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Poll

Vampire Bat Boss - Cadence Of Agony - Replacement (Last Remaining Three)

Carmilla's Mask (Simon's Quest)
6 (40%)
Vampire Succubus
6 (40%)
Darkside (Castlevania II - Belmont's Revenge)
3 (20%)

Total Members Voted: 15

Author Topic: Castlevania II - COA (Linear Reboot) & Castlevania II - SQ (Linear Reboot)  (Read 301018 times)

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #640 on: May 07, 2017, 12:12:02 am »
Didn't get much time so I've only started doing Arachne(spider lady) and Crow. They look a bit busy to me, but I'm happy with how they came out to be. Although I will have to finish Arachne as the animation looks ankward.



Hopefully you can see these, if not I'll make a photobucket account and edit the post.

Seph, one question, why did you say that merman lacks a frame, the one in the lesser enemies pic has 4 frames, just as the original one has, or at least that's how I remember?

The sprites look pretty good, The only thing I need is for you to put them into a format I can use with YY-CHR.
I can probably separate the parts and put them into the sheet but will need them in Bitmap Format or just paste them into a blank YY-CHR like Sinis does. Then I can copy them over.

As for the Fishmen, I was referring to the beta rom that was lacking a Jumping Animation. The beta had a jump but it was custom programmed in so when trying to install it into the new rom the graphics didn't line up.

MathUser2929

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #641 on: May 07, 2017, 09:57:23 am »
Since you know asm now, have you considered my suggestion on making one of the clock towers non-functional? You could save the functioning gears for the final level so each stage don't look like a repeat of the previous one.

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #642 on: May 07, 2017, 06:17:05 pm »
I hope the fork thing going on the votes gets taken off from the game,unless they make a pathway map showing which area of the castle they can choose to go,either way I hope they do a good job and show more awesome stuff in the upcoming updates?

Aaaaand now we wait.
« Last Edit: May 08, 2017, 10:20:16 am by DavidtheIdeaMan »

Googie

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #643 on: May 09, 2017, 04:48:39 pm »
Just gotta say, loving the new sprites... :)

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #644 on: May 09, 2017, 04:52:19 pm »
Im glad to see Patcha back on the team but still,it'll be quite awhile for them to complete everything and might get a few minor changes before they have everything ready.

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #645 on: May 10, 2017, 10:22:06 am »
Here's an update for me on the final boss.  Since Sephirous wants a skeletal type creature I decided to bring some of Rhondo of Blood into this boss fight and make a Flying Bone Golem :)






I'm utilizing all of the available space there is to make this creature look extremely big.  Its a work in progress since it has odd areas where the wing animations are but nothing to worry about as its coming along nicely :)


Always gotta love abominations ;)
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DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #646 on: May 10, 2017, 10:24:14 am »
Sweet,awesome job on the boss sprite Sinis,can't wait to see on what you'll do with the sprites in the intro once you finish the Bone Golem. :)

Hope to see more stuff in the next few weeks or so,keep it up!  :thumbsup:
« Last Edit: May 10, 2017, 10:42:30 am by DavidtheIdeaMan »

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #647 on: May 10, 2017, 11:59:14 am »
Wow!  :thumbsup:

That is amazing! That is exactly what I pictured in my head! Awesome Awesome!  :thumbsup: :thumbsup:

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #648 on: May 10, 2017, 12:07:39 pm »
I think I should wait for more updates that'll be like in a few weeks or possibly next month or so,MAN it takes long to wait XD but the pay off is worth waiting for,I mean look at that sprites,beautiful!  ;D

So uhhh how much stuff do you guys have left to do?
« Last Edit: May 10, 2017, 12:15:06 pm by DavidtheIdeaMan »

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #649 on: May 10, 2017, 12:36:23 pm »
@Sephirous

Of how you described it I designed it :)

Only thing I have to do is move the right head over some so it won't clash with the second animation for the wings and to coincide with everything else though I'll do that once I finish the rest of the animations :)


@David

After this I have the portrait in the beginning reel, whip in the reel, rain animation, the guy under the canopy (recreation and new design) and a gear platform animation to match that of Optomon and Dr. Mario.  The only thing that might take me a bit to do is the rain animation though I'm doing that very last :)


In the end, I'm very thankful that Patcha is taking over the lesser enemy sprites as next month not only am I starting back on my stuff but since it will be summer I'll most likely be busy doing real life stuff a lot which won't give me much time to sprite so I'm trying  my best to get things for both CoA and PoL done in a 3 week period without holding both projects up any longer than what they should be because who knows when I'll be able to sprite when I'm not tired as hell lol.
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DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #650 on: May 10, 2017, 12:48:00 pm »
Heh heh Im glad that your are close to being done with all of the CoA stuff,the Waterfall animation sounds tough but I know you can manage to pull it off also I can't wait to try out Prelude of Light,it looks like it'll be an awesome and hillarious romhack,also I can't wait to see on what you'll show off for VoH II and Legends next month! :)

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #651 on: May 10, 2017, 01:27:34 pm »
Before I explain what just happened to me, I want everyone to know, I have the Rom BACKED UP and safe so no one panic!  :thumbsup:

You ever have a moment when a rom just gets on your nerves and you basically start pounding the laptop because the Hex Editor just won't do what you want it to?

Well I finally got fed up and copied all of the hex code from the beta to the remake from the header to the address 5000.
It spite to make this rom do what I want. (After hours of fighting with the debugger.)
I figured there are only so many ways to program a rom so I will eventually tap into something useful.

Well, I almost had a heart attack after completing the spite work because it actually worked!  :o :o

The crappy part is I over shot the code and ended up crashing the game.
Which is why I mentioned the BACK UP earlier. So I simply undid the code transfer.

But DAMN! I was so CLOSE!
I can't believe it actually worked. I just have to find the right regions to prevent any collateral damage.
I'm talking timer removed, Complete HUD, Hearts and Life bars fixed. Only thing that accidentally happened was the word
"Entrance" came in. Which is expected because it was copied over too.

Here is a screen shot of what happened. I am going to continue experimenting.  :thumbsup:



« Last Edit: June 29, 2017, 01:09:47 pm by Sephirous »

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #652 on: May 10, 2017, 01:30:35 pm »
Heh heh so far so good you are doing great,keep on experimenting to try to get the Score,Heart and Live counters in the right place! :)

Plus I can't wait to see on Patcha will show on the lesser enemy sprites,I am hyped!
« Last Edit: May 10, 2017, 03:44:04 pm by DavidtheIdeaMan »

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #653 on: May 10, 2017, 08:15:45 pm »
Just showing the quick change for the Flying Bone Golem :)





The YYCHR sheet has been sent off of the new Demon Duo/Trio sprites to Sephirous via email so he should have it as of right now.




At this point every boss within CoA is 100% complete as of today!  If there are any extra programmed bosses put into the game in the future I will design them upon Sephirous's request :)



For now, I shall focus on PoL for the rest of the evening and continue on with CoA work tomorrow :)
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DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #654 on: May 10, 2017, 09:15:42 pm »
Heh heh nice and best of luck with stuff for Prelude of Light and hope to see more stuff for the last of the stuff you have to do for CoA :)

Googie

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #655 on: May 12, 2017, 02:38:44 pm »

PachaWillWatchYa

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #656 on: May 15, 2017, 01:27:33 pm »


For now, here is Dhuron/Headless pirate.
I actually have few more sprites, but I'm not happy with how they look yet.

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #657 on: May 15, 2017, 01:33:44 pm »
Patcha,dude,that looks bloody damn awesome Im very impressed,also take your time with the rest of the sprites :)

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #658 on: May 15, 2017, 02:47:58 pm »
Not bad.  Try revamping it a little to be a tad darker like how Optomon and Dr. Mario had their sprites.  Also don't forget to put it in a testing ROM to see how things go together.  You'll be surprised of  how things will differ from a sprite sheet to the actual bit within the game of how it has everything animated.  That's why it took me a long time to get stuff out as sometimes things didn't match.  It got frustrating but had to alter this, alter that, run it in a play session saved up to that point on where I input it in the game via reVamp then watch it, wash, rinse, repeat  until it was satisfactory.  The bosses are just like the lessers though they have more to them.


Keep it up, your doing good Patcha :)
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PachaWillWatchYa

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #659 on: May 15, 2017, 03:24:22 pm »
By darker do you mean more of medium color and using lightest color less, or just darker palette?
If it's the latter then it's up to Sephirous.