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

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

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Dr. Mario

Looking good. It's probably a good idea to keep it linear. Trying to make it non-linear is what turned it into such a monster in the first place. My only real suggestion if you want to pick this up is that you should retain the ability to collect and play as all four characters in a single play through. Good luck, I'd love to see someone finish this!
What is a man? Baby don't hurt me, don't hurt me, no more.

Sephirous

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.

Bregalad

You could just have the same graphics for all animation frames.

Morinis

Quote from: Sephirous on July 25, 2016, 04:11:07 PM
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.

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.
ROM Hacker, Reviewer and Critic.

Don't Know What Else To Say So... <3 You!

Sephirous

Quote from: Sinis on July 25, 2016, 07:44:33 PM
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.

MathUser2929

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

Sephirous

Quote from: MathUser2929 on July 26, 2016, 10:47:57 PM
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.

MathUser2929

I wish you could do a ROB no real pits thing. Pits that just make you backtrack. I dunno if you have that kinda skill but it sure would be a nice touch. Pits used to peeve me off in the old Castlevania games.

Morinis

Quote from: MathUser2929 on July 27, 2016, 01:58:31 AM
I wish you could do a ROB no real pits thing. Pits that just make you backtrack. I dunno if you have that kinda skill but it sure would be a nice touch. Pits used to peeve me off in the old Castlevania games.

It probably could be done but with only rooms that were 'stacked' on top of each other like an example of Ship of Fools layout.  Before I lost a partner that knew how to program stuff back in 2011 to college and marriage (long story) we were working on an extreme difficulty to Castlevania 3 and they said that certain stuff from other Castlevania games could be added but the programming would be a nightmare with tons of bugs to weed out.  I tried to get the notes from them but wasn't able to due to losing contact altogether.

My ex partner had a similar plan for the pits along with diagonal whipping, extra sub weapons, more monster variations in each room, more rooms and even edit the opening cut scene after the name entry.  Dunno if I can get in touch with them as its literally been since 2011 when I last heard from her though I'll see if I can track her down via an old email and hope she responds back on that and if so see if she still has the journal that she was  making.  Would be a godsend if she still has it though not holding my breath.

Also a helpful thing from my poorly neglected ROM information page on here from what SunGodPortal found and posted http://gmvania.blogspot.com/2012/08/bookmark-this-blog-entry-last-update.html .  Its RAM and ROM offsets so hope it helps because I don't understand it yet lol.
ROM Hacker, Reviewer and Critic.

Don't Know What Else To Say So... <3 You!

ShadowOne333

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.

Sephirous

Quote from: ShadowOne333 on July 27, 2016, 08:24:19 PM
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.

https://drive.google.com/file/d/0B_2VopaXSSFqbEZ0RFZuaU9rMVE/view?usp=sharing

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.

ShadowOne333

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

Midna

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.

Sephirous

Quote from: ShadowOne333 on July 30, 2016, 01:56:56 PM
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.

https://drive.google.com/open?id=0B_2VopaXSSFqV3ZSbzEta2hROVE

July 30, 2016, 11:15:12 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Midna on July 30, 2016, 07:47:36 PM
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.

ShadowOne333

Quote from: Sephirous on July 30, 2016, 11:13:53 PM
Here is the original file.

https://drive.google.com/open?id=0B_2VopaXSSFqV3ZSbzEta2hROVE
I need your permission to be able to download the file. :P
I just sent said permission request. :)

Edit:
Just got the access.
Thank you! :)

August 01, 2016, 05:19:27 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

I'm done porting the new Alucard sprites for my hack, thank you!

Meanwhile, i wanted to let you know that we are also missing three other sprites for Alucard:

1) His Boss fight
2) His End Game sprite.
2) His portrait sprite.

I haven't touched the boss fight nor the portrait sprites yet, since I haven't located them in the ROM yet (if someone knows where they are, please let me know).
As for the end game sprite, here's what I have so far in Tile Layer Pro:


That's the actual in-game sprite.
I just did a simple colour swap for the cape and other stuff to match that of the new Alucard sprite.
If someone has some recommendations, please let me know!

The sprites for the Ending are located at 0x04E000, and the ones for Alucard specifically are in 0x04E505.

Sephirous

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.

ShadowOne333

Quote from: Sephirous on August 02, 2016, 12:14:13 PM
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.
Well of course!
I already have that Alucard End sprite done.
I have also located the portraits for each character, thankfully they're all put next to each other.

I know what I can do to help you out without providing the still WIP IPS for my CV3 hack.
Here you have both the .bmp files that YY-CHR uses for Save-Open Snapshots.
Just make sure that you go to the EXACT same offset and then Open the BMP file, it will automatically replace each tile with the updated ones of mine. :)

Here you have them:

The first one is at 0x050810 (portrait not edited yet):



The second one is at 0x04E010, this one already has my custom Alucard sprite I posted in the previous message.


I have to notify you that I'm using an Akumajou Densetsu ROM for my hack, since I'm working over my Akumajou Densetsu Title Screen hack I made some time ago.
So take that into consideration when you import the BMP files I just uploaded to your ROM if you are using CV3 (U).

I'm just missing the Alucard Boss sprite, I still have to find that one.

-------------------------------------------------------------------------------------------

Edit: Forget the last line, I already found him haha.
His sprite for the Boss fight is at 0x047B10 (Akumajou's offsets)

How's this for Alucard's portrait? :)


As for the Boss Sprite, I think I will leave it as it is, since there is but only 2 sprites for the head and there's no room for the hair, so Alucard will have a hair change when you defeat him. :P

Sephirous

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!!

ShadowOne333

Quote from: Sephirous on August 02, 2016, 07:41:05 PM
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!!

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:
http://www.castlevaniacrypt.com/img/cv3/sprites/alucard-3.gif

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.

Sephirous

Quote from: ShadowOne333 on August 02, 2016, 08:45:45 PM
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:
http://www.castlevaniacrypt.com/img/cv3/sprites/alucard-3.gif

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.