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Messages - Sephirous

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Huge post removed

I can't agree more!
I never noticed that the two games switched to an entire different looking portrait.
Though it may have to do with....And I know this is usually a touchy subject but...The whole Kojima Recognition thing that happened within Konami?

My thoughts are, This is Castlevania! Not.....a Pokemon episode..... :o

ROM Hacking Discussion / Re: Adding custom music to nes rom?
« on: August 05, 2016, 02:52:17 pm »
I'm going to be hitting this concept around the final stages of my attempt to recreate "Cadence Of Agony Linear Reboot".

I will need to import the soundtrack Optomon worked on during the Original Project.

As of right now I have LOADS of Work to do on the project before I hit this part but when the time comes if it is to much of a chore for me, I will just rearrange the original tracks.

Good to know however that this isn't something I should jump into right away.  :thumbsup:

Personal Projects / Re: Game Genie Guy!
« on: August 03, 2016, 11:37:24 pm »
This program is GOLD!!!!!!

I am having a load of fun with this!

I hope to see more consoles that it can use in the future!

32X, Game Boy Advance, Etc.  :crazy:

Well actually the sprite sheets is an image that contains the sprite of the complete character movements, each one of them.
Like this one for Alucard:

Thanks for reminding me of that little shake of hands, I haven't given the game a playthrough yet so I'll keep my eyes on watch when I reach that part, I'll see what happens and then try to locate the sprite for that event.

And thanks! :D
I think I'm close to finishing my Alucard revamp for my hack, but if you want help with something related to it let me know!
I'll be glad to give you a hand.

Ok Cool!

August 02, 2016, 08:49:48 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here is some progress, I have begun installing the lost enemies.

After stage 1, I got extremely exhausted. That is why Stage 2 is taking it's time.

Ohhh, So that is what you meant when you asked for the sprite sheet. Now it makes sense. I didn't know you could do that. Awesome!

 :woot!: :woot!:

August 02, 2016, 07:43:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, Did you update the sprites that are used when Alucard shakes Trevor's Hand?
I think it's a separate spot as well.

August 02, 2016, 07:44:57 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The Portrait is excellent!!

Oh Wow!

I'm actually going to need that done at some point. Once you finish those can I add them into the Cadence Project?  :crazy:

August 02, 2016, 12:22:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also the problem I found with the Cadence Portrait was it was to big to fit in the original....This is totally up to you, But Would you be able to make the Armand Portrait and Maria Portrait as well? Eek, That just reminded me that I have to create the ending and boss fights sprites for them too. Hmm, Well I do have a couple more stages to do before I run into that scenario, So I can try stuff out on that later.

Newcomer's Board / Re: Castlevania Aira of Sorrow Picture Swap
« on: July 30, 2016, 11:29:01 pm »
Sounds like compression is involved here...  :banghead:

Hey Sephirous, do you by any chance have the Cadence of Agony IPS?
I tried searching for it but the only link I seem to find is down due to terms of copyright or some BS like that.

I wanted to patch CV3 with it to rip the Alucard sprites.  ;D

Here is the original file.

July 30, 2016, 11:15:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
That screencap doesn't look very pleasant. It's kind of hard to tell what's supposed to be solid and what's just background since the platforms and gears are both yellow. It all just blends together.

I can try using the original grey colors and see how that goes.

The reason I made them Yellow was to match Chorus Of Mysteries version.

Sorry to ask this, but I saw you are working on some sort of modern sprite for Alucard for this hack.
I wanted to ask, would you share the sprite sheet for him with me, please?

I want to use it for personal use only, not public, for the Akumajou Densetsu Title Screen + Localization hack I made a while ago.
I never liked Alucard's sprite for CV3 and I wanted to give it a modern look for a long time now, but didn't have the time to actually do so.

Sure, I actually took him from the Abandoned "Cadence Of Agony" Project on the Abandoned Part of this website.
The Rom itself was pretty much destroyed. But the spites were intact. So I copied him over and updated the Color Values.

July 27, 2016, 11:14:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here, This will insert New Alucard into the Japanese Castlevania III Rom.

July 28, 2016, 12:35:17 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Having fun bringing the Clock Tower to life.

I don't have alot of confidence in this hack if you don't even wanna animate the gears in the clock tower.

Of course they are animated, When did I say they wouldn't be?

What I was talking about earlier was an accident that occurred  where non animated sprites were animated causing massive glitches, I needed to figure out how to stop that from happening. The stuff that is meant to move is moving fine.

July 27, 2016, 12:41:37 am - (Auto Merged - Double Posts are not allowed before 7 days.)
This stage is basically like what they did with the clock tower in Rondo Of Blood, Then remade it in Symphony Of The Night.
Basically a reincarnation of it but making it higher tech with graphics and such.

Now you know on how I felt when I first encountered this lol.  Keep in  mind that Tower of Terror will use some of the same sprites from Clock Tower so be sure to plan ahead for that stage if you can along with Final Clock Tower.

Yeah, Hopefully expanding the Rom will have helped
 If I leave the animated sprite sheet alone and only work on the static one. I might be able to avoid any malfunctions.
Or try putting the static images onto a expanded sheet so it doesn't try finding the animation.

I'll try some things and see what happens.

July 26, 2016, 10:11:36 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
It worked!

Because I have expanded the CHR Part of The Rom.
It gave me about 50 More Blank Sprite sheets to work with, So by changing not the Gear Sheet but the Background Sheet, Separates Stage 2 and 5 and 10 from each other, So as long as I use the animated gears and such that are already there without modifying them. I can change the other sheet that is used since each stage uses 2 Separate sheets per block.

Here you can see that each screen uses 2 Separate Sprite Areas in each Sheet.

Just hit my first road block,
Stage 2's Background Graphics are not Static where the Gears and Moving Chains are.
So this really messes up graphics when I replace them with Static Ones.
Most likely I won't be able to figure out how to stop the constant movement of sprites to freeze the gears and such.
If this happens, I will end up recreating the stage into something else or, Mehhh....not sure yet.

July 25, 2016, 04:18:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Scratch that, I figured it out.
The game doesn't like it when I change the Sprite Sheet.
Other stages do just fine but this stage is very stubborn.

Just finished another block, Almost to the first boss!
This section is very reminiscent to Symphony Of The Nights water part in the Entrance.
Added some more details to the solid floor sprites so they merge in the background better.

Cool changes you've been making so far, I'll keep an eye on this topic for sure, this'll be so cool to play when it's done...  :laugh:

I'm also going to investigate in a third project where I create a Boss Rush Mode for the Original Game.

July 24, 2016, 01:56:48 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Finally got to Stage 1 Boss.

Have to do some touch ups on Stage 1.

July 24, 2016, 02:33:08 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - For the part where Richter saves Armand, I am thinking about designing the clock tower so it matches the one from Chorus Of Mysteries, This will connect the two game together kinda how in Sonic 4 Episode II Robotnik finds Metal Sonic in a past stage from Sonic CD.

July 24, 2016, 02:52:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Title Screen Upgrade

Do all of the Titles in a bulk. Then the user can pick which ever he/she chooses.  :thumbsup:

It's still WIP and I don't know if/how I'll finish this but I'd like something like this fot the titlescreen.

Here's my two sence on this, I think it looks wonderful.
However in my personal opinion I always subtitled this game "The Return Of Dracula"
It is basically the sequal to Castlevania III, Which was a prequel to the first game. I know there's alot of side sequals between the third game and the first. But, I still think that it would make a cool subtitle.

If not, I still root for at least keeping the IV in the title.
Simply "Castlevania" just doesn't feel right in my opinion, Not sure why.

I suppose it's time to get back to work on this project. The past couple of days I've been examining ARAM and how sound effects are loaded because I wanted to see if it is possible to change the whip sounds.

As far as loading data to ARAM, the data is first transferred from ROM to WRAM (where it is decompressed as needed) before finally getting loaded into ARAM.

In ARAM at $116B - $12A6 there are pointers to the SFX data (not the actual samples, but the information on how to play the samples). There are 158 pointers 2 bytes each (4 of these pointers are NULL, reading $0000).

Code: [Select]
NOTE 1: The first 2 bytes are pointers to where the data actually starts. No idea why they didn't just have the pointer table point there in the first place, but I digress.
NOTE 2: The whip samples are identical, but the way the samples are played is what was altered.

#006 = WHIP 1
$1493 (J): 95 14 FA 01 E0 0D ED DC E7 52 EA 07 FB 50 D2 00 06 6D A4 F9 00 0A 93 F3 19 6E 98 F9 00 0A AB F3 06 6D AB F9 00 05 A8 00 00
$1493 (U): 95 14 FA 01 E0 0D ED E6 E7 52 EA 07 FB 50 D2 00 06 6D A4 F9 00 0A 93 F3 19 6E 98 F9 00 0A AB F3 06 6D AB F9 00 05 A8 00 00

#007 = WHIP 2
$1534 (J): 36 15 FA 01 E0 0E E7 67 ED BE 7F 6D A6 00 00
$34F3 (U): F5 34 FA 14 E0 0E E7 67 ED B4 02 7F 98 9A 9C 9D 9F A1 A3 1E A6 12 6F 9F 00 00

#008 = WHIP 3
$1543 (J): 45 15 FA 01 E0 0E E7 67 ED BE EA 07 01 05 8E 91 01 07 93 97 01 09 98 9A 01 0B 9C 9D 9F 7F 6D 9C 00 00
$34D6 (U): D8 34 FA 14 E0 0E E7 67 ED B4 EA 05 02 7F 8E 91 93 97 98 9A 9C 9D 9F 1E 6F 9C 98 00 00

Plopping this data into some free space in ARAM (changing the first 2 bytes accordingly) followed by changing the entries in the pointer table treats you to hearing the whip sfx from the Japan release in the USA release and vice versa. Nice!

Unfortunately, the sfx pointer table and this sfx data is not currently being decompressed with SC4ED (the free space I was using in ARAM is however). This means you cannot make these changes permanent to ROM yet. I'll be looking into the matter further.

Amazing Stuff!

All though I find it funny that every time someone says that SC4ED doesn't decompress something, Red Guy returns and next thing you know it does.  :laugh:

 :thumbsup: :thumbsup:

Personal Projects / Re: Castlevania III - Rated M For Mature
« on: July 18, 2016, 03:06:52 pm »
After taking some lessons from You Tube,

I finally got the hang of Text Editing. So here is the beginning of my attempt to fix the Prologue.

I was unable to use the one that was done in the Castlevania III Localization Project because there are less characters that can be used in the American Version.

So I am going to try and compact it where necessary.
What I have done so far is a rough draft. It needs some work.

Page 2, I should be able to fit the entire translation.

I'll try doing that later.

Side Note - Since I figured out the Text Editing, I'm going to reattempt working on the Konami Logo from earlier.
If I can memorize hot keys as to what Key goes to which Pixel. I should be able to find the Screen in the Hex Editor and change the Pixels to the correct ones so that horrible mess in the previous screen shots will be fixed.
I'm probably attempting that the hardest unnecessary way possible, but as long as it gets done, GOOD!

July 19, 2016, 01:01:37 am - (Auto Merged - Double Posts are not allowed before 7 days.)
After finding the abandoned project I keep doing stuff to the Rom.
I created this for fun.

Note - The reason I made it Castlevania II was because from what I understand it was to be the Sequel to Chorus Of Mysteries.

July 19, 2016, 01:52:06 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Much better....

July 20, 2016, 05:58:25 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Next, I am going to look into Expanding the Cadence Rom.
I'm hoping to created custom Sprite Sheet Space so it will be easier to import the graphics from the abandoned rom.
I'm trying to keep the prayer scene untouched, To do this I will need to move the Stage One Graphics to a separate bank.  :thumbsup:

July 20, 2016, 06:19:08 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - All set, The Rom has been Expanded we now have a 512 MB Rom Image.
Let's see what happens.  :thumbsup:

July 20, 2016, 04:15:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

Ok, I'm sure none of the Veteran Hackers out there are going to find this exciting.
But for me this is extreme!
I've successfully expanded and imported the first stage graphics from Cadence Of Agony.
Originally I wasn't going to peruse this idea because as far as I am concerned Optomon and Dr. Mario are the genius's behind this project and anyone else that was involved in it's initial release.
I'm basically just running on the quote that Optomon said in one of his You Tube Videos, "We should have done a Linear project instead of breaking the editor with non-linear design." Or something to that nature.
I'm basically doing just that, If this does get finished...(Big If). Everyone that originally designed this will get the credit, I in no way am taking credit for the designing of this game. Only the arranging and rebuilding of it. Optomon and Dr. Mario from what I understand were the primary creators.
Other than that we will see what happens from here.

July 20, 2016, 04:17:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - This patch will only work on FCEUX, The other emulators seem to garble the graphics.
This has to do with mappers not being supported from what I understand.

July 20, 2016, 06:43:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hot Damn!!!!!

July 20, 2016, 08:56:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
After fighting with doors for the last 2 hours...
I finally said, The hell with the damn door and removed it.

Screen one is almost complete...

Note - I don't have the experience yet for Music Editing. So as of right now I will be using what we got.
I have changed the Prologue to Demon Seed and Stage 1 is now Vampire Killer.

Cool enough, Demon Seed really works with the Prologue, I didn't think it would mesh well.

July 21, 2016, 12:35:18 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Second Screen is done.
Needs a color adjustment because I hit the Status Bar Palette.
I'll deal with that later. Candles have been moved to the correct spaces on the first screen.
Once I finish the graphics for Stage 1, I will install the Enemies and get them working.
Stage 1 is the hardest of all of them because I had to expand the rom to move the sprites from Stage 1s spot to the very end of the rom.
This also caused the attributes of the Sprite Blocks to get somewhat mixed up, So I ended up falling through solid blocks and background scenery started crumbling as if the player was standing on a crumble block.
Lots of trial and error, Finally I managed to match the blocks with the unedited USA Version and very carefully put the graphics together pixel by pixel....EXHAUSTING! But well worth it!!
This was done to protect the graphics on the Prayer Screen from getting destroyed. So far it worked like a charm.
The rest of the stages will be much easier since I can simply replace the existing sprites without the fear of a garbled mess occurring.

July 21, 2016, 12:38:46 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - I pray that the editor doesn't crap out on me, I have this project backed up many times for safety. But already had problems with doors. Hopefully the game will be nice to me and not crap out.  :angel:

July 21, 2016, 05:03:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
After hours of learning that you have to replace Sprites with the same Attributes so your foreground doesn't become background.
The first two screens are complete and looking awesome! Just about all the original Stage 1 Graphics have been imported.
Enemy placement has begun, First enemies you will see are the Retro Ghosts from the Second Quest later Stages.
Trying to keep the difficulty to a normal feel, This is in no way going to turn into one of those Super Hard Nightmare Hacks.

July 21, 2016, 05:04:53 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Note - Next I am going to work on more enemy placement, Finish designing the later rooms of Stage 1 and adding the first boss fight which is going to be the Vampire Bat that splits into many tiny ones as hit.

July 21, 2016, 11:22:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Enemy placement is installed, I'm going to import the custom enemy sprites after I complete all the enemy placement.
More screens complete.
I'm not going to be big on Pitfalls, The game was originally planned to be Non Linear so the difficulty will remain on Strategy not Cheap Pits.

Note - In time I will run into the Character Replacements, I plan on using the new cast, Armand, Maria and New Alucard.
Changing the dialogue Etc. I'm going to do some research on what there is for the original project, I want to get it as close to what was originally planned as possible. But of course to the limits of my knowledge and skills.

July 22, 2016, 01:28:23 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Eyeballs, Slime Balls, Pissed Off Knights, Starting to look like a challenge instead of just pretty graphics.
Noticeable is the missing Skeleton Portrait, That is because I am still trying to figure out how to put him together. Very scattered through out the Sprite Sheet.

July 22, 2016, 08:39:33 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, Time for the Prologue.

It ain't great, But based on what I could find it does get the point across.

Personal Projects / Re: Castlevania III - Rated M For Mature
« on: July 16, 2016, 08:25:01 pm »
It's pretty obvious this project is dying.

I sorta hit some road blocks that I just couldn't find the patients to get past.
So I started messing with some other things in the game, After getting permission for the Alucard Sprite from the Abandoned Cadence Of Agony Project. I couldn't help but start importing some of the cool aspects of the fallen project.
I'm not making anything official at the moment. In other words I'm messing around with the patch but not doing anything intentional.
There is no way in a million years I would consider trying to fix the project myself, I just don't have that kind of knowledge yet.

I took the Richter Sprite and inserted him into the patch, I tried the colors that are in the abandoned project first but then did a dark hair version as well, changing the palette.

Personally I think the brown hair looks better.

Something will come out of this mess but as for now what I have been working on has become a "Working Title".

Impressive hack eh? It reminds me Castlevania: Chorus of Mysteries (The infamous Castlevania hack ever). Should we play it after every bug squashed? Hope don't get shut down by Nintendo.

Is there going to be custom music in this hack as well?

Reminds me of the concept for Super Mario's Wacky Worlds.
The unreleased Mario World 2.  :)

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