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 328583 times)

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #420 on: February 07, 2017, 05:34:45 pm »
I have a question,

Has anyone else had a problem where as when you use Revamp the game suddenly starts on the Second Quest and no longer uses the First One at all? Or is this something else that has happened. If something has happened in the code, Does anyone know where in the Hex Editor I can find the value that decides which quest to start on 1 or 2. I am noticing that in parts where their should be Medusa's I have those second quest skeleton heads. Making the game way harder than intended. If anyone has any insight let me know. :-)



Have you tried the default settings?  Its also a good idea to make a back-up ROM in case stuff like this happens.  From what I can guess, look over the areas that you added extra programming to in case something got flicked on by accident.

February 07, 2017, 05:38:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Never mind, you figured it out.  I should have checked on the response before letting my response go through lol.



Anyway, might as well update.  Character encounter stuff 3/4 done.  Won't be giving out screenshots for the cut scenes as you all will have to experience those yourselves  ;)
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DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #421 on: February 07, 2017, 06:31:51 pm »
Wow that was fast Sinis XD you are THAT close in finishing it,once that is out of the way,then you can work on the endings. :)

MathUser2929

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #422 on: February 07, 2017, 07:29:13 pm »
You should consider giving the non belmonts controllable jumps too. For sure marias jump is controllable. You know, like how Grant can move and change direction while jumping?

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #423 on: February 07, 2017, 07:30:10 pm »
Hmmmm I don't know if it's possible Math?

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #424 on: February 08, 2017, 01:08:22 am »
Spike Balls Are In.  :thumbsup:

« Last Edit: June 29, 2017, 01:04:58 pm by Sephirous »

MathUser2929

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #425 on: February 08, 2017, 03:17:26 am »
Well, i wouldn't know how to do it either, but you'd really just have to change the jumping attributes to be grants. Since there wasn't a responce I guess they don't plan to do it.

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #426 on: February 08, 2017, 08:31:30 am »
Heh heh I see you put that to good use huh Seph ;) I wonder if you can manage to put that Spike Platforms,well I think I'll just wait and see. :D

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #427 on: February 08, 2017, 12:11:33 pm »
The list of things left to do is pretty big but minor.

Every suggestion or idea that gets posted I add to the list, kinda like putting it into queue.

Anything I can't do I'll put into documentation for the very end.

Next is,

Fishman, Blue Skull Heads, Wolf Guy, Knight With Sword.

I am trying to install the Lesser Enemies that DavidTheIdeaMan found many posts ago.

It's a long process but everything will get at least attempted. :thumbsup:

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #428 on: February 08, 2017, 12:17:27 pm »
Heh heh awesome,Im surprised that you are trying to put all in the lesser enemies in the game and other stuff,keep it up. :)

February 08, 2017, 12:27:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I was glad to find those enemy sprites so you can put them in the game,it's ashame though that Dr.Mario and Optomon never release a sprite sheet of some of the bosses from the old build,it could have been SO useful! XD
« Last Edit: February 08, 2017, 12:27:33 pm by DavidtheIdeaMan »

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #429 on: February 08, 2017, 01:14:33 pm »
I was glad to find those enemy sprites so you can put them in the game,it's ashame though that Dr.Mario and Optomon never release a sprite sheet of some of the bosses from the old build,it could have been SO useful! XD


I literally came close on asking them about seeing the boss sprite sheets that they had made and planned for the original CoA to see if I can somehow customize and implement them into certain areas for this remake's bosses but decided not to and remembered that they did release all that they had when it was originally cancelled.  I also understand that they would possibly refuse to release such things to either save back for other projects or not have anyone else have them at all.  Heck, I was damn near close on using that Legion sprite for Death's giant skull form as I was going to heavily customize it to make it fit and work with its own twist from Death on collecting souls and whatnot but due to the limitations that it had within the area I tossed the idea and just went with a remake on the skull.  I'm still kinda surprised that I somehow made that within a day...
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DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #430 on: February 08, 2017, 01:20:36 pm »
Crap,oh well well I guess the game will be fine with the none custom bosses and all that,well hope you guys keep up the great job.

February 08, 2017, 01:31:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hope to see more progress soon and next week as well.  :thumbsup:

February 08, 2017, 01:38:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also they should,those boss sprite could have been VERY useful (sighs) welp I'll just continue supporting this project.
« Last Edit: February 08, 2017, 01:38:24 pm by DavidtheIdeaMan »

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #431 on: February 08, 2017, 01:57:40 pm »
At this point in time, its a little late in the project to ask them as most bosses are almost done.  No clue on how far along Patcha has come on his work as the only ones I've seen is his Dracula base form and Alucard.



I'm going to make a suggestion while I'm thinking about it and this can be on the very, VERY back of the list.  Remake Armund's walk animations to where he's in his fully upright position like that in Chorus of Mysteries.  It has the room but when I put in a customized sprite for the fun of it over the weekend his legs popped through the floor.  His hit box and other stuff would have to be completely adjusted around for it along with maybe a new weapon, possibly a longer dagger or make throwing knives like that found in the Japanese version however faster and stronger hitting (maybe same strength as the Vampire Killer) to change things up.  I can do a customized sprite sheet for this and give Armund a Castlevania 3 look if Sephirous thinks its a good idea as I'll work on it after the Zombie Trio but if not, then I'll toss it to the wind :)
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DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #432 on: February 08, 2017, 02:58:38 pm »
Hmmm it's a nice idea for Armund but I would like if he has that sword in the sprite sheet I showed rather than throwing knives which I much prefer for him to have because hitting enemies with throwing knives sounds way too difficult,please stick with his sword,I hope XD

February 08, 2017, 03:15:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also best of luck on the Zombie Trio,Sinis!  :thumbsup:

Also I don't Armund to change,I think he's fine the way he is and also to correct that mistake I did,he uses shorts swords XD maybe you can you use that sprite for a possible follow up to Cadence of Agony instead? 
« Last Edit: February 08, 2017, 03:15:05 pm by DavidtheIdeaMan »

MathUser2929

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #433 on: February 08, 2017, 10:29:52 pm »
So is this hack gonna be called cadency of agony on the title screen? Or cadency of agony linear reboot?

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #434 on: February 08, 2017, 10:31:41 pm »
It'll be called Castlevania Cadence of Agony,Math and as of right now Seph is putting in the custom enemy sprites and Sinis is working hard on the Zombie Trio as we speak

Morinis

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #435 on: February 08, 2017, 10:54:16 pm »
It'll be called Castlevania Cadence of Agony,Math and as of right now Seph is putting in the custom enemy sprites and Sinis is working hard on the Zombie Trio as we speak

I'm actually doing cut scenes right now.  Sephirous also asked me to redo the Bone Dragon King so I'm gonna go ahead and do that but after I get my current deal done then I'll work on another boss sprite :)
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DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #436 on: February 08, 2017, 10:58:33 pm »
Oh crap lol my bad XD well Im glad that you are nearly done with the cutscenes and I can't wait to see those boss sprites,keep up the great work Sinis  :thumbsup:

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #437 on: February 09, 2017, 12:09:25 am »
Update:

Blue Skulls (Complete)
Map Is Now Night Color (Complete)
Path Hints Removed (Complete) (Creates More A Mystery Of Which Stage You Choose.)
« Last Edit: February 09, 2017, 01:18:44 am by Sephirous »

DavidtheIdeaMan

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #438 on: February 09, 2017, 08:15:34 am »
Awesome,keep it up Seph  :thumbsup: you are doing a great job so far on the lesser enemies!

February 09, 2017, 11:55:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
So far so good,Im loving what I hear from the updates thus far :)
« Last Edit: February 09, 2017, 11:55:31 am by DavidtheIdeaMan »

Sephirous

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Re: Castlevania - Cadence Of Agony Linear Reboot
« Reply #439 on: February 09, 2017, 03:09:44 pm »
Finally reached my limitations.

I have begun writing a documentation of the remaining conflicts.
Which I will send off to Optomon once completed.

Going back to the earlier stages I can't believe what I was thinking.
Some of the modifications I made back in the beginning really shows how uneducated I was back then.
But all fixed now.  :thumbsup: