News: 11 March 2016 - Forum Rules

Author Topic: My take on Castlevania 3 (CV3 for people who wanted to like CV3 but don't)  (Read 14306 times)

nesrocks

  • Hero Member
  • *****
  • Posts: 738
    • View Profile
    • nesrocks.com
TLDR: this is a gameplay-only hack of the japanese version aimed at making the game a lot faster.

Reasons:
I wondered why I should like the castlevania series on the NES but never have really. I came to the conclusion it was because of the pace. The character moves slowly, his attack is slow, climbing staircases is slooooow, opening doors is like watching a metal gear solid cutscene, etc etc. So I started modifying everything that felt sluggish to me. I didn't hold back, but I did try to keep a certain balance. For example, a faster attack meant the bosses became too easy, so I modified some values so it wouldn't be so. All in all, the game can be completed much faster now, and I think it isn't TOO easy (certainly it isn't harder).

Results:
In the end, it has a lot of personal preference on it, but it is all very consistent with the "make stuff faster" setting. I think castlevania fans with an open mind will enjoy it for the new action feel, but it is mostly aimed at people who feel the game is slow the same way that I did and are missing out on this classic.

What I explicitly chose not do to:
- change the graphics.
- change the music.
- change the levels, with the exception on spots where the new jump distance made it impossible to pass, so very minor modifications were done to prevent that from happening, like adding one or two blocks to stop the player from falling on pits. This was done on 5 places total, I think.

The only thing I changed that wasn't compatible with the fast mode setting is the sfx played when counting down the timer and hearts at the end of each level. I changed to more subtle sounds.

Full list of changes:
Spoiler:
- doubled horizontal speed for trevor, sypha and alucard. 50% more for grant
- consequently, jumps now travel more distance proportionally
- very minor level modifications to prevent the player from dying with the new jump
- grant's move speed on walls doubled
- alucard's bat form moves faster now
- double speed on staircases
- the knife and cross weapons now move faster
- way faster morphing between characters. I kept the same sound, and you can really tell how much time is wasted because you've morphed fast and the sound is still playing for a long time.
- characters don't go all the way to the end of the screen on the cutscene, so it cuts earlier
- flooding fills up 2x faster during action and 4x faster during the cutscene
- the dialogue is super fast
- the blocks fall faster on the collapsing bridge sections
- the big pendullums swing faster
- the boss spirit moves 2x faster horizontally when choosing a new coffin
- faster and more responsive weapon attacks
- sypha, alucard and grant had their skills slightly buffed
- weapon damage adjusted for balance
- mummy boss shoots a faster projectile
- some bosses won't stop briefly when getting hit
- small hearts and big hearts give 2x more hearts (less farming)
- always restart on the same room after dying and when continuing (I fixed one checkpoint for this, haven't found another bad one)
- crushing spikes take 25% of max health only
- no death by timer (this may be removed, what do you think? makes no difference anyway)
- no low timer sound warning
- auto verticall scrolling stages now scroll a bit faster
- 3x faster door opening animations between sections
- more subtle sfx on timer and heart count at the end of the level

This hack is compatible with the awesome localization patch http://www.romhacking.net/hacks/1983/

How to name it?
So, I'm not sure what to call it. I can't call it abridged like the Adventure Island hack, because although the game is now faster, all the content is intact. Here are some naming ideas:

- Akumajou There is No Time To Explain Densetsu
- Akumajou Densetsu On Steroids
- Akumajou Densetsu Turbo
- Akumajou Densetsu for People Who Don't Really Like It

Gameplay video:
Here is a brief gameplay video, because screenshots are basically identical to the original game.
https://www.youtube.com/watch?v=i8xnifJv6hc

Thoughts?
So, the reason I posted here was to see opinions before I release it. I have played through a dozen times on different paths and with different characters and it all seems to be working fine.
« Last Edit: May 26, 2017, 11:58:35 pm by nesrocks »

DavidtheIdeaMan

  • Hero Member
  • *****
  • Posts: 733
    • View Profile
Re: My take on Castlevania 3
« Reply #1 on: May 26, 2017, 06:53:59 pm »
It sounds like an interesting idea buuuut I think I'll pass on this hack sorry ^^; I was hoping for like a remastered version of the third game not like a crazy fast edition but oh well (shrugs) Im should come up with ideas for my take on it,although the fast character swap is a brilliant idea! :)

SunGodPortal

  • Hero Member
  • *****
  • Posts: 2939
  • 2 + 2 = 5
    • View Profile
Re: My take on Castlevania 3
« Reply #2 on: May 26, 2017, 07:02:41 pm »
Holy shit. I think this is a great concept but it does appear to be a little too fast IMO. That's the proper speed for a ninja game, not a Castlevania.
Cigarettes, ice-cream, figurines of the Virgin Mary...

nesrocks

  • Hero Member
  • *****
  • Posts: 738
    • View Profile
    • nesrocks.com
Re: My take on Castlevania 3
« Reply #3 on: May 26, 2017, 07:09:33 pm »
Yeah, I didn't mean to make it that fast, but I don't think it was possible to do differently without reprogramming the movement logic (it is now 2 pixels at a time instead of 1). It plays surprisingly fine though, and I hadn't finished a castlevania game in like forever because they bore me. Despite the speed it isn't harder than the original.

Would changing trevor to a ninja belmont using a chain sickle make you feel better?

Avster

  • Full Member
  • ***
  • Posts: 201
    • View Profile
« Last Edit: August 14, 2021, 07:01:25 pm by Avster »

DavidtheIdeaMan

  • Hero Member
  • *****
  • Posts: 733
    • View Profile
Maybe I can share you my ideas for a remastered version for CVIII?

SunGodPortal

  • Hero Member
  • *****
  • Posts: 2939
  • 2 + 2 = 5
    • View Profile
Re: My take on Castlevania 3
« Reply #6 on: May 26, 2017, 10:50:17 pm »
Would changing trevor to a ninja belmont using a chain sickle make you feel better?

I'd rather see Sonia. :)
Cigarettes, ice-cream, figurines of the Virgin Mary...

nesrocks

  • Hero Member
  • *****
  • Posts: 738
    • View Profile
    • nesrocks.com
Re: My take on Castlevania 3
« Reply #7 on: May 26, 2017, 11:34:07 pm »
I'd rather see Sonia. :)
Well, ok, me too, that would be interesting, but isn't she from the slowest castlevania of them all?  ::)

Morinis

  • Hero Member
  • *****
  • Posts: 509
  • Cupcakes and Pizza
    • View Profile
    • My YouTube
Re: My take on Castlevania 3
« Reply #8 on: May 26, 2017, 11:50:19 pm »
I'd rather see Sonia. :)

Its being done ;)




@nesrocks

My two cents with this speed hack.  You should alter the levels to make it extremely challenging like some kind of over the top hard mode to where it may feel almost unfair.  Never hurts to see if someone is up to the challenge  :)
ROM Hacker, Reviewer and Critic.

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

nesrocks

  • Hero Member
  • *****
  • Posts: 738
    • View Profile
    • nesrocks.com
Re: My take on Castlevania 3
« Reply #9 on: May 27, 2017, 12:02:06 am »
Its being done ;)
It is? where?

My two cents with this speed hack.  You should alter the levels to make it extremely challenging like some kind of over the top hard mode to where it may feel almost unfair.  Never hurts to see if someone is up to the challenge  :)
Humm, although I feel like this new speed would go well with a complete redesign it isn't really the goal here, which was to simply speed up the original game (also, the game is easier now, if anything). To top it off, I'm not a fan of super difficult hacks. But a slightly harder hack with short levels could be a good idea.

thepatrickinator

  • Restricted Access
  • Jr. Member
  • *
  • Posts: 62
    • View Profile
If you want to make a Castlevania 3 hack, use the American Version and have the Press Start font which is the same font as the first Castlevania game on NES. You can also make the difficulty for your Castlevania III hack the same as the Japanese version. Keep the music from the American version of Castlevania III and have everything else the same as the Japanese version. For the script, use scripts from various retranslated versions of Castlevania III as a base and make that hack with the English script just about the same as the Japanese version.

Morinis

  • Hero Member
  • *****
  • Posts: 509
  • Cupcakes and Pizza
    • View Profile
    • My YouTube
Re: My take on Castlevania 3
« Reply #11 on: May 27, 2017, 12:19:43 am »
It is? where?


I'll PM you the stuff so it doesn't look like I'm hijacking or advertising anything of mine in your thread :)
ROM Hacker, Reviewer and Critic.

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

PachaWillWatchYa

  • Jr. Member
  • **
  • Posts: 51
    • View Profile
Well it sounds good on paper.
I don't think I'll play too much of this but it will do for making a replay of Cv3 more interesting.
To be honest I only really hated the scrolling speed when entering doors and speed of changing characters.

bogaabogaa

  • Full Member
  • ***
  • Posts: 231
    • View Profile
I am looking forward to play this. Really like the idea. It brings a new feel to the game specially you can really go ham on the enemy like this. I remember to good how it feels just to be a bit to slow for things to turn out well  :)

I like some hard hacks too sometimes but I really love to see something to have fun with. When you want to have it hard. Why not leaving the speed of Trevor and boosting all the enemy?

Question: Could this be done build in a editor? Or a tutorial sheet what to hex edit to speed things up or down? It may help people to build interesting hacks around that.

Thanks for your work
CV ROM DiscordServer
https://discord.gg/PvFgxRg

nesrocks

  • Hero Member
  • *****
  • Posts: 738
    • View Profile
    • nesrocks.com
@PachaWillWatchYa I may change the sfx of when switching characters. I think that is what is bothering the morph. Doors are 4x faster now, it was 2x faster before but I made it even faster. But I removed part of the door animation, maybe that's what bothered you?

Here are all the offsets for you people. It is not super organized, but it could go to the wiki.
Note 1: the wiki says the offsets are the same for the japanese version but they are absolutely not. It is all different.
Note 2: I didn't bother listing everything that I found but if you want for example the delay on some weapon that isn't listed here you can find in in the ROM by looking around similar values that I listed. Using fceux's code/data logger will make this a breeze to locate.

Akumajou Densetsu Offsets
Credit me please for the research if you share these!

RAM:

$34 current level
$35 current section
$36 current subsection

$37 lives
$4A health
$7B time
$81 hearts
$84 sub weapon multiplier
$438 player x
$41C player y

ROM:

0xB682 titlescreen nametable for the chars "@KONAMI 1989"

Character morphing:
0x1318 "in" duration (1 byte)
0x1400 change to "4C2D94EA" to remove morph animation (the default sfx will unsync)
0x14FE "out" duration (1 byte)

0x2216 how far to the right they need to go on the map screen for the cutscene to end (1 byte)
0x2221 how far to the left (1 byte)

0x3384 flood speed during action (1 byte)
0x3388 flood speed during cutscene (1 byte)

0x4592 set to EAEA for fast dialogues

0x8103 set to #FF to make the bridge fall faster

0x8EF9 part of the clock pendulum animation

0xC845 boss spirit right move speed (1 byte)
0xC853 boss spirit left move speed (1 byte)

0x24884 damage done by sub weapons to boss (1 byte)
0x24885 damage done by leather whip to boss (1 byte)
0x24886 damage done by chained whip and grant's knife to boss (1 byte)

0x24FFE mummy boss shot speed (1 byte)

0x261CE set to EAEA so some bosses won't stop when getting hit

0xB2FA how many hearts the big heart gives (1 byte)
0x2E2A5 how many hearts the big heart gives (another one) (1 byte)
0x2E2A6 how many hearts the small heart gives (1 byte)

0x2E1D9 set to A584 so it won't reset the multiplier when getting a new weapon (causes a bug with sypha's weapons)

0x2F28F set to EAEA so your attacks kill all enemies on screen

Do the following to restart on same level on death and on continue:
0x00EC2 EAEA
0x00ECB EAEA
0x37692 EAEA

0x38254 knockback to the right speed (1 byte)
0x3825F knockback to the left speed (1 byte)

0x38309 damage caused by an enemy (1 byte)
0x38316 damage cause by crushing spikes (1 byte)

0x38ED4 move speed to the right on some platforms (1 byte)
0x38F50 move speed to the left on some platforms (1 byte)

0x38FC9 move speed to the right on tilted platfaorm (when climbing it) (1 byte)
0x39006 move speed to the left on tilted platform (when climbing it) (1 byte)

0x39DCB grant's move speed to the right (1 byte)
0x39E02 grant's move speed to the right (1 byte)

0x39F60 grant's jump speed to the left (1 byte)
0x39F80 grant's jump speed to the right (1 byte)

0x3A2F3 grant's move speed on the wall down (1 byte)
0x3A31F grant's move speed on the wall up (1 byte)

0x3A3F9 grant's move speed on the ceiling to the right (1 byte)
0x3A412 grant's move speed on the ceiling to the left (1 byte)

0x38995 set to EAEAEA to disable death by timer

0x38A20 set to EAEAEAEAEAEAEAEAEAEAEAEAEAEAEA to disable timer sound warning

Water current speeds:
Water current to the left:
0x38EF5 when walking to the right (1 byte)
0x38F89 when walking to the left (1 byte)
0x392B0 when crouching (1 byte)
0x392D6 when idle (1 byte)

Water current to the right:
0x38EFC when walking to the right (1 byte)
0x38F90 when walking to the left (1 byte)
0x392E3 when crouching (1 byte)
0x39309 when idle (1 byte)

Under waterfall current to the left:
0x38EE7 when walking to the left (1 byte)

Under waterfall current to the right:
0x38F82 when walking to the left (1 byte)

Player physics:
0x39661 jump horizontal speed to the right (1 byte)
0x3966C jump horizontal to the left (1 byte)

0x39703 move speed to the right (1 byte)
0x3973F move speed to the left (1 byte)

0x398F9 set to EAEAEA for a silly super jump

0x39E6D seems to be the jump "animation" (jump gravity) for grant
0x39893 for trevor. set to F7F7F7F7F701FF01FF01FF01FF01FF to jump like peach (floaty)

0x3A9F0 bat dynamics. each setting is 1 byte long except when stated otherwise. in order:
horizontal friction (for when stopping)
vertical friction
horizontal acceleration
vertical acceleration
max right speed (2 bytes)
max down speed (2 bytes)
max left speed (2 bytes)
max top speed (2 bytes)

0x3AF61 grant's knife damage (1 byte)
0x3AF63 alucard's shot damage (1 byte)
0x3AFEE alucard's shots animation (1 byte)

0x3B324 sypha's homing balls animation
0x3B40A sypha's fire weapon animation
0x3B8CF sypha's freeze weapon animation

0x3B445 knife subweapon delay (1 byte)
0x3B44C alucard's shot delay (1 byte)

0x3B710 grant's knife (1 byte)

0x3B9D4 set to EAEAEAEA so now grant can fire again and the previous knife will disappear (good for when you miss a shot)

Trevor's melee animations:
WHIP:
standing/jumping:
0x3BDE8 frame 1
0x3BDEB frame 2
0x3BDEE frame 3

crouching:
0x3BDF2 frame 1
0x3BDF5 frame 2
0x3BDF8 frame 3

stairs right:
0x3BEFC frame 1
0x3BEFF frame 2
0x3BE02 frame 3

stairs left:
0x3BE09 frame 1
0x3BE0C frame 2
0x3BE0F frame 3

Sub weapon:
animation (does not control the moment the weapon is launched):
0x3BB97 frame 1
0x3BB99 frame 2
0x3BB9B frame 3

Sypha:
0x3BE16 frame 1 melee

Alucard:
0x3BBFC melee (doesn't affect weapon speed)

0x3B453 cross speed to the right (1 byte)
0x3B457 knife speed (1 byte)

0x39BFF several 1 byte valyes for controlling staircase movement speed
The following must be adjusted when changing the stair movement to prevent bugs. From my experience grant and trevor must be tested, the other ones just work. They are all 2 bytes coordinates:
0x38617 "spawn" position when going a screen down from a staircase to the right.
0x38619 "spawn" position when going a screen down from a staircase to the left.
0x38629 "spawn" position when going a screen down from a staircase to the right.
0x38627 "spawn" position when going a screen down from a staircase to the left.

0x3C9D7 speed of auto vertical scroll (in big increments) (1 byte)
0x3CA43 speed of auto vertical scroll down (smooth) (1 byte)

Door cutscene right:
0x3F9F0 speed in (1 byte)
0x3FB8E speed out (1 byte)
0x3FABA set to EAEAEAEA to remove some of door the animation

Door cutscene  left:
0x3F9FF speed in (1 byte)
0x3FB9C speed out (1 byte)
0x3FABA set to EAEAEAEA to remove some of door the animation (same as right)

0x40C1 sound for the timer counting at the end of level (1 byte)
0x40EE sound for the heart counting at the end of level (1 byte)

Respawn points
0x37814 grant's tower second screen

Zynk

  • Hero Member
  • *****
  • Posts: 954
  • WIP Roll-chan: The Wily Wars
    • View Profile
@nesrocks, can you make Alucard attack when he's on the stairs?  :(

It is? where?
http://www.romhacking.net/hacks/3127/ ?

nesrocks

  • Hero Member
  • *****
  • Posts: 738
    • View Profile
    • nesrocks.com
@nesrocks, can you make Alucard attack when he's on the stairs?  :(
Yeah I had no idea the game was like that. It is very annoying. It would require mapping the whole ROM for unused space because it requires adding more programming, but I guess it can be done. But it just won't be super trivial like setting a flag.

Morinis

  • Hero Member
  • *****
  • Posts: 509
  • Cupcakes and Pizza
    • View Profile
    • My YouTube
@Zynk

Wasn't aware that one existed.  Goes to show I don't pay attention much so my bad for not knowing lol :)



@nesrocks

By the way, a while back SunGodPortal posted a link about stuff relating to Castlevania 3 but had one source tell me its the stuff for Akumajou Densetsu  http://gmvania.blogspot.com/2012/08/bookmark-this-blog-entry-last-update.html

I hope this helps you since you are doing a hack on the Japanese version :)
ROM Hacker, Reviewer and Critic.

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

tvtoon

  • Sr. Member
  • ****
  • Posts: 378
    • View Profile
Damn, this is exactly how these games should be played and not stupid difficulty by handicapping omnipresent in 8-bits era. It almost feel like playing the X68K version, great work. :D

DavidtheIdeaMan

  • Hero Member
  • *****
  • Posts: 733
    • View Profile
Well I hope this hack of yours becomes successful when it's finished and released :)