(NES) Total Conversion Hack Castlevania 3: Aperture of Corruption

Started by Toffi, December 08, 2020, 11:20:05 PM

Previous topic - Next topic

The Count

Hey,

Those graphics are extraordinary.  :thumbsup:

If you are looking for extra hands I have a fairly good background with NES Mechanics. I see you are thinking of Sound Modification? What are you seeking to do with that?

Toffi

Thanks! ;D

On sound modification:
We are searching for someone with 6502 ASM programming experience to help us dissect and enhance the games sound engine. Currently we have the music creation side of the project ironed out, but are still working on implementing a sound engine to help us port NSF (nintendo sound format) or ASM (direct assembly) into the games code. The plan is to edit existing songs and add new ones to CV3s vanilla soundtrack.

One of the issues the team has encountered is all Castlevania 3 games outside of japan used the MMC5 chip, which modified music and added depth to it. However the original ROM was developed in Japan, and the VRC6 sound chip modifier was implemented in the original for an extra effect and then modified for a global release. Due to this change, the code has taken a bit longer to unravel. Currently the teams programmer is looking into older fan-made Castlevania sound engines (ones built for CV1 and 2 which didnt use MMC5) to see if there is any way that code could be ported.

The Count

Sounds interesting.  ::)

I have definitely had my share of conversations with 6502. Lol.

The first thing to consider is what registers are talking to the actual hardware.
Most likely what they did during the VRC6 to MMC5 port is remove the bytes that were used for the extra parts. Then used them for something else now that they were freed up. It sounds like you are trying to put them back if I am correct?

What you will most likely need to do is find an empty spot somewhere else in the ROM and stick the unused data there then write a custom routine that points the extra data to the hardware. Basically re-installing the stuff that they took out during the regional port.

Toffi

We are aiming to get the MMC5 done first (as our modifications so far have been using that version) and then possibly come in with the VRC6 as an extension to the original MMC5 port. Most of the issues come from dissecting whats already been done, as the original conversion process made the MMC5 data harder to work with.

Were getting defiantly getting somewhere though. :P

By the way, here's some more progress on enemy remodels (for the mummy and medusa heads)


Morinis

Quote from: Toffi on December 23, 2020, 09:24:03 PM
We are aiming to get the MMC5 done first (as our modifications so far have been using that version) and then possibly come in with the VRC6 as an extension to the original MMC5 port. Most of the issues come from dissecting whats already been done, as the original conversion process made the MMC5 data harder to work with.

Were getting defiantly getting somewhere though. :P





Just wait until the world is introduced to the first soundtrack to AoC that is utilizing a Castlevania III MMC5 sound engine.  The demo that I listened to this morning was like my cup of coffee....but I don't drink coffee  :thumbsup:
ROM Hacker, Reviewer and Critic.

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

The Count

Ohhh, You mean you have already changed the sound engine. For some reason I thought MMC5 was the original Castlevania III engine. Now after doing a bit of research I see it was 2A03. If you have already made it into a new engine then I don't think I will be very much help. I was under the impression you needed help converting 2A03 to a different one. My bad.  :crazy:

Well in that case, That is going to be something else again.

I don't think the castlevania series has ever had this type of sound engine before.

Vanya


Toffi

Thanks! ;D Right now the plan is just to re-texture the old enemies before going all out and completely redesigning them in the future. So be on the look out for some new enemies soon.

(heres the blade master and spider re-texture)


Toffi

Im back again with more re-design work.
(heres the living flame and shot multiplier)

Morinis

Update on the technical stuff.

The new sound engine is still being fleshed out and worked upon by our programmer!  When it's 100% fully functional I shall let you all know!  This sound engine will be utilized in my other projects outside of AoC so that way things are optimized to the fullest!


When the music is created I shall direct people towards the creator's YouTube channel while production and everything can be found on mine and everyone else involved channels so please be sure to keep an eye on everything as things are being documented while we go along in this adventure!\




Will update more when we have a demo stage made with or without the new music  :thumbsup:
ROM Hacker, Reviewer and Critic.

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

Toffi

Still working on the background for the port town. In the meantime, here's a steam golem boss idea with steam flame and forest effects added on.

Toffi

Graphics Update:
Redesigned the end level reward, its been re-designed as an aperture fragment (CV3 originally used an orb)
Made new 8 bit Gothic text and redesigned the HUD well. We're still ironing everything out so expect new changes to come!



Morinis

Glad that you made the text as I always hated making new text for games.  Not gonna lie about that  :P
ROM Hacker, Reviewer and Critic.

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

DavidtheIdeaMan


Morinis

Quote from: DavidtheIdeaMan on January 13, 2021, 08:34:51 PM
Not bad,so far so good,keep it up Toffi. :)

Wait until the other stuff that we show off as I'm working on a few things outside of the demo stage planned ;)



I know a lot of people will  have doubt about the things we're going to be bringing out and see about implementing but I will not say to what they are until they're that, 100% implemented, as things could be tossed out due to technical difficulties.  Me and Toffi have both been spearheading this project for we're both leads on it :beer:



I also appreciate those that are linking webpage links to this thread as it's giving us quite the attention!




We'll update when stuff have progressed further as certain things I cannot show right now!  Cheers! :beer:
ROM Hacker, Reviewer and Critic.

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

Vanya

Quote from: Toffi on December 30, 2020, 01:45:00 AM
Im back again with more re-design work.
(heres the living flame and shot multiplier)


I have a critique for the living flame enemy. I suggest not using a black outline if at all possible.
In fact any enemy that is, shall we say, energy based (?) should not use a black outline as doing so will make them pop better IMO.

DavidtheIdeaMan

Quote from: Morinis on January 17, 2021, 07:29:07 PM
Wait until the other stuff that we show off as I'm working on a few things outside of the demo stage planned ;)



I know a lot of people will  have doubt about the things we're going to be bringing out and see about implementing but I will not say to what they are until they're that, 100% implemented, as things could be tossed out due to technical difficulties.  Me and Toffi have both been spearheading this project for we're both leads on it :beer:



I also appreciate those that are linking webpage links to this thread as it's giving us quite the attention!




We'll update when stuff have progressed further as certain things I cannot show right now!  Cheers! :beer:

Heh heh alright Morinis ;) I can't wait to see that update! ;D

Toffi

Quote from: Vanya on January 18, 2021, 01:51:24 AM
I have a critique for the living flame enemy. I suggest not using a black outline if at all possible.
In fact any enemy that is, shall we say, energy based (?) should not use a black outline as doing so will make them pop better IMO.
Thanks for the tip Vanya ;D FYI most AoC enemies will be redesigned to fit the theme and more creatively use the tile space. The flame enemy will absolutely be re-designed when its corresponding level is created.