Castlevania II - COA (Linear Reboot) & Castlevania II - SQ (Linear Reboot)

Started by Sephirous, June 26, 2016, 05:20:45 PM

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DavidtheIdeaMan

#840
Awesome news to hear Sinis,can't wait to see the results,keep up the good work.

You guys are doing a wonderful job as always! :thumbsup:

maseter

Quote from: Sephirous on July 29, 2017, 12:51:33 PM
Update:

Special Thanks Too - NaOH

I have been given permission to use the new patch Castlevania III - Improved Controls in Cadence Of Agony.
This will allow the other main characters to have controlled jumps within the air, Being able to jump off the stairs, And when falling, Being able to control the fall. That will make the last stage work a lot easier as there is a spot where you must jump and land accordingly.

I will attempt to test this in a few days.  :thumbsup:

Great, now the only thing missing is diagonal whipping! :)

Morinis

Quote from: maseter on July 30, 2017, 06:02:11 AM
Great, now the only thing missing is diagonal whipping! :)


Wouldn't be that hard to make the sprites for it though depends if Sephirous wants it added let alone if its an absolute nightmare to program in.  Can use the three leg movements that are used in the horizontal attack for the diagonal one, just have to create the torso and a new whip animation for the second and third attack movements.



Damn.  I really do wonder if that will be a nightmare to program in.  Lets have Sephirous decide the fate for this one :)
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DavidtheIdeaMan

Hey that idea of a Diagnoal Whip mechanic,infact that may be a great idea for a Castlevania Nes remake but using the CVIII Engine and a straight playthrough so it can feel like Super Castlevania IV but for the Nes. :)

Morinis

Alucard is 100% done though there is one thing I'm going to address to Sephirous about when I talk to him in an email on one particular attack move of his.  Other than that, he came out better than I originally thought.


After a long weekend I'm getting around to Armund.






If nothing doesn't  happen or get in the way today I should be done with him late tonight or tomorrow sometime.  Once he's done I'll go through the rest of the ROM and do slight edits to the cut scenes along with color palette adjustments then things should be good and sent back to Sephirous :)
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DavidtheIdeaMan

Awesome work on Armund thus far Sinis and Im happy that you finished up Alucard,I wish you luck with the rest of your work and I can't wait to see on what edits you done with the cutscenes,keep up the great work!

Morinis

Thanks.  Armund is now 100% done.  All that is left is the cut scene stuff which is now 3/4 complete.  Need to do some adjustments then color palette adjustments for Maria and Alucard both on the character encounters, map transition scene and end game sprites.  Going to be playing my ass off on the game to get towards the areas and since its on hard mode I am getting my ass kicked so its going to take a bit to get this done.  Trying to navigate through the Clock Tower right now  :P
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DavidtheIdeaMan

#847
Awesome lol good luck,I wish I could beta test the game? (No seriously,I do)

Still good with the other stuff! :thumbsup:

Sephirous

Is the Debug Activated?

Here are the numbers to get where you need to be,

Armand

01
02
02
00

Maria

02
04
00
00

Alucard

07
04
01
00

Final Keep

0E
02
00
00

Final Dracula Room

0E
02
01
00

As for the Second Quest Problem, I actually was able to create a Hex Cheat Code that forces the game to play on the First Quest like normal. But Once the cheat is taken away, It goes back to The Second Quest.
Optomon mentioned to me that it is either a Flag or Pointer that got changed somehow.
I attempted to find the value in the Hex Editor but got no where.

It's in the list of requests in the documentation I made.  :thumbsup:

Morinis

Yeah, its there though I'm going through stages to make sure stuff looks okay via strait through game play.  Gotta change the portraits in the first stage as the bottom of them are using solid 8x8 areas instead of them being background.  Background animated gears in the Clock Tower glitch when traversing through the door then go back to normal.  Werewolf boss spazzed out when trying to jump back up on the wall due to getting stuck in the single platform.  Ghosts that manifest and speed off like a bullet on crack in the armory (damn do they bolt away without even getting a glance at them.)  Besides those, everything else seems to be okay so far.  Will list off any other bugs and glitches I run into via the forum here :)
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Sephirous

Interesting, I am starting to wonder if it has to be a certain Emulator.

JNES won't even load the graphics right as it doesn't like the expanded Rom.

What emulator are you using, I am using FCEUX (Newest Version).

Morinis

#851
VirtuaNES is what I always use since it seems to tolerate most ROM's without any problems.  I'll grab FCEUX and see if there is a change :)

August 01, 2017, 01:55:44 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Small update.  Most of the color palettes are adjusted to how they should be along with the cut scenes.  Doing a bit more sprite work for the character encounters then I'll move onto the end scene sprites and end scene color palettes to adjust those around.  With any luck, I should be done with CoA tonight and pass it back to Sephirous via email :)



August 01, 2017, 06:41:26 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Alright, everything from my end is done for now as Sephirous has the ROM waiting for him in his email box.  I shall wait on the sidelines until I'm needed again for CoA :)
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Sephirous

I'll get to work on it as soon as I can.  :thumbsup:

DavidtheIdeaMan

#854
Man,waiting for this game is taking longer than usual,it was nearly done until new ideas popped in,I just want to try out the beta at least,guess I'll have to wait until next year for the release XD

Sephirous

#855
Update Of Confusion:

I finally figured out the Second Quest Glitch and it's going to be one of those things that is going to give me a headache....

Stage 1 can not be loaded using any background sheet greater than the one it originally used, Other wise the entire game thinks you are starting on the Second Quest.

The only way I can figure to fix this is to transfer the entire first stages graphics back to the original sheets. Then put the ones I have on the original sheet back on the extended part of the Rom.

See when I first decided to work on this project, I had no idea how to edit screens in Hex Format, I relied on Revamp and that was it. So to avoid destroying the prayer screen I put the Sheets for the Prayer Screen way at the end of the Rom to preserve the graphics. Now of course I learned how to Hex Edit and wish I had done some things differently. Sure, I can reinstall everything into another Rom. (Don't Panic, I won't, The very thought makes me want to vomit.)

The good news is I tested the theory and it worked, By changing the sheet numbers, The First Quest returned intact.

So, A minor set back, But tomorrow I will begin transferring the first stage back to its original sheet. That is basically a copy and paste thing. So It won't take very long. Once that is complete, There are a couple more things to do and then I believe my part will be complete.  :thumbsup:

I just pray, The foreground and background crap doesn't start happening because that is the biggest pain in the rear that I have had to deal with since the beginning.  :banghead:

Oh and one other thing to avoid confusion, When I said that I have to transfer the first stage, I meant literally the first screen. Not the entire Stage 1 to End. The first stinking Screen dictates the whole game. Who knew?


August 02, 2017, 09:57:45 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Scratch that, It's definitely an Asm Flag.

Back to the original plan.  :thumbsup:


Sephirous

Good News Again:

Seems once I declare I can't do something, About an hour later I manage to fix the problem.

The Second Quest Bug is Fixed!  :thumbsup:

Turns out the Sheet Correction worked and as long as I keep certain stages below the number 90, The regular Quest starts up just fine with easy enemies first.

Morinis

Hoping this post goes through due to the website having odd stability hiccups.


Found this while scrounging around the depths of the internet to see if there is any stuff left from the CoA to see about possibly using.  Its a mockup intro but looks like they were going for some sort of story transition.  I inquired about seeing if they had any info we could use but looks like the gentleman has not been active for some time so  may not get a response back.

https://www.youtube.com/watch?v=bZD1p7iKb7c


Something to go by at least or take in some ideas :)
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Sephirous

I edited my first Header yesterday. I can now shrink as well as expand NES Roms.
Shrinking has a few more steps than expanding but once you tell the Header the new smaller ROM size.
It works out very well.  :thumbsup:

Also learned that when in YY-CHR you are actually viewing address 40000 to 60000 but in Graphic Form.
This is very useful while in the Hex Editor because every number equals a Pixel.
And this gets me one step closing to my main goal which is learning ASM. The PRG makes up Half of the Rom and the CHR makes up the second half. This eliminates trial and error with finding locations because it would be impossible for their to be coding where the graphics are. Also the first line or two equal the header so there is no reason to edit that either. The more I eliminate that is either Palette, Graphics, and Pixel Locations. The more exposed the music location will become.
Can't over think this stuff, The entire Hex Sheet is only 60000. Can't let the large number fool you into thinking this game is huge.