11 March 2016 - Forum Rules
Started by Bisqwit, December 19, 2012, 01:38:36 PM
Quote from: Bregalad on December 23, 2012, 01:56:37 PMOK This may be strange I ask this but I am making a hack for CV2 which makes a better looking life bar.However for this I need the tiles that were unused before, that is tiles $20-$38.
QuoteApparently you use them in your hack for an italic font. However since it's not very important to have both a normal and italic font, could you make a version of your hack which does not have this italic font, so that it is compatible with my hack (I mean it will be possible to apply both patches to the ROM at the same time).It would be nice.
Quote from: Vanya on December 24, 2012, 04:08:54 PMI have a question that's more about general CV2 hacking, but I figure you fellows are probably more intimately familiar with the inner workings of the ROM than I. One of the 'holy grails' in CV2 hacking is putting in actual boss battles that must be won in order to progress. To that end, if one were knowledgeable enough to program new bosses, is there space to actually do such a thing? can the engine even support more objects?
Quote from: Vanya on December 24, 2012, 11:55:36 PMThe the more important problem forcing the player to fight them instead of just traipsing through the room and back. That was a very poor design choice.
Quote from: Vanya on December 25, 2012, 01:40:44 AMWas there really a need to have 3 knives? The diamond is practically useless for a game that mostly takes place outdoors. Why not keep more of the classic weapons which are all much more utilitarian?
QuoteAnd the one that really nags me to death. Why in the world did they use hearts for money AND ammo for some of the sub-weapons? They were already using money bags in every other CV game they made before.
QuoteAnd, I just thought of something. If Carmilla and Death are optional, why put them directly in your path? Wouldn't it have been more fun and interesting to put them in out of the way places that you needed clues to find. For example that underground area where you get the flame whip power up. The whole top half of that area is a complete waste. There's literally nothing of interest there. While I understand having some dead end places that are just there because every place in the game can't hold a secret, it seems pointless to waste a unique tile set & rooms on something empty.
QuoteAny opinions on the fact that the game robs you of all garlic when you enter Dracula's room?
Quote from: MathUser2929 on December 25, 2012, 06:05:35 AMI dunno about adding new stuff to the hack tho. It's supposed to be a translation. The map was part of the purchase when buying the japanese version so I can understand it's inclusion on the game. Plus the game is already hard to navigate so it's inclusion is somewhat a nessesity.
Quote from: Bisqwit on December 25, 2012, 02:35:33 AMIt would have been unrealistic for money bags and crowns and jewels to be abundant like they were in Castlevania. It was excusable in Castlevania and Akumajou Densetsu because there was no tie in to the universe. It was strictly a game-thing, for the player's score: Nothing that affects in any way how the game world is interacted with.
Quote from: Bisqwit on December 25, 2012, 02:35:33 AMHmm... It should not be too difficult to replace the diamond with the fabled cross boomerang, if one wanted to do that kind of thing. You would need just two extra tiles and the rest would be simply a matter of programming. And you would probably want to add a new sound effect as well. Or you could replace the silver knife instead, but then you would need four extra tiles instead of two.
Quote from: Bisqwit on December 25, 2012, 02:35:33 AMBut money bags were part of the treasure hunter trope. In Castlevania II there is a thing that does not exist in the other games: A society. And that society is piss-poor. It would have been unrealistic for money bags and crowns and jewels to be abundant like they were in Castlevania. It was excusable in Castlevania and Akumajou Densetsu because there was no tie in to the universe. It was strictly a game-thing, for the player's score: Nothing that affects in any way how the game world is interacted with.
Quote from: Bisqwit on December 25, 2012, 02:35:33 AMGood point. There are quite a few scenes in that game that exist for no purpose at all. Such as Denis Marsh. A graphically really cool scene, that is a complete dead end and that offers nothing whatsoever (except, possibly such experience points that are not available in the adjacent Dora Woods).
Quote from: optomon on December 25, 2012, 01:52:27 PMWhen I needed more space in the rom for additional enemies/bosses in Pyron, I moved the enemy placement code and data to another bank. It was not too difficult. Eventually, other data code could be moved to another bank, and the enemy/items table should be easy to expand (the one starting at x41E3).
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