News: 11 March 2016 - Forum Rules

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 343966 times)

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #340 on: January 25, 2017, 02:20:09 pm »
Whatever that sprite is, can't view it on anything.





Just wanted to let everyone know that the Grim Reaper is 100% and sent off to Sephirous as of now via email along with the skull artwork and an updated Simon Belmont  ;D


Next on the list is Werewolf Armund  :)
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DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #341 on: January 25, 2017, 03:04:26 pm »
DANG IT XD oh well I tried maybe I can try to show it to you via my Gmail,too bad you don't have a G+ account but I think Seph dose,anyways I wish you lbest of luck in creating that Werewolf Armund sprite! :)

January 25, 2017, 08:08:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hope to see the new sprites soon also is Simon still plan to be in the game,I thought the town stage was scrapped?
« Last Edit: January 25, 2017, 08:08:30 pm by DavidtheIdeaMan »

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #342 on: January 26, 2017, 01:23:45 am »
I'll get everything installed at some point.

Haven't had much free time this week.  :banghead:

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #343 on: January 26, 2017, 06:41:24 am »
Hope to see the new sprites soon also is Simon still plan to be in the game,I thought the town stage was scrapped?


He may have scrapped the level but the Simon Belmont sprite still belongs to this project.  He'll have it in case he does use it somewhere :)

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DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #344 on: January 26, 2017, 08:22:39 am »
Well alright then :)

January 26, 2017, 08:39:32 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Still I'll be looking forward to seeing it and also Seph I knew you weren't on that much for the past two weeks but hey it's okay man,Im sure you'll get them installed soon hopefully and Im so glad that you finished the last stage and now's the time to get everything installed like you said Seph XD oh and I hope it'll have music from other castlevania games?
« Last Edit: January 26, 2017, 08:39:32 am by DavidtheIdeaMan »

MathUser2929

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #345 on: January 26, 2017, 08:52:49 am »
With Optomon on board maybe you could a Select a Belmont screen where you pick between Richter, Sonia, or Simon. I imagine optomon might know how to do that. If not just have Simon and Sonia as seperate patches.

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #346 on: January 26, 2017, 09:31:25 am »
Sonia was kept in my ROM version that is for my personal use in making my custom sprites, completely separate from CoA as I've never asked for a copy of the current CoA ROM that Seph is working on.  I only kept her in because people liked seeing an 8 bit sprite of a Sonia Belmont in use via screenshots.  Good thing I didn't use my updated Hanz sprite lol.  Simon I could see as a possibility but to only Sephirous's accord to what he wants as I don't know on what his full plans are since him and I rarely communicate except for the exchange of boss sprites lol.


I have thought that if I could get a team together in the future (possibly after VoH II is done) I would literally make that Castlevania Legends version on Castlevania 3 with a different story to that from the GameBoy version though that's talks for another time ;)


Anyway, back on track.  Small update before I go back to bed.





1/8 done on this one.  There are literally two frames of animation for the walk/leap cycle for Nasty Grant.  Felt like they really cut corners when they made this boss as there are very few stuff to work with as almost everything else I've redone so far had 3 animations, except for the Big Bat which also had two.  I'm going with a long limb version of the werewolf since there is very limited space to go with especially in the part that Nasty Grant 'leaps' forward while walking.
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MathUser2929

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #347 on: January 26, 2017, 09:49:39 am »
I don't get why you blank out the screen when you take pics tho. It's always a plain blue background.

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #348 on: January 26, 2017, 09:53:51 am »
Heh heh nicely done Sinis,it's looking great so far and I would LOVE to see a Nes version of Castlevania Legends,hopefully someday down the road (seriously we need more creative castlevania rom hacks XD) but for now I'll be playing this and your upcoming game Vengeance on Hell II!  ;D

MathUser2929

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #349 on: January 26, 2017, 11:28:35 am »
A NES version of cv legends would have to be a CV1 hack cause theres only 6 levels.

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #350 on: January 26, 2017, 02:20:18 pm »
I don't get why you blank out the screen when you take pics tho. It's always a plain blue background.

There are a few reasons so I'll go ahead and explain them in full.  First reason is so I can see how every dot goes together to make sure there is nothing astray and for people who view this thread can see the characters clearly from my end while Sephirous, in time, uploads on what they will look like on his end unless he supplies a screenshot to me then I insert it into that and show it here on his behalf.  Sprite sheets that I was somewhat making earlier in the project when I volunteered can only go so far plus it was creating extra work so I eliminated them entirely.  Second reason, that I've stated before and will state again, that my ROM is separate from Sephirous's ROM.  I make my sprites in a program, adjust stuff there, insert it into the YYCHR by hand one tiny box at a time, play, make necessary adjustments, play, play, adjust, play, adjust, play one last time to make sure things are in place and then send it on.  This is the reason why things take a long time on my end.  Third reason, Castlevania 3 has lots of parts to its characters' animation boxes/spaces so getting it right while trying to make it look good for game play is a must for me.  I don't think anyone wants to see a flying hand or a bright line out of place while encountering so-and-so enemy when stuff is rushed or just inserted in blindly :P

Out of everything, the only time when I put a black background on it is when something has hit a snag and I bring it to Sephirous's attention via here and to also update everyone else that follows this thread.  That and what it was originally intended to be as I like going overboard so I can have something to work with while making the necessary adjustments while inserting it into the ROM itself.  This works for me as I feel comfortable going that extra mile to do this to make sure that nothing is missed.  Some stuff does need actual adjustment via programming so I do bring that up as well.  Hate to but I point things out so nothing is not left out from what I encounter.  I like to be informative, update constantly or when I can while keeping people in the loop during the project and to show how far the progression has gotten since the last update.

I will be doing this on every project that I do or am part of unless they say something then I won't update anything until they tell me otherwise.


I hope this clarifies stuff :)



A NES version of cv legends would have to be a CV1 hack cause theres only 6 levels.

On the contrary.  I can think of quite a few levels to add and make it original in its own right while also putting in and remaking the levels from the original game that its based off of.  With the proper programming and patience I feel confident that a NES take on Castlevania Legends can be done.  It can bring in new factors to take on, environments to adventure through and obstacles to encounter for the player while also giving off that new feeling at the same time within something that is familiar to them as well.  Everything may not go according to plan but its something to look forward to :)
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DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #351 on: January 26, 2017, 03:17:29 pm »
I do hope that a Castlevania Legends Nes version happens someday down the road as I said before but this upcoming rom hack,Chorus of Mysteries and your upcoming one as well Sinis,will keep me occupied until someone decides to do so,I hope things goes well with the last few sprites? :)

January 26, 2017, 06:49:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
You know,I hope to that one day,a REALLY talented rom hacker makes the RPG version of this game but I think it most likely won't happen,oh well at least this version of the game will be fun in it's own right :) 
« Last Edit: January 26, 2017, 06:49:59 pm by DavidtheIdeaMan »

nesfan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #352 on: January 26, 2017, 07:43:19 pm »
neat I was making NES versions of the soundtracks of all the game boy Castlevania games
now I only just started on the one for Castlevania legends  (coincidence much ? :huh: )
but when it's done I could give you the .NSF to use if you want ? 

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #353 on: January 26, 2017, 08:53:35 pm »
neat I was making NES versions of the soundtracks of all the game boy Castlevania games
now I only just started on the one for Castlevania legends  (coincidence much ? :huh: )
but when it's done I could give you the .NSF to use if you want ?


Sure, can talk about it more via PM if you'd like so we don't clutter up and hijack this thread about it :)


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DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #354 on: January 26, 2017, 09:27:02 pm »
Oo,that sounds interesting,do you think you can send the NSF in PM as well,please?

MathUser2929

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #355 on: January 26, 2017, 10:34:53 pm »
Well, I dunno if this'll be useful to you, but I made a graphics hack of CV Legends:

http://www.romhacking.net/hacks/1197/

I hope you guys do something similar. As in you enhance the graphics. I imagine just colorizing the graphics would be an improvement but I'd rather see some enhanced graphics.

nesfan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #356 on: January 27, 2017, 01:32:39 pm »
umm.. ok
just so you know there are only 2 tracks on there so far but ya, I could send it if you want  :huh:

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #357 on: January 27, 2017, 02:32:47 pm »
umm.. ok
just so you know there are only 2 tracks on there so far but ya, I could send it if you want  :huh:


Its up to you honestly. 
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DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #358 on: January 27, 2017, 03:03:34 pm »
Hey Sinis,how goes the progress with the Werewolf Armund sprite,I take it that it's coming along nicely?


Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #359 on: January 27, 2017, 03:18:18 pm »
Werewolf Armund is 1/2 done :)
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