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Romhacking => ROM Hacking Discussion => Topic started by: ShadowOne333 on June 10, 2014, 02:22:37 pm

Title: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on June 10, 2014, 02:22:37 pm
Good day, community!

Some time ago I got in contact with a person that was working on the title screen for the translation project of Vice Translations for the Japanese game of Akumajou Densetsu (commonly known in the USA as Castlevania III: Dracula's Curse).

Since the translation made by Vice had the Title Screen of the japanese game in it and also translated some in-game text to match the Japanese counterpart, I took it into my hands to make a proper Title Screen out of the tiles that a user named Vanya had and also translated those little japanese names into a worthy legendary Belmont and not "Belmondo"

Now, the only thing I feel that is still missing from the Hack is the Title Screen colorization.
Check the title screen in the next link:
http://www.romhacking.net/reviews/1485/

As you can see, the subtitle "Dracula's Curse" is in plain white text, and it is a shame since I don't have any current knowledge as to how to work with tile palettes specifically and switch the plain white text to something a little more in-tone to the main Title Screen, I was planning to make the letters a blood-ish red (a darker red to that seen in the blood stain below the letter 'V', but not that dark, only to differentiate it from the normal Red of the V), but could not accomplish it. :(

(http://www.romhacking.net/hacks/nes/images/titles/1983titlescreen.jpg)

So now I am asking if someone can help with this task where I left it, since I am quite busy with work and can barely find the time to continue my work on this.
The hack is complete, but I would like to improve it by adding that bloody red to the subtitle to make it the ultimate Castlevania hack (to my eyes of course)

Thanks in advance to anyone that is willing to help or give advice to finalize this project!
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Vanya on June 10, 2014, 09:46:26 pm
Well, hell, I can help. :P

Let me find my notes as I did locate the tile map data which includes the palette values within it.

If you recall my goal was to make this:
(http://i256.photobucket.com/albums/hh189/koala_knight/NES%20Graphic%20Edits/FinalMockup_zps54d60344.gif) (http://s256.photobucket.com/user/koala_knight/media/NES%20Graphic%20Edits/FinalMockup_zps54d60344.gif.html)

My idea was to rewrite the tile map so that the sub-title is lower so that I can avoid placing the graphics in a color block with a different palette.
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Sliver X on June 11, 2014, 02:34:33 am
BG graphics in the NES' PPU treats the tile and palette data separately (The Name and Attribute Tables respectively). Think of the graphics being monochrome with a colored overlay on top of them.

Here is a quick image I knocked together to visualize how this is laid out:

(http://sliverx.arc-nova.org/Attrib.png)

Each 32x32 block of blues represents the 16x16 subsections that can have one of the four current BG palettes assigned to them. Each 32x32 block is defined in a single byte, so two bits control the palette assignment of each, in the order of lightest blue to darkest.

You'll notice this gives you 64 bytes total, though the last 8 aren't actually visible due to the Name Table being smaller than the NES' full resolution.

If you find this data, you can change what section of screen uses what palette, though you can't get more fine-grained than 16x16 sections.

Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Vanya on June 11, 2014, 06:42:02 am
Yeap. That's what I meant, the attribute table. I know where it is.

EDIT: I think the best thing to do will be to relocate the title screen's attribute table to another location with more space as there are only 25 bytes available total for this table and the the last 2 have to be the terminating command so you only have 23 to actually use.
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on June 26, 2014, 06:54:32 pm
Well, hell, I can help. :P

Let me find my notes as I did locate the tile map data which includes the palette values within it.

If you recall my goal was to make this:
(http://i256.photobucket.com/albums/hh189/koala_knight/NES%20Graphic%20Edits/FinalMockup_zps54d60344.gif) (http://s256.photobucket.com/user/koala_knight/media/NES%20Graphic%20Edits/FinalMockup_zps54d60344.gif.html)

My idea was to rewrite the tile map so that the sub-title is lower so that I can avoid placing the graphics in a color block with a different palette.

Yep actually that was your original title screen that I requested to you some time ago :)
Glad to see you back here.

I tried several things but when I stumbled upon some hexadecimal hacks to change the tiles default color scheme, that's were I hit the wall.
Your title screen is awesome, and I would love the finishing product to be as close as it could be to that one, but only keeping the "Dracula's Castle" sub-title :P
(Yeah I am picky...)
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Vanya on June 27, 2014, 04:34:34 pm
All dreams can come true! ;P
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on July 07, 2014, 11:31:22 pm
All dreams can come true! ;P

Could you help me to know where the attribute data for the subtitle is in the ROMs hex data?
I already managed to swap palettes but I cannot find the exact location of the sprites in the ROM hex.
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Vanya on July 08, 2014, 03:03:28 am
ROM address xB550 IIRC.
I don't remember how many bytes it is. The format is similar to the palette attributes.
I remember there is a value that defines a single tile to draw, one that defines a series of tiles to draw, and one that defines specific arrangement of tiles. You'll have to do a little trial and error to figure it. I apparently forgot to write that info down.
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on July 08, 2014, 08:38:59 pm
ROM address xB550 IIRC.
I don't remember how many bytes it is. The format is similar to the palette attributes.
I remember there is a value that defines a single tile to draw, one that defines a series of tiles to draw, and one that defines specific arrangement of tiles. You'll have to do a little trial and error to figure it. I apparently forgot to write that info down.
HECK YES!

I just found the exact part of the ROM data that controls the tiles in the Title Screen.
I will try to replicate your image the most I can, I will post an update in a couple of days. :)

PS: Also, I was referring to the attribute data of the sprites, which means I wanted to hack the palettes per tiles without them sharing the colors with other tiles on the screen.
I think it is called OAM Format.
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Vanya on July 09, 2014, 01:56:27 am
I never found the sprite data. The game uses this annoying sprite cycling routine that constantly shifts all the sprite data to the next OAM slot. That makes it a pain in the ass to pin down the code that writes the sprite data and I never got passed that.
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on July 12, 2014, 12:53:28 am
I never found the sprite data. The game uses this annoying sprite cycling routine that constantly shifts all the sprite data to the next OAM slot. That makes it a pain in the ass to pin down the code that writes the sprite data and I never got passed that.

Damn I didn't think it would be such a pain in the arse. :/

Anyway, here is a little update about the Title Screen:
(http://s1.postimg.org/5zv5e4qvj/Hack1.jpg)

So I managed to change the palette of the subtitle (most of it) but that changes the KONAMI logo as well.
I also moved part of the text where the KONAMI trademark was located.

The portion moved into the KONAMI trademark retains the original color of the text, so if I were to change that palette it would mess up the whole text on screen for OPENING and PASSWORD.

So my option right now is this:

Move the KONAMI trademark all the way to the top where the KONAMI logo is located.
Part of the KONAMI logo will be relocated to the parts of the letters D and E still left to be coloured, hoping that this way I can change the complete palette of the subtitle.

Although, that would leave a black portion between the subtitle and the OPENING text.

What do you think?
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Vanya on July 12, 2014, 11:02:06 am
My plan for the Konami logo was to move it up to the top and use a smaller set of graphics that only take up one line to save on space as well as get it out of the way of the logo.
Also, it'll probably be more efficient to move all the graphics around first and then deal with palette attributes later.
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on July 12, 2014, 02:46:52 pm
My plan for the Konami logo was to move it up to the top and use a smaller set of graphics that only take up one line to save on space as well as get it out of the way of the logo.
Also, it'll probably be more efficient to move all the graphics around first and then deal with palette attributes later.
I stumbled upon another problem.
I tried switching part of the KONAMI logo (upper one) to the letter D of the subtitle, and the color palette is still the same. I still get the blue-ish color of the letter and I can't change it :/
I will have try out different arrangements to see if I can come up with some way to fix it.

Also, I updated the hack patch to version v1.2:
http://www.romhacking.net/hacks/1983/

As the changelog states, I standarized the color palette so the different colors of the letters D and E are not noticeable, this way all the subtitle is constant in it's color.
I also lowered the subtitle a little bit to make it look a little bit more free and not so tight in the spot.
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Vanya on July 13, 2014, 10:51:36 am
I stumbled upon another problem.
I tried switching part of the KONAMI logo (upper one) to the letter D of the subtitle, and the color palette is still the same. I still get the blue-ish color of the letter and I can't change it :/
I will have try out different arrangements to see if I can come up with some way to fix it.

Elaborate on this a little more, please.
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on July 13, 2014, 08:50:43 pm
Elaborate on this a little more, please.
This is what I tried to do...

Let's say I grabbed part of the letter "K" from the KONAMI logo at the top and tried to insert it where the letter "D" (the one with the blue-ish color) is located by editing the ROM hexadecimal data.

The result was the letter K being recoloured to blue instead of retaining it's normal Grey color from the top.
This means that he palette is working on a vertical pattern with the tiles above it.

When I changed the rest of the subtitle to blood-red, you can see the Konami logo changes as well. Right where the very logo is located, we still have one set of vertical tiles next to it in which the color palette of the logo does not apply. That column of tiles are the ones that change the color of the letters "D" and "E" to blue.

Hope you understood my weird thinking XD
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Vanya on July 14, 2014, 05:05:25 pm
Ah. I see. The reason for that is that the tile attribute data and the palette attribute data are separate like Silver X mentioned before.

xB6E2 is the palette data.
-I have figured out what several values do already
-- 81 to FF: defines a number of proceeding entries with different values.
---  EX: 81 CC = set 1 entry to CC; 84 55 99 AA 0A = set the following four entries to these values.
-- 41 to 80: defines a number of repeated entries.
---  EX: 41 CC = set 1 entry to CC; 44 AA = set the next 4 entries to AA.
-- 21: this one seems to fill the remaining entries with a single value.
---  EX: 21 00 = fill all remaining entries with 00.

xB550 is the tile data.
-I don't remember these too well, but it's fairly easy to decipher by futzing around with the values in FCE's hex editor.
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on July 15, 2014, 01:16:37 pm
Ah. I see. The reason for that is that the tile attribute data and the palette attribute data are separate like Silver X mentioned before.

xB6E2 is the palette data.
-I have figured out what several values do already
-- 81 to FF: defines a number of proceeding entries with different values.
---  EX: 81 CC = set 1 entry to CC; 84 55 99 AA 0A = set the following four entries to these values.
-- 41 to 80: defines a number of repeated entries.
---  EX: 41 CC = set 1 entry to CC; 44 AA = set the next 4 entries to AA.
-- 21: this one seems to fill the remaining entries with a single value.
---  EX: 21 00 = fill all remaining entries with 00.

xB550 is the tile data.
-I don't remember these too well, but it's fairly easy to decipher by futzing around with the values in FCE's hex editor.

Almost there, dude...
Almost there.

(http://i62.tinypic.com/34y8lzs.png)

Thanks for the hint.
I managed to change the palette of some tiles.
The tiles are 16x16 pixels boxes, and the palettes affect 16x16 pixels.
I wanted to see if I could somehow manage to make the attributes to only affect 8x8 pixels, but I haven't got any luck.

Anyway, I am quite happy with the progress made so far.
The attribute data for the tile of letter "D" is xB6F4 and the one for "E" is xB6F7. :)

Thanks for the constant help and hints!

July 15, 2014, 02:53:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
GOT IT!

(http://i57.tinypic.com/xmjxb4.png)

I simply replaced the above HUGE letters with the little ones, I haven't screwed with the palette data for that part yet, will try to do so.

I still have that pending and I have to think what to do with the little konami letters in white.
Any ideas of further improvement?

EDIT:

This is as close as I could get to your design...
(http://i58.tinypic.com/2dsejav.png)

I think that is it.
I managed to change the upper section to a somewhat close palette to the original, but not the exact one.
It does the job anyway.

I couldn't think of anything to add in the middle section, so I left that in blank.

Any suggestions, I'm open to ideas :)
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Vanya on July 16, 2014, 12:36:08 am
Nice job, dude! And you're very welcome.
Off the top of my head, I've got nothin'.
I fear any further progress would require relocating the tile attribute table to somewhere with more space.

I should note that making the palette attributes work on an 8x8 basis would require a full rewrite of the code, so it'd probably be best to leave that for when you become a 133t @$/\/\ haXXor. ;P

I just spent a couple of hours looking into remodeling the party menu and battle menus of Grond's FF1. So if I'm still feeling it I might spend some time working on my original title screen for AjDen, too.
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on July 16, 2014, 01:20:20 am
Nice job, dude! And you're very welcome.
Off the top of my head, I've got nothin'.
I fear any further progress would require relocating the tile attribute table to somewhere with more space.

I should note that making the palette attributes work on an 8x8 basis would require a full rewrite of the code, so it'd probably be best to leave that for when you become a 133t @$/\/\ haXXor. ;P

I just spent a couple of hours looking into remodeling the party menu and battle menus of Grond's FF1. So if I'm still feeling it I might spend some time working on my original title screen for AjDen, too.

Yeah I've got nothing too :/
I was thinking on something like adding at the top the "Legend of the Demon Castle" where the KONAMI logo was, and in the middle section leave the KONAMY copyrighted text.

Although, I don't really know.
I will release the patch as an update by tomorrow and then I'll see what else I can add.
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Trax on July 17, 2014, 06:31:48 pm
It seems you are struggling with bitfields, because the data tables seem to have some sort of simple compression algorithm. The best way to get fixed on the data format is to place a breakpoint where this data is read, and understand the code, but I'm aware that not everyone can do that...

To better visualize how palettes are attributed, you should add a 32x32 grid to your screen, like this:

(http://www.bwass.org/romhack/other/castlevania3palettemapping.png)
Title: Re: Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on July 18, 2014, 12:26:51 am
Well, after some thinking I decided to leave the upper Konami part as it was in my last pic, and just put the trademark, copyright logo and year in between the title and the selections.

The final product is something like this:
(http://i57.tinypic.com/25f565v.png)

That's it for the Title Screen!
Thanks for the help :)

This version is now available for download as v2.0:
http://www.romhacking.net/hacks/1983/

I might upload another revision with some text changes to keep it as similar to the original, but only time will tell...
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Vanya on July 18, 2014, 03:33:46 am
I'll fiddle around with it a bit myself and then if you like the result you can release it as 2.1. :)
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on July 18, 2014, 12:55:51 pm
I'll fiddle around with it a bit myself and then if you like the result you can release it as 2.1. :)
Sure thing, Vanya!

Let me know how it goes! :)

EDIT: Hey Vanya, I just uploaded a v2.1
I noticed that in the introduction sequence, the Konami logo and the subtitle had different palettes.
Seems like the game has two different palettes for both the Main Title Screen and the Title screen showed in the intro sequence.
I fixed this already, and will also add a README File in the .rar due to a request since the translation and other work was done by another user and had to credit them in the download file too :P
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Vanya on July 18, 2014, 10:30:44 pm
Yeah. I should have mentioned that earlier.
I seem to remember some differences in the tile mapping as well due how the animation was executed.
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on July 20, 2014, 02:10:04 pm
Yeah. I should have mentioned that earlier.
I seem to remember some differences in the tile mapping as well due how the animation was executed.

Updated to Version 3.0

This version fixes a LOT of issues that were carried over from Vice Translations' translation project.
Mostly, some issues with the ending sequence and credits.

Also, the Main Title Screen, the one for the introdution sequence and the ending sequence now all have the same tiles and custom palette, and I took the effort to change the font of the subtitle screen to match that of the ending sequence.

I am quite happy how this turned out to be. :)

July 23, 2014, 12:09:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
UPDATE:
User Proveaux (http://www.romhacking.net/forum/index.php?action=profile;u=10401) worked further into the v2.1 of the hack and has come closer to what Vanya had in mind for the Title Screen.
This is a preview of his hack:

(http://i1100.photobucket.com/albums/g415/proveauxhacks/AkumajouDensetsuProveaux-0.png~original)(http://i256.photobucket.com/albums/hh189/koala_knight/NES%20Graphic%20Edits/FinalMockup_zps54d60344.gif)

Here is the link for his IPS patch:
Akumajou Densetsu (Proveaux).ips (https://www.dropbox.com/s/4se65gywa3d4g7k/Akumajou%20Densetsu%20%28Proveaux%29.ips)

I will try to look into this hack to try to implement it to v3.0, although that might take a while to see what parts have been changed and so on.
Any help is welcome!
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Proveaux on July 23, 2014, 01:44:50 pm
You may be able to patch right on to the 3.0 If we didn't change any of the same data. I will look into tonight if I don't see where you have had a chance by then.
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Vanya on July 23, 2014, 08:50:16 pm
Excellent! The blood splatter is even in the position I originally wanted before I had to compromise in my mock up.
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on July 24, 2014, 12:20:19 am
Excellent! The blood splatter is even in the position I originally wanted before I had to compromise in my mock up.
Vanya, I think you migh be interested in the v2.1 of Proveaux hack, since that one uses two tiles of height (16x8) and v3.0 only uses one (8x8) for the subtitle.
This is because I changed the font of the subtitle to capital letters used in the game (like the ones in the credits) instead of the custom font I made for the subtitle.

Edit it to your liking and let us know how that worked!
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: mrrichard999 on July 24, 2014, 12:48:26 am
Nice work :)
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Vanya on July 24, 2014, 01:04:01 am
I actually used his patch over the 3.0 patch.
I had some trouble downloading it until I right clicked and opened in another tab at which point it opened the dropbox download page and I got it directly from there.

I am wondering, though, if that would have affected any of the additional fixes you made?


EDIT:

Here's what I have so far:
(http://i256.photobucket.com/albums/hh189/koala_knight/NES%20Graphic%20Edits/CastlevaniaIII-DraculasCurseTNewTitlev4-0_zps9e61325e.png) (http://s256.photobucket.com/user/koala_knight/media/NES%20Graphic%20Edits/CastlevaniaIII-DraculasCurseTNewTitlev4-0_zps9e61325e.png.html)

EDIT 2:

Made some adjustments:
(http://i256.photobucket.com/albums/hh189/koala_knight/NES%20Graphic%20Edits/CastlevaniaIII-DraculasCurseTNewTitlev4-2_zps50720d0c.png) (http://s256.photobucket.com/user/koala_knight/media/NES%20Graphic%20Edits/CastlevaniaIII-DraculasCurseTNewTitlev4-2_zps50720d0c.png.html)

I changed the way the border graphics are set up some some of the other borders got slightly borked.
Easily fixed, though.
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on July 24, 2014, 11:02:13 am
I actually used his patch over the 3.0 patch.
I had some trouble downloading it until I right clicked and opened in another tab at which point it opened the dropbox download page and I got it directly from there.

I am wondering, though, if that would have affected any of the additional fixes you made?


EDIT:

Here's what I have so far:
(http://i256.photobucket.com/albums/hh189/koala_knight/NES%20Graphic%20Edits/CastlevaniaIII-DraculasCurseTNewTitlev4-0_zps9e61325e.png) (http://s256.photobucket.com/user/koala_knight/media/NES%20Graphic%20Edits/CastlevaniaIII-DraculasCurseTNewTitlev4-0_zps9e61325e.png.html)

EDIT 2:

Made some adjustments:
(http://i256.photobucket.com/albums/hh189/koala_knight/NES%20Graphic%20Edits/CastlevaniaIII-DraculasCurseTNewTitlev4-2_zps50720d0c.png) (http://s256.photobucket.com/user/koala_knight/media/NES%20Graphic%20Edits/CastlevaniaIII-DraculasCurseTNewTitlev4-2_zps50720d0c.png.html)

I changed the way the border graphics are set up some some of the other borders got slightly borked.
Easily fixed, though.
The fixes were mostly done to text location and localization of names and other stuff.
Although, I don't know if this changes affect the other title screens in the game, as those same sprites are loaded in the introduction sequence and the ending but with different palettes. Try a password to get to Dracula and complete the game to verify.
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Sephirous on June 29, 2016, 01:22:56 am
You guys wouldn't know by any chance how to make this happen would you?

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20III%20-%20Draculas%20Curse%20Rated%20M%20Edition/06_zpszl9xii3e.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20III%20-%20Draculas%20Curse%20Rated%20M%20Edition/06_zpszl9xii3e.png.html)

Right now I replaced the Sprite area with the Logo but its all over the place completely scrambled mess.
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on June 29, 2016, 12:47:57 pm
Exactly what kind of mess are you getting?
That might have to do with the animated tiles that make the fog effect, I could be wrong though.

How did you edit the tiles for the castle?
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Sephirous on June 30, 2016, 12:51:09 am
I'm actually editing the USA Version where the Clouds don't move.
I cleared the image fairly easily. It's that I don't know how to permanently edit the Hex Values in the ROM, I can only edit the PPU VRAM Viewer which seems to only be temporary until the game is reset, Then it goes back to the original image.

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20III%20-%20Draculas%20Curse%20Rated%20M%20Edition/Explanation_zps5oynuiox.jpg) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20III%20-%20Draculas%20Curse%20Rated%20M%20Edition/Explanation_zps5oynuiox.jpg.html)

Here you can see the image was imported successfully but the game itself still thinks the old image is in place.
I did manage to get the Konami Logo in the center of the screen perfectly after cleaning it up.
However it was only a temporary fix because as you can see in the image below I used the PPU Editor.
Which isn't permanent. Or at least there was no save option available.
So once I clicked Reset, The original mess was loaded again.

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20III%20-%20Draculas%20Curse%20Rated%20M%20Edition/Expanation%202_zpsksdndntp.jpg) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20III%20-%20Draculas%20Curse%20Rated%20M%20Edition/Expanation%202_zpsksdndntp.jpg.html)
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: ShadowOne333 on June 30, 2016, 11:11:22 am
Well first off you're going to need the original tiles put back to search it in the ROM.
Once you have them back, go to that screen again and open the PPU Viewer.

Pause the emulator here and try to match tiles with the full image.
In the PPU Viewer you'll see the separate tiles, each one with a Unique Tile ID, simply write down the ID of the tiles and in which order they are being written in the screen from upper left to right.

For example, i'm gonna say the mountains have consecutive ID,s, search the ROM for the ID in the order from left to right per scanline:
01, 02, 03, 04, then the ones from the tip of the castle.

It's just a mwtter of knowing what each tile ID is and searching those values in the order they are in the screen in the ROMs data.
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: DarkSamus993 on June 30, 2016, 02:36:59 pm
I'm actually editing the USA Version where the Clouds don't move.
I cleared the image fairly easily. It's that I don't know how to permanently edit the Hex Values in the ROM, I can only edit the PPU VRAM Viewer which seems to only be temporary until the game is reset, Then it goes back to the original image.

This doc should be helpful: http://gilgalad.arc-nova.org/docs/ppu.txt

Spoiler:
(http://i.imgur.com/7siV2ca.jpg)
So according to the doc, looking at PPU offset $2000 will give us the name table (bg tile map is stored here in this case). However, searching for those exact values turns up nothing in the ROM. So now what?

Looking earlier in the topic we find this:
I remember there is a value that defines a single tile to draw, one that defines a series of tiles to draw, and one that defines specific arrangement of tiles. You'll have to do a little trial and error to figure it. I apparently forgot to write that info down.

With that bit of info, we know the game uses some type of RLE compression/control codes. Looking again at PPU offset $2000, we see the name table starts off with a bunch of $00s and $3Es. Counting the $00s we get 68 ($44), and for the $3Es we get 20 ($14). So now let's try searching the ROM now for $4400 followed by $143E. We get 1 result at $32D8E, and it is indeed the name table! The attribute table is followed immediately after as well. Now you just need to edit it (remember to pay attention to the control codes!).
Spoiler:
(http://i.imgur.com/QIWcDMN.jpg)

To recap, the data you want to edit is located at:
$32D8E = Name Table (bg tile map)
$32FBA = Attribute Table
Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: Retrolife on July 02, 2016, 10:06:31 am
this game won't work on compact flash cause it has a lockout chip to prefent it from being used on everdrives,multi carts,ect

Title: Re: [FINISHED] Castlevania 3 (Jap Rom) Title Screen WIP - HELP WANTED!
Post by: SunGodPortal on July 02, 2016, 03:19:41 pm
this game won't work on compact flash cause it has a lockout chip to prefent it from being used on everdrives,multi carts,ect

ROMs don't have chips and I got it to work just fine on my Powerpak.