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Romhacking => ROM Hacking Discussion => Topic started by: Drakon on February 03, 2014, 10:03:36 pm

Title: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 03, 2014, 10:03:36 pm
(http://i.imgur.com/irZ1hAn.jpg)

Playthrough video:

http://www.youtube.com/watch?v=wErLSJX4kbo&feature=youtu.be (http://www.youtube.com/watch?v=wErLSJX4kbo&feature=youtu.be)

What this hack features:

Sram saving, no more passwords, it saves everything I felt is important even what loop you're in.  I did the lazy version and just replaced the "password" jump with a jump to my loading code and renamed it "continue".  I set the cursor to default to continue so you have to press "select" to erase your data making it difficult to erase your game by accident.  It saves when you start a new stage, when you enter a new substage (going through one of those mid-stage doors) and right after you die, all automatically.

All stages are played in sequence giving you the full experience.  No more choosing routes, now you get to play every stage in the game!  Don't have time to do it all in one sitting?  Worry not! Because there's sram saving so you can turn it off and come back to it whenever you feel.

I changed most of the game palette data, I wanted to get rid of that whole cartoon feel and give it a more realistic look.

Alucard is now the main character with the freeze attack and mr belmont is the backup character that you start your new game with.  Both characters always have fully powered up weapons no more need to pickup weapon upgrades (I had to disable it due to a bug with alucard).  Since you play every stage you can pick up any side character you want, yes you can have two alucards if you want.  Whenever you pass through a substage door or start a new stage / die, alucard's weapon reverts back to the freeze attack so don't worry if you pick up the clock weapon.

I changed which song is played at which point of the game, this is merely a preference thing.

I changed the title screen from a bunch of japanese kanji into what I think is a nicer set of tiles (see above screenshot).  Again, preference.

This indeed runs on real hardware, this playthrough was recorded from an av famicom with a converted madara vrc6 famicom cartridge.

The debugger used to locate ram addresses, locate code I want to change, and check my inserted code was fceux debug build.  ReVamp was used for most of the palette changes but still a lot of palette changes I had to do manually.  yy-chr was used for the tile changes of the title screen.  Winhex was used for ending credit and title screen text changes.  All programming changes I just typed myself in hex in notepad and inserted using a hex editor.

Will I release the ips?  No, I don't feel like giving out this much work freely.  But for anyone who's interested in hacking away at castlevania 3j here's my hacking notes so you can make your own awesome hack! (I want to inspire more people to learn how to do this):

https://www.mediafire.com/?zdik4tf5iw3ng77 (https://www.mediafire.com/?zdik4tf5iw3ng77)
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Vanya on February 04, 2014, 04:47:23 am
Pretty damn cool. I'd definitely like to give this a try.
SRAM is always a great addition to any NES game. How complex is it? Are you just saving the password and loading it automatically?
I'd love to see a more fleshed out version of it some day with say multiple save slots, an interface and skipping the intro scene. If it hasn't been done by the time I finish my Megaman project I might just tackle it.
Also, is it compatible with the translation?
And are you going to release the SRAM, Long Version, And Alucard hacks separately?
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: tomaitheous on February 04, 2014, 12:33:22 pm
Nice! Very nice! I hope you keep at the ASM hacking. So many doors and possibilities open up when you ASM hack.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Morinis on February 04, 2014, 02:10:17 pm
Now that is very nice to see!  Currently almost done watching it all the way through and liking of what was done so far.

Though I deeply enjoy the original I am liking the fact that all stages can be played through without any choices of routes to take!  Looking at this more as I'm at the 58 minute mark I'm already seeing tons of possibilities to add onto this hack like more music tracks instead of the same ones, new bosses along with new boss mechanics to dodge the repeats and new abilities for the heroes to undertake new obstacles.

So many possibilities it's awesome  :D

My hat goes off to you sir and am definitely keeping an eye on this hack's progress to see on what comes up next!
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 04, 2014, 02:13:35 pm
*old first post*

I spent a lot of this past weekend learning how the nes / vrc6 handles bankswitching, sram stuff and picking apart the castlevania 3j rom.  Firstly I expanded the length of the game so instead of choosing between 3 different routes you get to play every stage of the game in order:

http://www.youtube.com/watch?v=MXWePJbC2eM (http://www.youtube.com/watch?v=MXWePJbC2eM)

Too many cool stages so why should you have to choose between the stages you play when you could play them all and get a better overall experience.

Since the length of the game was greatly increased I decided to learn how to program in SRAM saving.  Learning this was difficult but fun at the same time.  I really learned a lot about nes assembly messing around with this.  As complicated as fceux is (it's really not beginner friendly) it truly is a powerful and wonderful rom hacking tool.  Also having lots of great nes mapper programming documentation on nesdev is the reason this sort of things happened.  Here's a video of the SRAM hack working on a real cartridge (converted madara vrc6 famicom cart):

http://www.youtube.com/watch?v=1i7-XYTm7RM (http://www.youtube.com/watch?v=1i7-XYTm7RM)

Like my other hack this hack also includes changes from previous hacks like having the music tracks changed on stages and having you start with alucard with the freeze attack as the main character and mr belmont as the second character.  I also fixed a lot of bugs from previous hacks.  The sram hack is identical to the long version hack just with sram saving replacing the password screen which is why I just recorded a quick demo instead of re-recording an entire playthrough.

Both of these recordings are made from a real NES (av famicom with a nesrgb kit installed) using a real vrc6 cartridge with a socketed prg rom.

Like a lot of my hacks this didn't start with any clear sense of direction or ideas of what I wanted to do.  I just approached this with the mentality of "let's poke around the ram whenever I have free time and document what is what".  I did know that I love this game so it was definitely worth sitting down and picking it apart whenever I found free time.

I want to credit spikeman for really helping me understand a lot of fundamentals of assembly language, system memory maps, how old console programming works and romhacking in general.  Even though spikeman had nothing to do with this specific project, working with spikeman in the past really made it easier for me to learn how to pick this game apart.  Having the general foundation really helps me figure things out on my own faster.  Another person to give credit to is Tiido.  Tiido is another great person who helps me with assembly language / hardware related questions when he has time as long as the questions show I've done my homework and the answer is short and not too time consuming.  I contacted snarfblam asking for suggestions on how to go about adding SRAM and he's the one who suggested the easiest (and best) way to do it is hijacking the password option in the main menu and just have a single save slot.

Now that is very nice to see!  Currently almost done watching it all the way through and liking of what was done so far.

Though I deeply enjoy the original I am liking the fact that all stages can be played through without any choices of routes to take!  Looking at this more as I'm at the 58 minute mark I'm already seeing tons of possibilities to add onto this hack like more music tracks instead of the same ones, new bosses along with new boss mechanics to dodge the repeats and new abilities for the heroes to undertake new obstacles.

So many possibilities it's awesome  :D

My hat goes off to you sir and am definitely keeping an eye on this hack's progress to see on what comes up next!

Adding so many more things may be difficult.  The max prg size of the vrc6 is 256k and this game uses almost all of it.  I had to code in bankswitches to get at more free space to insert new code.  I actually had to optimize a lot of my code just to get everything to fit.  Fitting in the bankswitches was the hardest part.  My code could be further optimized but it works as is so smeh.  Adding music is more doable because you could just overwrite songs that are no longer used.

You probably won't see much other progress on this.  I've pretty much done everything that I feel makes the game better.  To me this is as perfect of an experience as I could make.

Pretty damn cool. I'd definitely like to give this a try.
SRAM is always a great addition to any NES game. How complex is it? Are you just saving the password and loading it automatically?
I'd love to see a more fleshed out version of it some day with say multiple save slots, an interface and skipping the intro scene. If it hasn't been done by the time I finish my Megaman project I might just tackle it.
Also, is it compatible with the translation?
And are you going to release the SRAM, Long Version, And Alucard hacks separately?

I'm not saving the password I tracked down where in the ram all information I want to save it kept.  I'm sure I saved some information that the password system doesn't keep track of.  What it saved is who your main guy is, what his weapon is, who the second guy is, what his weapon is, current number of lives, current stage, current substage, and if you've looped the game or not.  I wrote a block of code that transfers those ram locations into the sram area and vice versa depending on if you choose "new" or "continue" in the main menu.  I completely bypassed the password system and added my own code.  Since this is one save slot I made the cursor default to "continue" so you have to hit select to start a new game making it hard to erase your data by accident.  I don't know if it's compatible with the translation but it should be.  I added new code in usused rom areas (fuill of ff ff ff) and then just replaced a 3-4 hex command with a jump command to my code.  If this gets released I'm releasing everything in one big hack.

Something I forgot to mention in the first post you need to start a new game before you continue or it will crash.  I didn't bother writing any code to check if the sram has data or not, I could add that I just can't be bothered right now.

Nice! Very nice! I hope you keep at the ASM hacking. So many doors and possibilities open up when you ASM hack.

Thanks.  I agree.  After doing something like this I'm starting to feel like I can do just about anything to a game if I spend enough time at it.  ASM hacking may be the hardest type of romhacking but it's certainly the most powerful way to do things as you can make changes to the actual game engine.

I'm only releasing the actual rom to certain people.  I don't want to make a public release with this.  If anything I want to use this as a way to "show people what can be accomplished by learning asm".  What I will release are my hacking notes used to make this hack.  I want people to take my notes and use them to learn assembly and make their own hacks.

http://www.mediafire.com/download/m869hm395xjbv1k/Drakon+Castlevania+3+J+hacking+notes.txt (http://www.mediafire.com/download/m869hm395xjbv1k/Drakon+Castlevania+3+J+hacking+notes.txt)

Yes the notes are messy and confusing but it's a lot better than starting with nothing.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Clippit on February 04, 2014, 08:42:53 pm
Awesome!! I really love the idea of playing thru all of the stages without missing anything. But... I really don't like the idea of having Alucard unlocked from the beginning. You think you could make an alternate patch to only remove the routes? Also, I'm not a fan of music changes either. Don't get me wrong, it all looks really well done, but I'd like to simply have the original game extended without all the extra stuff. Wouldn't one be able to use multiple patches in the same ROM, anyway? Why include all of your hacks together?
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Satoshi_Matrix on February 04, 2014, 09:09:22 pm
I agree. Please make an vanilla hack that keeps all of the music where it's suppose to be. I don't mind Alucard being unlocked, but please make a version that keeps the music cues where they should be.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Morinis on February 04, 2014, 09:35:29 pm
Quote
Adding so many more things may be difficult.  The max prg size of the vrc6 is 256k and this game uses almost all of it.  I had to code in bankswitches to get at more free space to insert new code.  I actually had to optimize a lot of my code just to get everything to fit.  Fitting in the bankswitches was the hardest part.  My code could be further optimized but it works as is so smeh.  Adding music is more doable because you could just overwrite songs that are no longer used.

You probably won't see much other progress on this.  I've pretty much done everything that I feel makes the game better.  To me this is as perfect of an experience as I could make.


Oh I see.  I was aware of the 256k limit on ROM's but my word, didn't know it was THAT big!

Yeah, would be interesting to add/edit songs as I myself is still trying to figure out how both the U.S and Japan ROM's tick for music since I want to do music hacks for certain projects that I have planned for Castlevania III and/or Akumajou Densetsu (want to aim at Akumajou more since I have found an English hack for it).  People have told me how to do such music hacks but since I don't have much experience on in-depth hacking and most 'tutorials' that I've read on ASM Programming and 6502 Assembly doesn't help me out much since there's not much there unless I've found some poorly explained ones.  So for now I'm just messing around creating custom character designs to place into the character sprite areas while still continuing to find info that will help me in editing Castlevania III's music or someone that is willing to volunteer their spare time when they desire to in order to help me out in editing/adding music for the projects.  I might have to release a project beforehand before anyone takes me seriously about helping me out in my quest for hacking the music lol  :P
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 04, 2014, 11:38:59 pm
Awesome!! I really love the idea of playing thru all of the stages without missing anything. But... I really don't like the idea of having Alucard unlocked from the beginning. You think you could make an alternate patch to only remove the routes? Also, I'm not a fan of music changes either. Don't get me wrong, it all looks really well done, but I'd like to simply have the original game extended without all the extra stuff. Wouldn't one be able to use multiple patches in the same ROM, anyway? Why include all of your hacks together?

Yeah it's easy to make a version with only some of the changes.

I found some interesting bugs today.  For some reason when you die mid stage it saves with the number of lives you had before you died.  When you die during a boss fight it resets to the main menu instead of returning to the stage, and it seems to give you an extra life heh.


Oh I see.  I was aware of the 256k limit on ROM's but my word, didn't know it was THAT big!

Yeah, would be interesting to add/edit songs as I myself is still trying to figure out how both the U.S and Japan ROM's tick for music since I want to do music hacks for certain projects that I have planned for Castlevania III and/or Akumajou Densetsu (want to aim at Akumajou more since I have found an English hack for it).  People have told me how to do such music hacks but since I don't have much experience on in-depth hacking and most 'tutorials' that I've read on ASM Programming and 6502 Assembly doesn't help me out much since there's not much there unless I've found some poorly explained ones.  So for now I'm just messing around creating custom character designs to place into the character sprite areas while still continuing to find info that will help me in editing Castlevania III's music or someone that is willing to volunteer their spare time when they desire to in order to help me out in editing/adding music for the projects.  I might have to release a project beforehand before anyone takes me seriously about helping me out in my quest for hacking the music lol  :P

The information is out there, you just need to learn it.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Morinis on February 05, 2014, 12:03:06 am
Heh, yeah.  Patience is becoming my virtue.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Vanya on February 05, 2014, 02:10:58 am
I'm not saving the password I tracked down where in the ram all information I want to save it kept.  I'm sure I saved some information that the password system doesn't keep track of.  What it saved is who your main guy is, what his weapon is, who the second guy is, what his weapon is, current number of lives, current stage, current substage, and if you've looped the game or not.  I wrote a block of code that transfers those ram locations into the sram area and vice versa depending on if you choose "new" or "continue" in the main menu.  I completely bypassed the password system and added my own code.  Since this is one save slot I made the cursor default to "continue" so you have to hit select to start a new game making it hard to erase your data by accident.  I don't know if it's compatible with the translation but it should be.  I added new code in usused rom areas (fuill of ff ff ff) and then just replaced a 3-4 hex command with a jump command to my code.  If this gets released I'm releasing everything in one big hack.

So that means that the password code can be gutted, right?
Ideally what I would want to do with this is try to add in some of the features from the US version like Grant's dagger, add some more music tracks to eliminate duplicates, and clean up the map screens some.
Beyond that there is a project that I've had brewing in the back of my head for a while that I'd like to try in the future, but it's in a bit of a different direction from yours.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 05, 2014, 06:14:03 pm
Yes the password system code could certainly be gutted.  I'm fine with projects that go in different directions that's what makes romhacking so great is having all this diversity.  I try to encourage people to learn how to actually asm hack and not rely on "utilities" to give you true freedom over your hack.  I really hope my hacking notes are are helpful start for your project.

As for those bugs I mentioned above I fixed them both.  Interestingly enough fixing them fixed something else that I didn't even realize was a bug.  Before I fixed those bugs changing side character erased the second character weapon for some reason, it no longer does that.  I simply fixed some jump commands to use proper bankswitching.  I was still learning nes asm and vrc6 bankswitching while coding this.

I further adjusted the saving routine so it also saves whenever you die, this eliminates the possibility of hitting reset to regain your lost life.  It also now auto saves whenever you go through one of those mid-stage doors.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Morinis on February 06, 2014, 10:20:46 pm
Hey Dekon, how much room do you have left on the ROM itself until it reaches the maximum limit?  I recently brainstormed up an idea of how this hack could be turned into something else though depending on that open space that is left and what could be done.

Since you eliminated the path routes in the game and could change certain aspects of the attacks and all with/to different characters, why not take away the side heroes (Alucard, Grant and Sypha) and use some of their abilities on the main hero?  Minus the wall climbing and bat ability of course.  One could turn the hack into an actual NES remake of the original Castlevania and call it Super Castlevania?  The 'super' title would be justified enough to give it!

Of the Super Castlevania concept, one could redo all of the graphics along with the layout of the rooms (if reVamped accepts the hack for editing) or implement Castlevania I's graphics onto Castlevania III?  Would be one hell of a big castle  ;D


I got quite a few more ideas to throw into the pot for this hack but just wanted to share this small bit with ya, sir!
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Satoshi_Matrix on February 06, 2014, 11:01:30 pm
the idea phase is pretty easy, its actual implantation that is the real challenge. Level editing of Akumajou Densetsu would be pretty difficult without a level editor, and considering that it's a VRC6 game, I don't think putting a level editor together would be simple.

I have no idea how neat Konami was with their code, but Capcom sure was a mess with their games, literally building one on top of the other with all sorts of unused leftovers. Importing the tilesets from Castlevania 1 would be awesome I agree, but adding more stages to the already long version seems kind of unnecessary. Maybe As a second project where the CV1 stages replace the CV3 ones, but grouped all as a single game without a stage select? I'm not so sure.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Morinis on February 07, 2014, 12:06:50 am
I just tried to look at Akumajou Densetsu on reVamp and it didn't like it so only the U.S version is allowed on it.  My bad as I couldn't remember if it accepted it or not!  There really needs to be a level editor for Akumajou Densetsu along with a feature to add new tunes to replace the current, existing ones.  Kinda like of what one editor for Metroid has...and I can't remember of what it's called...not sure if it was Editroid or something else.  If I knew how to make a program such as this idea I would be whipping my fingers into action on creating it day in and day out until completion lol  :P


Oh my word no!  Not to add stages as that wouldn't be proper since everything was 'combined' back to back in Dekon's hack so really no need to do such a thing but just convert stuff to look like Castlevania I so it has that added stages feeling to it.  For me I like the feeling of just go all out and do the graphics from scratch to have it in it's own stand-alone recipe of a hack after everything else was finalized before doing so.  Of what Vanya said "to add new music tracks so there wouldn't be no repeats" is definitely agreeable as I'd love to pitch in some track ideas for them to consider!

Could add new stuff to the bosses that are used a couple of times over so it can seem like a different version but more deadly like how the Skull Knight is used in Warakiya Village then again in the 2nd part of Alucard's Cave with the bone throwing bit around the screen.

I agree to you as well sir as everyone is to each their own in their thoughts!
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 07, 2014, 07:39:40 am
Hey Dekon, how much room do you have left on the ROM itself until it reaches the maximum limit?  I recently brainstormed up an idea of how this hack could be turned into something else though depending on that open space that is left and what could be done.

Since you eliminated the path routes in the game and could change certain aspects of the attacks and all with/to different characters, why not take away the side heroes (Alucard, Grant and Sypha) and use some of their abilities on the main hero?  Minus the wall climbing and bat ability of course.  One could turn the hack into an actual NES remake of the original Castlevania and call it Super Castlevania?  The 'super' title would be justified enough to give it!

Of the Super Castlevania concept, one could redo all of the graphics along with the layout of the rooms (if reVamped accepts the hack for editing) or implement Castlevania I's graphics onto Castlevania III?  Would be one hell of a big castle  ;D


I got quite a few more ideas to throw into the pot for this hack but just wanted to share this small bit with ya, sir!

I personally have no interest in doing these things which is why I won't bother.  I don't know how much space would be freed up by removing the password system because I haven't had time to gut it out.  Most likely if you wanted to add something you'd need to remove something else to make space for it.  If you want to make these changes then why not do them yourself?

Two of my favourite things about this game are the side characters and the graphics so you won't see me changing either of those.  The graphics add atmosphere to the game and the side characters add depth to the experience.

the idea phase is pretty easy, its actual implantation that is the real challenge. Level editing of Akumajou Densetsu would be pretty difficult without a level editor, and considering that it's a VRC6 game, I don't think putting a level editor together would be simple.

I have no idea how neat Konami was with their code, but Capcom sure was a mess with their games, literally building one on top of the other with all sorts of unused leftovers. Importing the tilesets from Castlevania 1 would be awesome I agree, but adding more stages to the already long version seems kind of unnecessary. Maybe As a second project where the CV1 stages replace the CV3 ones, but grouped all as a single game without a stage select? I'm not so sure.

Correct about the implementation which is why I'm suggesting that he tries it.  Also what's with you and stage select?

I just tried to look at Akumajou Densetsu on reVamp and it didn't like it so only the U.S version is allowed on it.  My bad as I couldn't remember if it accepted it or not!  There really needs to be a level editor for Akumajou Densetsu along with a feature to add new tunes to replace the current, existing ones.  Kinda like of what one editor for Metroid has...and I can't remember of what it's called...not sure if it was Editroid or something else.  If I knew how to make a program such as this idea I would be whipping my fingers into action on creating it day in and day out until completion lol  :P


Oh my word no!  Not to add stages as that wouldn't be proper since everything was 'combined' back to back in Dekon's hack so really no need to do such a thing but just convert stuff to look like Castlevania I so it has that added stages feeling to it.  For me I like the feeling of just go all out and do the graphics from scratch to have it in it's own stand-alone recipe of a hack after everything else was finalized before doing so.  Of what Vanya said "to add new music tracks so there wouldn't be no repeats" is definitely agreeable as I'd love to pitch in some track ideas for them to consider!

Could add new stuff to the bosses that are used a couple of times over so it can seem like a different version but more deadly like how the Skull Knight is used in Warakiya Village then again in the 2nd part of Alucard's Cave with the bone throwing bit around the screen.

I agree to you as well sir as everyone is to each their own in their thoughts!

The people who "know how to make a program such as this idea" didn't always know how to do it, they spent time learning how to do it.  I'm sure if you spent enough time on google researching how to program software you could figure it out.  I often read people saying "I'd be doing this if I knew how to do it", you know how to research to learn these things so why not start some researching on the subject.  The internet today is saturated with a wealth of information on learning how to program software yourself you just need to spend the time learning it.

And yes the metroid editor is called editroid made by the brilliant snarfblam.

Another thing to note I just downloaded the "reVamp editor" and loaded the latest version of my hacked rom into it and it seems to have loaded just fine.  Right now I'm looking at the first stage in the level editor.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Vanya on February 07, 2014, 11:48:27 am
Level editing in CV games beyond changing tiles and TSA seems to be a notorious pain in the butt.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Morinis on February 07, 2014, 12:22:57 pm
Quote
Another thing to note I just downloaded the "reVamp editor" and loaded the latest version of my hacked rom into it and it seems to have loaded just fine.  Right now I'm looking at the first stage in the level editor.

...really now?  I wonder if the translation hack that I have doesn't work in it then.  All this time I never bothered to try the original Japanese one as I was just editing bits and pieces in the English hack that I found by accident.  I can't believe I didn't go that route...gonna put a bag over my head and sit in the corner for the time being on this one :banghead:


Quote
I personally have no interest in doing these things which is why I won't bother.  I don't know how much space would be freed up by removing the password system because I haven't had time to gut it out.  Most likely if you wanted to add something you'd need to remove something else to make space for it.  If you want to make these changes then why not do them yourself?

I'll most likely do such a thing in time once I gain more experience in the ASM Programming bit.  Was always use to my old partner doing all of the programming while I just re-edited the sprites and all.  Reason why I've been kinda 'outstretched' in some of my earlier posts and messages on here as I was still carrying a chip on my shoulder at that time from me and my partner parting ways on bad terms.  I've recently accepted the fact that I'll have to do everything myself unless someone offers to help out but still no excuse as I NEED to learn all of this.  I know the info is out there, just gotta get it all sorted out to see which is better in explaining the assembly process.


Quote
Level editing in CV games beyond changing tiles and TSA seems to be a notorious pain in the butt.

Do you  mean by hand as to program it all by scratch or by the level editors?
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Vanya on February 07, 2014, 03:09:43 pm
Do you  mean by hand as to program it all by scratch or by the level editors?

By hand. The editors don't let you do anything beyond tiles, TSA, and objects. In other words you're stuck with the room progression of the original rooms. This is rather limiting when compared, for example to the complete control most Megaman editors give.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Morinis on February 07, 2014, 05:12:19 pm
Quote
By hand. The editors don't let you do anything beyond tiles, TSA, and objects. In other words you're stuck with the room progression of the original rooms. This is rather limiting when compared, for example to the complete control most Megaman editors give.

Oh I see.  I always did feel limited while using reVamp for C3's rooms and all that, especially when you can't edit the opening scene with Trevor before Area 1...
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 08, 2014, 06:10:48 am
...really now?  I wonder if the translation hack that I have doesn't work in it then.  All this time I never bothered to try the original Japanese one as I was just editing bits and pieces in the English hack that I found by accident.  I can't believe I didn't go that route...gonna put a bag over my head and sit in the corner for the time being on this one :banghead:

Heh, I did a lot of editing with the program it works fine with my hacked rom.  Right now I'm having fun playing with the palettes to make the game palettes look more realistic and less like a cartoon.  I'm actually hacking the palettes quite extensively including most in game background as well as sprite palettes.  I even edited a palette that reVamp didn't let me have access to (boss palette).  The only palette data I didn't change so far was stuff that didn't look like a cartoon originally.  I'll make a demo of how the first couple of stages look when that's all done being tested.

Also playing around with revamp makes me realize I could have used it to change the music tracks instead of doing it manually...whoopsies...
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Morinis on February 08, 2014, 10:43:00 am
Ah, aight then!  Yeah...the look about the 'blocks' always made it look more like a cartoon along with a few other tidbits in the background tile sprites.

I did get a copy of the Japanese ROM last night and ran it through reVamp.  I copied the sprites that I did edit in the English hack over to the normal ROM, might make it a project once I make up my mind on what to tackle first lol!  Just wish I can somehow get a hold of RedRum to see if he was okay with me on continuing a certain hack title of his.

Though anyway, I might ask you later on to see if I could edit your hack of the 'Long Version' as I'd like to do a few versions of it once I get more experience on editing the hex stuff and all that.  Currently trying to focus on teaching myself to locate the music data via FCEUX since a person once told me that I don't need to know hex editing to change it all so...gonna give it a try next week with an NSF file once I located the actual music data on both the U.S and Japan versions :P
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 08, 2014, 04:18:33 pm
My understanding from reading the nsf document is the nsf file contains the dumped music hex data it's not decoded at all.  So theoretically you could open the nsf in a hex editor, copy a small random string of hex in the middle, open the rom in an editor, and search for the string and you'll most likely find it.  That should be part of your music data.  Then you just need to read about how the nsf format determines where data for a song begins and ends to know where your data for each track starts and finishes.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Morinis on February 08, 2014, 08:21:11 pm
My understanding from reading the nsf document is the nsf file contains the dumped music hex data it's not decoded at all.  So theoretically you could open the nsf in a hex editor, copy a small random string of hex in the middle, open the rom in an editor, and search for the string and you'll most likely find it.  That should be part of your music data.  Then you just need to read about how the nsf format determines where data for a song begins and ends to know where your data for each track starts and finishes.

Okay, that is extremely wonderful to know as it will save me loads of time then when I get far enough to installing it!

Too bad it can't work the same way like that to add music tracks towards the game via the NSF file but have to tinker with the ROM itself for all the directories and such, whatever is needed to add such extras.  I'm literally thinking about doing that Super Castlevania idea to your Long Version later on down the road :P
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: KingMike on February 09, 2014, 12:18:10 am
From what I understand, an NSF is pretty much a ROM with all the non-sound code/data stripped out.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 09, 2014, 03:01:11 pm
From what I understand, an NSF is pretty much a ROM with all the non-sound code/data stripped out.

Yeah that's the message I got from reading that document.  From my memory it's the music initialization code, the music play code, the music data, and some sort of system of pointers that tell it where each song's data is.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Dr. Mario on February 10, 2014, 11:12:43 am
This is a crazy idea here, and I'm sure you're probably done with this hack, but hear me out. What if you made the game skip the team up cutscenes all together, and made it so you had all four characters right from the start. You might have to implement a menu, but it's totally possible. I know optomon was able to do something like that when we were working on CV3. To take it a step further, I bet there could be a way that you can make the game pick which ending it shows based off of who you are playing as when you beat the game. Just throwing it out there.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Morinis on February 10, 2014, 01:06:56 pm
This is a crazy idea here, and I'm sure you're probably done with this hack, but hear me out. What if you made the game skip the team up cutscenes all together, and made it so you had all four characters right from the start. You might have to implement a menu, but it's totally possible. I know optomon was able to do something like that when we were working on CV3. To take it a step further, I bet there could be a way that you can make the game pick which ending it shows based off of who you are playing as when you beat the game. Just throwing it out there.

Would it free up space to get rid of the encounter scenario's?  If so then it could make room for whatever else that needs to be ironed out or add, depending on what's desired to be added.

Hmm...if it's possible, one could 'extend' the area in the end just enough for all 4 characters to stand there on the cliff to show the team effort.  I dunno how well that would go over as it could clash with certain stuff that's used in the ending scenario.  Can't remember if they all have the same amount of animation frames or not on the cliff to pull it off properly.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 10, 2014, 01:48:26 pm
This is a crazy idea here, and I'm sure you're probably done with this hack, but hear me out. What if you made the game skip the team up cutscenes all together, and made it so you had all four characters right from the start. You might have to implement a menu, but it's totally possible. I know optomon was able to do something like that when we were working on CV3. To take it a step further, I bet there could be a way that you can make the game pick which ending it shows based off of who you are playing as when you beat the game. Just throwing it out there.

Yes the game could pick the ending based on who you end up with.  Also it would be easy to program it that every time you hit select it cycles to the next guy in the list of guys you can be.  I'm not don with this hack, I've been hacking the palette data for most of the game.  I'll be uploading a demo video of that progress shortly.

Would it free up space to get rid of the encounter scenario's?  If so then it could make room for whatever else that needs to be ironed out or add, depending on what's desired to be added.

Hmm...if it's possible, one could 'extend' the area in the end just enough for all 4 characters to stand there on the cliff to show the team effort.  I dunno how well that would go over as it could clash with certain stuff that's used in the ending scenario.  Can't remember if they all have the same amount of animation frames or not on the cliff to pull it off properly.

Getting rid of anything frees up space, but you'll have to find where it is to get rid of it.  Also don't forget the nes has a limited amount of sprite palettes it can draw (up to 3 banks in this game from what I've seen).  Therefore if you have too many sprites with different palette data it probably won't work having all four characters unless you make some of them share the same palette data.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Morinis on February 10, 2014, 02:29:34 pm
Quote
Getting rid of anything frees up space, but you'll have to find where it is to get rid of it.  Also don't forget the nes has a limited amount of sprite palettes it can draw (up to 3 banks in this game from what I've seen).  Therefore if you have too many sprites with different palette data it probably won't work having all four characters unless you make some of them share the same palette data.

Oh yeah...forgot that the ending sprites use different palettes compared to their gameplay sprites (I know Trevor uses a different palette at the ending scenario but not sure about the others as I never fully looked at them for that particular moment.)

Wonder if there's a way to utilize it in without ruining stuff at the ending scenario, maybe kinda like how the title screen functions where certain areas use/feed off of certain palettes in different areas.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 11, 2014, 02:32:53 pm
Here's a video of a really early version of the re-colourized rom.  Since recording this video I've already updated / fixed a lot of palette data including the palette changing when lighting strikes with the one boss.  This just shows a general idea of how I'm changing the game colours to look more realistic and less like a cartoon.

http://www.youtube.com/watch?v=31pQaLUoTdE (http://www.youtube.com/watch?v=31pQaLUoTdE)

A lot of sprites share the same palette data which is why some sprites aren't much different looking.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Morinis on February 11, 2014, 03:59:36 pm
Quote
A lot of sprites share the same palette data which is why some sprites aren't much different looking.

I remember learning this the hard way with a practice hack that I lost on my old PC.  Was going through areas while noticing that palettes were shared from this enemy to that enemy.  Had to re-plan a lot of stuff to make sure stuff wasn't out of place with everything else.  Was gonna look into seeing how difficult it was for certain enemies and areas to rely on a whole new color palette along with making such new color palette but never got that far.  When I look back on that idea I wonder if it would cause stress on the game as it might go over that certain limit that's allowed on the screen.

I see on what you mean on trying to make it more realistic.  I've thought about looking to see how to adapt a customized Batman (NES) atmosphere to Castlevania 3 without screwing anything up entirely on making it too dark so that way things can still give the player that feeling of a new fresh game play.

Btw, noticing that you have English alphabet characters in your 3j hack just how hard would it be to do a translation hack without it not being recognizable in reVamp?  Kinda hate the fact that the English hack that I found can't be used in reVamp.  I deeply am considering about doing that Super Castlevania hack on the Japanese version since it already has the VRC6 in it.

Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 11, 2014, 04:45:21 pm
I'm not going to bother fanslating the game the story stuff really doesn't make a difference to me, you should ask the people who did the fanslation to make it revamp compatible.  Or even better look at the programming they did and fix it to work with revamp yourself.  Again, you can do this by learning how to use all the features of fceux debug build.

The fact the english fanslation isn't programmed to use english tiles is silly, it should be as easy and finding the existing text hex and changing it to hex that represents the english characters.  Theoretically you can open a virgin unedited rom build two table files for it (one japanese another english) and wherever you find japanese text turn it into english characters and all should be good.  I edited the ending credit and main screen text very easily by building simple english table files.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Morinis on February 11, 2014, 09:00:01 pm
Sad thing is I don't know who made it as I found it on one of those ROM websites back in 2012.  Looked up in the listings on here and found a translation patch of it in the Translations section.  Thing that makes me happy is that reVamp accepts this one so looks like I'll be moving my old C3 projects onto Akumajou Densetsu once I find all the values for the letters to change them properly.  I'm also going to try and fiddle around with it's NSF file tomorrow so I can try to understand of how the sound engine ticks and where everything is at especially of how to make the beats of the song faster or slower along with how to make it repeat from either the beginning or from a certain area within the track itself. 


Guess now is the time to see about finding out how to hook the levels together like your 3j Long Version while also deleting the talk/encounter scenarios along with the side characters in hex.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 18, 2014, 01:57:06 pm
(http://i.imgur.com/irZ1hAn.jpg)

Video from start to finish:

http://www.youtube.com/watch?v=wErLSJX4kbo&feature=youtu.be (http://www.youtube.com/watch?v=wErLSJX4kbo&feature=youtu.be)

Game plays flawlessly.  Sram saving works fine.  All tile glitches during secondary character change cutscenes are fixed by doing quick workarounds.  Most of the palette changes were done using reVamp but there were still palette changes I did manually for certain in game special effects (lightning striking, water freezing / unfreezing, bricks dropping, certain boss / cutscene palette data).

I think I did pretty good for this being the second nes game I've ever romhacked.  Everything except for most of the palette changes I did manually via asm hacking in a hex editor.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: beelzebub06660 on February 18, 2014, 09:34:52 pm
Nice vid, so how much money are you requiring for this to be released? Because you said in your video's comments that you won't be releasing this unless you're paid. How much of that is going to go to +daniel+ for using his utility reVamp?
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 18, 2014, 10:09:18 pm
Nice vid, so how much money are you requiring for this to be released? Because you said in your video's comments that you won't be releasing this unless you're paid. How much of that is going to go to +daniel+ for using his utility reVamp?

I don't expect people to pay.  So why's it important?  If daniel wanted money for his utility then perhaps he shouldn't have released it for free.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: beelzebub06660 on February 18, 2014, 11:02:23 pm
I don't expect people to pay.  So why's it important?  If daniel wanted money for his utility then perhaps he shouldn't have released it for free.

That's not what your comment said pre-edit...

Spoiler:
(http://i61.tinypic.com/ayt76b.jpg)
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Skips on February 19, 2014, 09:33:30 am
That's not what your comment said pre-edit...

Spoiler:
(http://i61.tinypic.com/ayt76b.jpg)


(http://media.giphy.com/media/rd7IVj5Zk9M8U/giphy.gif)

**Edit**

It is obvious you are wanting monetary gain for this project before giving it to others. Here is a screenshot directly taken from your forums. Not releasing it is your choice but don't bullshit people by saying you were not trying to get money for it.

(http://i.imgur.com/XyFTA6n.png)


BTW speaking of files, you ever pay Razoola for that pirated Universe BIOS your buddy Grambo let you dump off his official one?
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: tomaitheous on February 19, 2014, 01:32:19 pm
What would be really cool, if you hacked Rondo on PC-Engine to have all the levels and boss from CV3. Surprised no one has attempted hacking that game. It's not like 6280 is much different than 6502, and a lot of romhackers have cut their teeth on 65x.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 19, 2014, 04:23:01 pm
That's not what your comment said pre-edit...

"Not unless" doesn't mean "I expect".  I don't expect people to pay money for this sort of thing.

What would be really cool, if you hacked Rondo on PC-Engine to have all the levels and boss from CV3. Surprised no one has attempted hacking that game. It's not like 6280 is much different than 6502, and a lot of romhackers have cut their teeth on 65x.

I think the game is too perfect as is.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Skips on February 19, 2014, 04:59:14 pm
"Not unless" doesn't mean "I expect".  I don't expect people to pay money for this sort of thing.

I think the game is too perfect as is.

It does not change the fact that you want money for it before you are willing to release it. Like I said, keeping it to yourself is fine but don't spout this bullshit off about not releasing it without compensation for your "time". Basically what you have said is you won't release it unless you are paid money. That is bullshit.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Pennywise on February 19, 2014, 06:08:59 pm
I don't see the problem with wanting money. In fact I give him props for standing up to the this doctrine that everything on the internet has to be free for it to be acceptable.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: beelzebub06660 on February 19, 2014, 06:47:19 pm
I don't see the problem with wanting money. In fact I give him props for standing up to the this doctrine that everything on the internet has to be free for it to be acceptable.

The fact remains that he'd be making money off of copyrighted material.  :police: It would be different if he was making an NES homebrew totally from scratch using characters of his own design. I couldn't care less if he releases his romhack for free, or at all. 
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Pennywise on February 19, 2014, 06:56:55 pm
The fact remains that he'd be making money off of copyrighted material.  :police: It would be different if he was making an NES homebrew totally from scratch using characters of his own design. I couldn't care less if he releases his romhack for free, or at all. 

Sure, if he distributed it as a ROM. He's not selling the ROM, he's selling the work he put into the game; SRAM, some kind of useful gamplay changes etc. It's his work, no one elses.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: tomaitheous on February 19, 2014, 07:00:22 pm
The fact remains that he'd be making money off of copyrighted material.  :police: It would be different if he was making an NES homebrew totally from scratch using characters of his own design. I couldn't care less if he releases his romhack for free, or at all.

 Not if he's selling the patch itself. If the patch contains nothing but his original work, regardless of how it's applied to the application, it's still his work. He can't sell the rom, but he could sell the patch. Or go about it a different way; release it to the public once enough people have 'donated' or the amount donated meets his goal/whatever. Not so much different when people hold beta carts and such - private, until enough people 'purchase' his decision to make it public (dump the game).

 I don't personally do this, but I also don't attempt to dictate what other people do with their time/work. Just because I, and other people, give away their hard work - doesn't mean everyone else should have to as well. To each their own.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 19, 2014, 07:05:02 pm
Sure, if he distributed it as a ROM. He's not selling the ROM, he's selling the work he put into the game; SRAM, some kind of useful gamplay changes etc. It's his work, no one elses.

Thank you, it's nice to see some people understand.

Not if he's selling the patch itself. If the patch contains nothing but his original work, regardless of how it's applied to the application, it's still his work. He can't sell the rom, but he could sell the patch. Or go about it a different way; release it to the public once enough people have 'donated' or the amount donated meets his goal/whatever. Not so much different when people hold beta carts and such - private, until enough people 'purchase' his decision to make it public (dump the game).

 I don't personally do this, but I also don't attempt to dictate what other people do with their time/work. Just because I, and other people, give away their hard work - doesn't mean everyone else should have to as well. To each their own.

My plan was basically your donation idea.  But really that's not what I wanted this thread to be about.  How about we discuss moralities about asking for money in another thread?
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Skips on February 19, 2014, 07:16:21 pm
I don't see the problem with wanting money. In fact I give him props for standing up to the this doctrine that everything on the internet has to be free for it to be acceptable.

Drakon is not standing up to any doctrine, I recommend reading http://www.neo-geo.com/forums/showthread.php?246222-Messy-Mod-Work-Thread at least until you get to the part when Phonedork speaks up about him. Drakon is just searching for a new venue to squeeze money from as his reputation among the console modding communities has plummeted severely due to his shady behavior (that and Viletim's release of the RGB NES PCB has made "his" flagship "product" obsolete). Normally I would agree with what has been said here but in this case its just the norm for Drakon. 
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Satoshi_Matrix on February 20, 2014, 01:58:18 am
I've had Drakon do some work for me before too.

I agree his mods aren't the neatest around. He sure loves to use excessive amounts of hot glue, but that's hardly a capital offense. Hot glue is useful to secure solder connections. I use hot glue on my mods as well.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Skips on February 20, 2014, 09:27:08 am
I've had Drakon do some work for me before too.

I agree his mods aren't the neatest around. He sure loves to use excessive amounts of hot glue, but that's hardly a capital offense. Hot glue is useful to secure solder connections. I use hot glue on my mods as well.

You completely missed the point of my post. I am not referring to his modding skills. Read the phonedork post and beyond. How he fleeced him for every nickel and dime he could, this is typical behavior for him. His modding skills are not what are being challenged here.

P.S. Sorry but if you are hot-gluing solder connections you are doing it wrong as well. If you are trimming wires to length, tinning both the item you are soldering to and the wire, and using rosin core solder correctly you will not need to use hot glue on your solder joints. Using hot glue to secure solder joints is something inexperienced or insecure modders do. If hot glue must be used it is used to tack down the wires BEFORE solder joints and only in a drop. If you need good examples of what clean, reliable modwork looks like please take a look at this thread below and stop telling people it is proper modwork. It is comments like these that allow bad modwork to spread like a plague through the modding communities. However this is WAY off topic (more so than whats been said already) so if you would like to further discuss proper modding practices feel free to drop me a PM on here or Neo-Geo.com. I would be happy to discuss it with you as well as give you helpful tips and tricks.

http://www.neo-geo.com/forums/showthread.php?248165-Clean-Mod-Work-Thread!
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Satoshi_Matrix on February 20, 2014, 12:47:52 pm
Oh. I guess I did miss your point.

Then yes, I agree - Drakon is a nickel and dimer. Most definitely. I haven't been spared that either, and I'm his friend.

But again I would say....so what? We live in a nickle and dime world. If you can offer a service, you charge, and it's not like he's getting rich offering his modding services. I agree his prices are too high which is why I haven't commissioned him to do a whole lot. I've told him many times in the past that he should lower his prices so to get more interest. But if he wants to charge more and have fewer customers, that's up to him.

As for adding glue over soldering connections as something inexperienced/insecure modders do, I think that's a matter of opinion. For years adding glue was something I didn't do at all, and I discovered its a useful aid when building arcade sticks especially. Obviously you make sure your solder connection is good first, the glue only acts as an additional wall of protection.

I don't use half the glue Drakon does, but no, I cannot agree that the practice of using hot glue is wrong. 

If you choose not to that's great for you, but I've personally seen the benefits and nothing's going to stop me from using glue in the future. 
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Skips on February 20, 2014, 01:47:02 pm
Oh. I guess I did miss your point.

Then yes, I agree - Drakon is a nickel and dimer. Most definitely. I haven't been spared that either, and I'm his friend.

But again I would say....so what? We live in a nickle and dime world. If you can offer a service, you charge, and it's not like he's getting rich offering his modding services. I agree his prices are too high which is why I haven't commissioned him to do a whole lot. I've told him many times in the past that he should lower his prices so to get more interest. But if he wants to charge more and have fewer customers, that's up to him.

As for adding glue over soldering connections as something inexperienced/insecure modders do, I think that's a matter of opinion. For years adding glue was something I didn't do at all, and I discovered its a useful aid when building arcade sticks especially. Obviously you make sure your solder connection is good first, the glue only acts as an additional wall of protection.

I don't use half the glue Drakon does, but no, I cannot agree that the practice of using hot glue is wrong. 

If you choose not to that's great for you, but I've personally seen the benefits and nothing's going to stop me from using glue in the future. 


I'm sorry but its really not a matter of opinion and I hope to god you don't do commission work. People with your mentality are what is wrong with the modding communities. I am not arguing that you should not use hot glue at all but the application that you are using it for is wrong. If you need that extra "wall of protection" for your solder joints you are doing the work incorrectly. Like I have said a billion times already, Hot glue should be used ONLY to hold wires down in longer wire runs (like when building a CMVS) and should NEVER be used to reinforce shit mod work. There is ZERO reason to glue a solder joint, unless you are completely incompetent that is. All the hot gluing of joints does is make it more of a pain in the ass for experienced modders to repair when clients bring them their systems. Most of the work I have done for others in the past was repair work for other people's half assed and glue infested mod work.

I strongly recommend you read the messy mod work thread in its entirety, you might actually learn something and improve your modding skills. If you want to keep doing it how you do it and look inexperienced to those that do know what they are doing by all means full steam ahead! Just do the communities a favor and don't try to pass it off as proper mod work, there are enough lackluster modders out there that charge money for unprofessional bullshit. Like I said though, if you want to learn something send me a PM. I would be more than happy to show you how to do things correctly and unlike Drakon I wont charge you for it.


**Edited one of the lines as I had misread one of the sentences in your post**
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: tomaitheous on February 20, 2014, 02:22:57 pm
Skips: Did you come here/sign up, ~just~ for this thread???
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Skips on February 20, 2014, 02:24:18 pm
Skips: Did you come here/sign up, ~just~ for this thread???

YUP, sometimes you gotta pull some weeds to keep a clean garden.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: tomaitheous on February 20, 2014, 02:52:31 pm
I dunno, comes off as a little stalkish/trollish...
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 20, 2014, 03:47:41 pm
I dunno, comes off as a little stalkish/trollish...

Everyone has a hobby I guess.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: justin3009 on February 20, 2014, 03:56:36 pm
I don't think it's stalker/trollish.  It's more like he's telling the community about how Drakon works, which apparently he has an incredibly bad rep on MANY places in the modding community.

Though, I can't really pertain in this argument much as I would never, ever do any sort of modding like that to a cartridge, system or anything.

I still say though, if you do work and WON'T release it via IPS patch, at least do what you said you'd do and release your notes (Preferably legible and not a broken mess) you did so someone CAN create it if they do so in their time, otherwise, it'd appear you're coming off as very condescending.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Skips on February 20, 2014, 04:04:16 pm
I dunno, comes off as a little stalkish/trollish...

Pointing out bullshit or past history is not trolling. I love how people automatically think any harsh criticism or negative comments are trolling in today's online society. Trolling would have been me posting something along the lines of "This hack is shit" then saying nothing else just to get a rise out of all of you. I actually have no problem with the hack and thought it actually looked kinda cool. This thread was linked to me by friends that do frequent this site as a sort of "BTW did you see this?" sort of thing. I replied to simply point out what I thought was bullshit and to show there was a past history of it. I did not have to go looking for this, it came to me.

It's great to ignore all the satisfied customers I've worked for and just focus on one or two who didn't like the service.

No Drakon, how you do things is just complete ass. That is why so many people find your work a laughing fucking stock and is the prime reason you can't walk two feet anywhere without getting bashed for it. When someone criticizes you you simply withdraw to your online buddies and bitch and moan how the internet is out to get you. They ass pat you until you feel you are in the right then you go back to doing the same shitty things over and over. There are several modders I talk with that do things in a way I don't agree with but we get along just fine. You know why that is? Because they don't do shit completely wrong, take criticism, share ideas, and don't try to pass shit they find on the internet as their own discoveries/work.

You also did not answer my question earlier, you ever pay Razoola for the Unibios you pirated? 

I don't think it's stalker/trollish.  It's more like he's telling the community about how Drakon works, which apparently he has an incredibly bad rep on MANY places in the modding community.

Exactly.

February 20, 2014, 04:10:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh cool drakon is back to editing his original messages. That is why my quote from him is so fucked up sounding. He originally had something along the lines of "Anyone that disagrees with him must be wrong".

As for your "satisfied customers" There were more than one or two. I currently have another system of yours coming to me with an RGB NES I will be modding for a client. I have also fixed a couple others which I never posted. Most of your clients simply choose not to make a big deal out of it but I can guarantee its not one or two. Don't worry though, I will post pictures of this next one I am getting once it hits my hands.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: tomaitheous on February 20, 2014, 04:29:33 pm
Pointing out bullshit or past history is not trolling. I love how people automatically think any harsh criticism or negative comments are trolling in today's online society. Trolling would have been me posting something along the lines of "This hack is shit" then saying nothing else just to get a rise out of all of you. I actually have no problem with the hack and thought it actually looked kinda cool. This thread was linked to me by friends that do frequent this site as a sort of "BTW did you see this?" sort of thing. I replied to simply point out what I thought was bullshit and to show there was a past history of it. I did not have to go looking for this, it came to me.

 Well, for one - this isn't a console modding site. So I don't see how any of that is relevant. Two, it didn't come 'to' you. You came here. What he posted here, has no relevance to your modding scene. You basically came here to attack his character. Him personally, and in public fashion. So yes, while you didn't 'troll' us - you are trolling him. If this was another console mod themed site, then you might have a more valid point. But this isn't, and this thread isn't about whatever beef you two have (or you have with him). And that the fact you followed him here,... ~is~ stalkish. Because you have no other interest here other than to confront him personally, and make him look bad in front of others on an unrelated subject. Yeah, that's not stalking or trolling..

 I'm not defending anything Drakon has done, nor did I know what he's supposedly done (or care). But I am pointing out your behavior. There's no 'hot glueing' in rom hacking (well, maybe in the metaphysical sense), and he's not reselling someone else's work or stealing credit for it (that I'm aware of). So... if that's all you came here for, and you don't plan on to contribute to anything on this site/forum, then well.. don't let the door hit your ass on the way out.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Skips on February 20, 2014, 04:41:53 pm
Well, for one - this isn't a console modding site. So I don't see how any of that is relevant. Two, it didn't come 'to' you. You came here. What he posted here, has no relevance to your modding scene. You basically came here to attack his character. Him personally, and in public fashion. So yes, while you didn't 'troll' us - you are trolling him. If this was another console mod themed site, then you might have a more valid point. But this isn't, and this thread isn't about whatever beef you two have (or you have with him). And that the fact you followed him here,... ~is~ stalkish. Because you have no other interest here other than to confront him personally, and make him look bad in front of others on an unrelated subject. Yeah, that's not stalking or trolling..

 I'm not defending anything Drakon has done, nor did I know what he's supposedly done (or care). But I am pointing out your behavior. There's no 'hot glueing' in rom hacking (well, maybe in the metaphysical sense), and he's not reselling someone else's work or stealing credit for it (that I'm aware of). So... if that's all you came here for, and you don't plan on to contribute to anything on this site/forum, then well.. don't let the door hit your ass on the way out.


HHMMMMM last time I checked I am not the one that brought up the modding shit, I simply replied to what was said by Satoshi_Matrix, he was the one that brought it up. The link I posted was posted because it has information pertaining to his past shady dealings, which is why I said read until you get to the Phonedork post. If you had at least read that far in you would have seen that in the past he was just out to squeeze people for money so yes it is fucking relevant since the original post I replied to was regarding him wanting money for his ROM hack. The point of the original posts was to bring this past to light so hopefully it would not happen here if it went down that road. But then again I guess no one here actually read it on the grounds of not caring so of course you wont see it's relevance the messy mod work thread had to the post I replied to.

**edit** At this time I have made my point clear to those that actually want to take the time to read it. I will let you dudes get back to your ROM hacking fun. If you would like to argue/state your opinions with me feel free to shoot me a PM on Neo-Geo.com. I would be more than happy to talk to you :D. BTW Satoshi that was a serious offer, if you would like to talk about mod related material shoot me a message.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 20, 2014, 04:57:44 pm
I don't think it's stalker/trollish.  It's more like he's telling the community about how Drakon works, which apparently he has an incredibly bad rep on MANY places in the modding community.

Though, I can't really pertain in this argument much as I would never, ever do any sort of modding like that to a cartridge, system or anything.

I still say though, if you do work and WON'T release it via IPS patch, at least do what you said you'd do and release your notes (Preferably legible and not a broken mess) you did so someone CAN create it if they do so in their time, otherwise, it'd appear you're coming off as very condescending.

The first post has my notes, sorry if you think they're messy.  As stated before if people want me to release the IPS I'd like a little money for a public release.  If people would prefer not to have it released, I'm totally fine with that.  I assume you've all seen what my work is like so I plan on releasing the IPS encased in hot glue.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: justin3009 on February 21, 2014, 05:59:21 am
I didn't actually look as I don't really have any interest in NES modding sadly, but thank you for releasing the notes at the very least. That's greatly appreciated
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 21, 2014, 02:22:57 pm
I didn't actually look as I don't really have any interest in NES modding sadly, but thank you for releasing the notes at the very least. That's greatly appreciated

Yeah I'll happily release notes no matter what project I do.  Hunting down ram and rom addresses is just tedious.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Vanya on February 21, 2014, 06:18:15 pm
That it is. Notes are always appreciated. Otherwise what does the community have to build on?
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Drakon on February 22, 2014, 01:52:41 am
That it is. Notes are always appreciated. Otherwise what does the community have to build on?

It's amazing how much time and effort you can save just by reading through documents posted by other romhackers.  A lot of the information you'd need is out there you just need to take the time to read it all.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: TheScene on October 11, 2014, 06:27:57 am
I am aware this post is a necro, but I feel this is something that needs to be said out of respect for all the people who make this site how great it is. Drakon's reputation is not something I'll focus on here, either.

I have an issue with a few things that occurred in this thread, particularly that someone chooses to utilize this site and it's tutorials to learn and better themselves and use it only for themselves. At first glance, it doesn't seem all that bad does it? Well, this is why it is wrong. It is one thing to use this site and not give in return, this site in-general is for everyone, but to make things with the tools from this site and show off what you create and not give back to the community who gave you the knowledge and assistance to make said things only to rub it this community's face is really a move lacking of respect. I'll elaborate more on this below.

All stages are played in sequence giving you the full experience.  No more choosing routes, now you get to play every stage in the game!  Don't have time to do it all in one sitting?  Worry not! Because there's sram saving so you can turn it off and come back to it whenever you feel.

In this part of the post Drakon is referring to us, now. We get to do this. I do not understand this wording if this isn't something he's going to release.


Will I release the ips?  No, I don't feel like giving out this much work freely.
 
This site is all about sharing ones work so that the whole community grows, and it is not as if he has to release this, but to simply state he will not give it out for free as in he would rather be payed for it completely undermines what he himself did. He took things freely from this site, makes something, shows it to us all, hypes it up and explains how amazing it is and yet, despite how amazing he feels it is he is only worried about money despite this community giving him the ability and knowledge to create said things? Why do this?

Quote
But for anyone who's interested in hacking away at castlevania 3j here's my hacking notes so you can make your own awesome hack! (I want to inspire more people to learn how to do this):

He mentions here he wants people to learn how to hack, but it doesn't actually have anything to do with the hack he made himself. Wouldn't actually people playing his hack inspire them even more? I say this for a reason, and that reason will be stated below.

I don't expect people to pay.  So why's it important?  If daniel wanted money for his utility then perhaps he shouldn't have released it for free.

This part is where I feel he being highly disrespectful to this community. He has no qualms taking the things that people do here for himself, for free. He has no qualms with showing off the creations he made that he won't share with anyone without money involved, even if he doesn't expect anyone to pay said money which would be an obvious assumption because not many would, but he has the gall to say that daniel shouldn't have released it for free if he wishes to make money off it and yet, still wants to make money off of work that helped him make what he made?

This behavior is a leech of this community and undermines the whole point of the site, to share and respect each other. That is very wrong to do this to this community.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: omega_rugal on October 11, 2014, 10:14:55 pm
this caught my attention

Quote
I don't feel like giving out this much work freely.

hacking takes away precious free time, time you could devote to something else, specially when you have more important things to take care of like work, school or family.

but in the nd, depends on what you expect  to receive in exchange... as for my self, i got into this NES hacking recently to learn how customize those classic games i love and try to fix all the things i always found annoying or useless, in other words i do it for fun, i dont expect anything else, therefore, i have no problem in sharing my work with everyone

get something, give something.

unless you can do this either by

a- making your own tools or
b- do it all in HEX

and gathering all the info by yourself, you have no right to ask money for a hack, not to mention you are working on copyrighted material from the start,
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Vanya on October 11, 2014, 10:30:16 pm
Not to mention that from a pure legal perspective any work any ROMhacker does without permission is the rightful property of the copyright holder.

For example I heard somewhere that Capcom used the original logo created for Megaman Unlimited when it was still called MM10.
If this is true, even though MegaPhilX did the work on the logo it still belongs to Capcom and they can use it how they see fit.

In the same sense, Konami can ,for example, take the re-translation patch for Castlevania 2 from this very site patch their ROM, remove all credits related to Bisqwit, and release it for Wii U Virtual Console and Bisqwit would have no legal grounds to protest Konami's actions.

I think the reasons this doesn't happen often is because most companies would prefer not to encourage ROM hacking and if they took a whole rom hack without creditting the hacker there would likely be a lot of P.R. backlash.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: omega_rugal on October 11, 2014, 11:33:11 pm
Quote
For example I heard somewhere that Capcom used the original logo created for Megaman Unlimited when it was still called MM10.
If this is true, even though MegaPhilX did the work on the logo it still belongs to Capcom and they can use it how they see fit.

In the same sense, Konami can ,for example, take the re-translation patch for Castlevania 2 from this very site patch their ROM, remove all credits related to Bisqwit, and release it for Wii U Virtual Console and Bisqwit would have no legal grounds to protest Konami's actions.

So what? that actually would be nice, have you seen the 8-bit versions of Megaman 7 and Megaman 8? really cool shit, but even if CAPCOM takes these ROMS and puts them on the Virtual console or makes and sells collectable NES cartdridges, the authors would get no money from it...

sad but true.

so what did we learn today? before pouring so much effort in a hack, think about what you really expect to get in return, money? unlikely, because you are working over someone elses property, ownership of the hack? again, you are working on something that doesnt belong to you, you may own the IPS file, which is useless without the copyrighted ROM it was made from.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: tc on October 12, 2014, 04:20:01 am
Charging for patches is one thing.

Boasting about it without specifying its price, or setting up a reasonably trustworthy method to actually purchase it, is another.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Bregalad on October 12, 2014, 06:23:49 am
Quote
So what? that actually would be nice, have you seen the 8-bit versions of Megaman 7 and Megaman 8? really cool shit, but even if CAPCOM takes these ROMS and puts them on the Virtual console or makes and sells collectable NES cartdridges, the authors would get no money from it...
Actually it's not ROMs but PC programs, that were designed to look/play similar to NES. And I agree they're very cool. Since the original Mega Man 7/8 were made by Capcom it makes perfect sense to me that Capcom are the owner of this, even if they didn't ask anyone to do it.

Quote
sad but true
I don't think this is sad, but plain logical.

My romhacks for instance all improves something in the original game that I felt was lacking. It makes sense the original game developer still owns the hack since it's how the game was supposed to be at some point.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: omega_rugal on October 12, 2014, 08:46:48 am
Quote
Actually it's not ROMs but PC programs

they are PC programs? i could swear they were MM6 hacks...
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Vanya on October 12, 2014, 08:53:37 am
Nope. They are both fan games.

But there is always a very slim chance your work could get picked up and you could make some money from your efforts legally.
Take Megaman vs Street Fighter, that started as a fan game.
Capcom took an interest and basically paid the guy who was working on it to finish it and then they released it as a free pc game for the anniversary.
And there are a few other similar cases. Most notably Ms. Pac-Man which started out as an unauthorized hack of Pac-Man.
Of course you probably have a better chance of winning the lottery.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: KingMike on October 12, 2014, 01:15:46 pm
Ms. Pac-Man is different. That was the result of a result of a legal settlement.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Bregalad on October 12, 2014, 03:38:10 pm
Quote
they are PC programs? i could swear they were MM6 hacks...
Do you realize the quantity of things that wouldn't be doable on NES hardware with these games ?
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: dACE on October 12, 2014, 04:41:53 pm
Only a complete douche would post like this:

'look at what I have made - that you can't have..'

/d-ACE
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Vanya on October 12, 2014, 09:22:06 pm
Ms. Pac-Man is different. That was the result of a result of a legal settlement.

Not really, the legal proceedings have no bearing on the situation itself.
Crazy Otto which is the basis of Ms. Pac-Man was an unauthorized arcade upgrade kit which for all intents and purposes is a ROM hack.
The legal settlement was just the resolution to the situation.

And there are a few other examples where a new game came about after legal proceedings.
I can't remember the name of the game but I remember reading an article about one of these situations where someone made a mod or a remake of an old PC game and tried selling it.
They got sued by the copyright holder and they settled before it went to court, and the end result there was that the guy that was getting sued ended up getting hired to make an official sequel out of his initial work.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: TheRetromancer on December 27, 2014, 06:33:26 am
Let's take a look at what a hack actually is, shall we?  A 'hack', in this context, is essentially an alteration of another person's work, and can take the form of altered graphics, functionality, gameplay elements, or textual differences.  Hackers essentially try to (subjectively) improve the base work, and this provides the community with things like better translations, restored materials, expanded areas, etc.  This is a wonderful and vital gift to the retro gaming community, as even the 'replace Mario with Luigi' hacks means that somebody, somewhere, loves the game and is interested in educating themselves a little.  Props unto thee for being part of that crew, Drakon.  I have my own issues with your 'mod-work', but others have mentioned before that this is not the point of this community, so I won't be a champion of Skips' cause.  Not here.

However, and I'm afraid I must be blunt here - your notion of selling patches is not only absolutely disgusting to me as a gamer, but is unequivocally illegal .  There are no shades of grey in this argument. 

Period. 

Full stop. 

End of story.

The inherent problem with the idea of selling patches is that, ultimately, you are stealing registered code. Hacks are great fun, but by their very nature, they are building on top of an established code-base (ie, engine) that is not the property of the hack creator. This constitutes IP theft.

That's pretty illegal. The only way for you to profit on your hacks is for your hack to literally overwrite EVERYTHING that you did not personally create - no images, no backgrounds, no graphics, no code, NOTHING that you did not personally create can be a part of your hack. You can't even have dummied content that isn't yours. This effectively means that you might as well do away with trying to make a 'hack' and just create a homebrew, because that's what you need to do to profit off of your work.

There is no 'grey area' - if you don't own every aspect of the finished product, you cannot sell it.  By creating a patch that, while useless on its own, is only useable once applied to another person's work, you are creating what is legally considered to be a derivative work.

http://www.law.washington.edu/lta/swp/Law/derivative.html (http://www.law.washington.edu/lta/swp/Law/derivative.html)

If you try to sell a patch, you will get your ass sued.  It doesn't matter that every scrap of the patch is your work - all that matters is its intended use...which is to be applied over someone else's code.

That's partly why my team and I released our MSU-1 Zelda patch for free to the community - because we couldn't (and more to the point, wouldn't) charge for it.  That's why Emuandco is working on his DKC2 MSU-1 patch for free. 

For my own part, I took a great deal of pleasure in knowing that we not only did it for free, and not only did we do it better than you did, but we did it to spite you and your money-grubbing ways.

I take no small amount of personal offense at your mercenary attitude, Drakon - ROMhacks are a gift to the community, a love letter to the games we grew up on, and it sickens me to see someone like you trying to make a profit off of things like this.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Satoshi_Matrix on December 28, 2014, 09:09:40 pm
I've privately told him this repeatedly. He thinks he's entitled to make a profit for his hacking. I think it's disgraceful as well, especially given that nobody else even thinks about selling their hacks or translations.

It's one thing to politely ask for optional donations to help fund future projects.
It's quite another thing to attempt to sell your hacks and make a profit on work that isn't even legally yours to meddle with to begin with.

I'm not anti-Drakon like a lot of people in the console hardware modding community are for his pricy past work, but I no longer really pay any attention to his hacking work because while it's cool, he wants to sell it to me, and I'm his friend who would love to endorse and recommend him. But when every other ROM hacker releases their stuff for free, Drakon stands out like a sore thumb.

Open optional donations if you feel your stuff is worth making money on, don't try and sell your hacks.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Sliver X on December 28, 2014, 10:33:15 pm
I spent a not-insignificant chunk of my life making ROM hacks, one spanning most of three years. I never expected monetary compensation for anything I did: I had my own reasons for investing that time into what I did, and looking back on it, many things I learned in the process directly helped me in "legitimate" lines of work that came by later in my life. While I never made a penny from those hacks the ways I can think outside of the box gained from hacking ROMs has more than paid me back.

That said, I used to get pissed off when I would see people selling reproduction cartridges of hacks I'd done, but I've learned to not really care. To say the chances of anything legally happening to the people doing it were infinitesimal would be an understatement (Even though it flagrantly violates the Berne Convention, as do all ROM hacks/translations), and if people really want to pay money for a physical copy of work I released for absolute gratis, well, more power to them. P.T. Barnum had a saying about that which pretty much sums it up.

If what Drakon does really bothers you, re-create what he's done and release it for free. I've always considered myself a middling to average ROM hacker at best, but even I can tell most of what he does is not terribly complex or difficult to pull off if you have even a passing knowledge of NES architecture and/or assembly.

Everything you would need to know can be found either on this site or (Once you have a basic grasp of ROM hacking, I would recommend) ask for help in the IRC channel. There are a lot of very skilled and experienced people there.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: TheRetromancer on December 29, 2014, 04:03:54 pm
If what Drakon does really bothers you, re-create what he's done and release it for free.

It does, and I am.  Correction, we are - the various teams with which I have aligned myself.  Everyone has different reasons for working on the hacks that we're recreating, but as I stated before, one of my reasons is my irritation at Drakon trying to sell his patches.  I will acknowledge that it's not, however, my main reason...but it is one of them.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: tc on December 29, 2014, 06:24:22 pm
Like I was saying there isn't much for "trying" going on here. For heck's sake, the least he could do is mention its price!
Don't get much more basic than that in selling a product.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: Bregalad on December 30, 2014, 04:29:24 am
I don't get the interest for SRAM support, since you can use either passwords or save states already. This hack would be completely useless anyway.

And yes, trying to sell a patch is outrageous and illegal, although I don't care much since nobody would buy it. I am more worried about the illegal reproductions of ROM hacks.
Title: Re: Castlevania 3j Long Version with SRAM Support
Post by: M-Tee on December 30, 2014, 05:26:20 am
Quite honestly, I'd just like to see Drakon have a thread that isn't consistently derailed and necroposted in with criticisms of his decisions regarding distribution, and instead focus on the product of the work itself.

On that note, I also don't much care for SRAM support, but that might just be my nostalgia for putting in passwords.