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Messages - Masked Dedede

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I think Simon classic should stick to how he's supposed to be. You can switch to powerful Simon to progress. A test of skills or something.

Switching from regular Simon to Enhanced Simon would require separate save files though

Metroid: Zero Mission's original Metroid port, import the graphical upgrades and fixes from the NES Classics version of Metroid 1

Castlevania: Symphony of the Night (PS1), a hack that removes the starting stats mechanic leaving it so you always get the best outcome for each: 85 HP, 30 MP, 60 Hearts, 14 STR, 13 CON, 13 INT, and 17 LCK

Can this new ending flashback be added to Dawn of Dignity?

Castlevania: Circle of the Moon, decrease the EXP requirement for Level Ups by 20% to make it closer to the Japanese release


Simon's new sprites from HD re-colored with Enhanced Simon's palette, added a new front dash sprite. Maybe you could add the dashes for Enhanced Simon as a separate patch?

Also perhaps have a patch to swap Heart of Fire (prolouge theme) and Don't Wait Until Night (Julius' entrance theme) so that they fit better

Would it be possible to add Simon's jump kick, slide, and back dash animations from Harmony of Despair to this project?

Hello everyone, I've recently decided to try patching up the three NES Castlevania games so I can actually enjoy playing them, they've never been my thing and I've never had the patience to make it past the first couple levels in any of them. My main gripe was always the controls (I refuse to play with the default controls/knockback system) so I'm happy to see hackers have fixed this issue with their improved controls ROM hacks.

However, I've ran into a bit of a roadblock trying to combine them with patches that they are supposedly compatible with but in each case they seem to break the other hack.

With the original Castlevania, I'm trying to play with both "Improved Controls" and "Ultimate Castlevania". I'm using the correct GoodNES ROM that Ultimate Castlevania calls for and according to the readme, the base Improved Controls patch is supposed to be compatible. However, applying it breaks the stairs. If I try to apply the patches in the opposite order, the ROM breaks completely. :/ I've tried to patch using the "hack" compatible patches and that similarly just breaks the ROM.

In Castlevania II: Simon's Quest, similarly I'd like to have both "Improved Controls" and the excellent Re-translation hack by Bisqwit. Again, I'm using the correct GoodNES ROM it wants and, as the Improved Controls readme states I'm applying the Re-translation first and then the compatible IC patch. What happens is that any text pop ups including the status screen are completely garbled. Similar to the problem with the first game, I've tried applying various patches in different orders and nothing works.

In each case, the patches work fine by themselves - I'm using Lunar IPS to apply - but when I try to apply both, nothing wants to play nice.
Any help here? Has anyone else found success? This is killing me, it seems like for the first time I might be able to actually enjoy both of these games.

EDIT - I wasn't entirely sure if this belonged in here or General Discussion, if I've ran afoul my apologies to the moderation team.

I've only encountered the issue with the Simon's Quest one, the Improved Controls hack hasn't been updated to be compatible with current versions of the hack that have the map option enabled

I need some help regarding DoS' accessory resistances not working for some reason. I'll be using my Definitive Edition+ hack to show what I mean.

Here I only have the Count's Ring (Satan's Ring) equipped, which has Poison and Curse resistances, and I still got both status ailments from the Tanjelly. This doesn't happen with body gear, and to make this even weirder is that in AoS accessory resistances DO work as intended. If anyone has any ideas on how to fix this they would be greatly appreciated.


OK, now to the second thing I need a bit of help with; some hitbox data about Harmony of Despair, specifically Richter and Maria's jump kick hitboxes.

I've been working on hack of PoR for a while now (which is pretty much complete now), and one of the various things it modifies is that it gives Richter and Maria their jump kick animations from HD, I've made hitboxes for both of these animations, but I'd rather go with what hitboxes HD has.

Castlevania: Aria of Sorrow, change the Undine and Scylla (Skula) enchant souls to become ability souls

Additionally I bring back the idea of removing permanent Elf penalty. Have it only apply to using temporary ones.


I've downloaded different sources for my base ROM, I've even downloaded a prepatched ROM. And have checked the checksums on all of them, they're all correct.

It seems this is an issue with Drastic? Can someone else who is playing on Drastic confirm this? I don't have anything else to test my ROM out, it's actually triggering my OCD.

It is just an issue with DraStic.

Personal Projects / Re: DSVania Editor (v1.10.1)
« on: December 28, 2020, 08:59:21 am »
Is it possible for Portrait of Ruin to: individually assign an icon for each Relic, show the item icons in the Use Item menu, the icon that contains an item's name not transparent, place HP and MP Max Ups exclusive to Richter and Old Axe Armor Mode, and have Bloodlines Bequeathed play in the castle's Entrance only in Richter Mode?

Also, does the map markers on top screen patch require a checkbox like the new map tile colors patch for Dawn of Sorrow?

Personal Projects / Re: DSVania Editor (v1.10.1)
« on: December 26, 2020, 09:31:59 pm »

It works fine for me. I gave a piece of armor resistance to curses and it both decreased the damage I take from Killer Dolls *and* stopped me from getting cursed.

Resistances don't work for accessories in Dawn of Sorrow.

Personal Projects / Re: DSVania Editor (v1.10.1)
« on: December 14, 2020, 06:30:04 pm »
Hello, I've been trying to modify the map tile color palette with the .asm patch for Dawn of Sorrow, everytime I do this it ends up doing nothing, I don't know what I'm doing wrong, but the only time I've seen it work is when DSVRandom applies it.

Also, is there a way to modify the Chaos Ring's MP restoration speed and the color of the blood particles?


Personal Projects / Re: DSVania Editor (v1.10.1)
« on: December 05, 2020, 11:00:28 pm »
So I've been trying to change some weapons' coordinates and hitbox placements to match better with the sprites, and when I try to import them from dFEditor, DSVEdit gives me an error message saying that there's no free space to be found, even with or without an overlay it sill gives me the same error. When I attempt to play the animation after trying to import it, it gives me the error saying "undefined method 'reverse' for nil:NilClass", and then it crashes when I try to save the changes.

Edit: Actually nevermind, I found out how to do it.

Those graphical glitches seem to appear on some emulators like DraStic, because on DeSmuME they don't appear at all.

Undub hack for Castlevania: Dawn of Sorrow, adding back the multiple voice clips from the japanese version.

Personal Projects / Re: DSVania Editor (v1.10.0)
« on: November 24, 2020, 07:19:38 pm »
Alright, many thanks. :woot!:

Personal Projects / Re: DSVania Editor (v1.10.0)
« on: November 24, 2020, 05:04:06 pm »
The only way I can reproduce the error you get is by not adding the overlay. Otherwise the patch applies successfully for me. You must not be adding the overlay correctly somehow.

Yeah, it turns out one of the ROMs actually didn't have the overlay applied, I apologize for wasting your time.  :-\

By the way, do you know the pointers for the Final Guard's bestiary portrait in DoS?

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