enemy/items pop-up) to take advantage of the extra screen real estate and open up more room around the game screen?

paul_met

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #58 on: May 05, 2020, 01:41:19 am »
Not sure if it this was mentioned earlier, but seeing that the black letterboxes has been removed with this ROM hack, I was wondering if it's possible to reposition the HUD elements (e.g. the life meters, the enemy/items pop-up) to take advantage of the extra screen real estate and open up more room around the game screen?
The position of the HUD is already changed in this hack (v.1.1).

ultimategrayfox

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Re: Castlevania: Symphony of the Night - Quality hack [PSX]
« Reply #59 on: May 05, 2020, 08:00:59 am »
If possible, would be nice add the chance to see enemy data for drops and such from the menu in some way (like in the most of castlevania later) without need to go to library every time.