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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Castlevania: The End of Destiny
  
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Bit-Blade
Posts: 322/445
I've been working on End of Destiny quite a lot recently, but I only just cooked this up today. For the record, most of the graphics there are either ripped or modified from other roms. Still a work in progress and I'm not sure if I'm going to use those mountains or just use the ones I made myself.

There will be no new patches for a while. I have quite a lot to do before I release anything... but it should be worth it. My hairbrained scheme for making multiple versions of this hack is a HUGE workload. Enjoy the eye candy for now.

Googie
Posts: 393/624
I downloaded the recent patch, game looks sweet with the new palette, I dig the devil heads.
Bit-Blade
Posts: 247/445
As much trouble as I had setting the bloody thing up, I'd say custom palettes are the devil, yes. Still, it makes for a different kind of feeling game.

Most of those issues are just due to bad level design, which will be remedied. The stairs can be unpredictable or downright annoying at times to get things to align correctly. When you use stairs to change screens up or down the position you would expect the stairs to reappear on the next screen jumps to the left or right.. The candles were kind of experimental, but I do agree that it looks kind of freaky as just a flame. Like a sort of phantasmic flame or something.

Now for the juicy part. Instead of making both versions of the hack as similiar to eachother as possible, I am going to make them diverge to a degree. They will have different sprites, different enemies and enemy placements, and minor level differences (or sometimes major). I think I may intentionally make the custom palette version a tad more difficult in some things. I'm having a lot of fun with this project XD.
EverdredReturns
Posts: 13/19
Just a few notes:

- Of course, pretty much everything looks great and makes me feel really bad about my humble little CV1 hack...I have to step up the quality and effort now.

- Good job changing the status bar and making its palette primarily gray. Things were starting to look a bit too orange.

- It might just be my ROM is slightly off, but almost none of the staircases line up with the stair up/down objects. I didn't check if they were consistently off in one direction or another, but it wasn't a major annoyance for me.

- Those candles that were changed to floating flames look a bit weird to me, like something's missing. Maybe have a bit of light refelcting off part of their candle or something?

- Custom palettes == the devil.
Dish
Posts: 419/596
Awesome -- lookin good. The .pal file finally looks right and works!

One thing I noticed that you might not have is the Item box at the top of the screen drags down too low and gets a little choppy as the screen scrolls. I noticed it first in Schpune -- at first I thought it was something wrong with my VRC6 emulation, but Nintendulator shows the problem as well. FCEUXD doesn't seem to exhibit the behavior (though I'd be more willing to trust Nintendulator over FCEUXD when it comes to things like this)

Anyway -- This problem can be 'solved' (or really 'avoided' would be a better word) by shrinking the item box so that it's two scanlines shorter (or raise it two scanlines up?)

Actually now that I look at it closer, only the bottom scanline messes up when the screen scrolls, but the second to bottom still just kind of looks funny (or is that by design?)

Pics of what I'm talking about for clarity (taken with the nes palette hack -- just happened to be the one I had open)



Just a minor annoyance -- but I figured I'd bring it up anyway since you might not have noticed it.
Bit-Blade
Posts: 245/445
The new patch is out. Go to the very start of the thread for the link.
Dish
Posts: 417/596
I just downloaded and tried it and it's still an old version or something. The life bar is the normal AD life bar -- not the hearts and skills you show in your screenshots there -- and the palette is still messed in the custom palette version.

edit --- erm... nevermind -- just looked at the timestamps and that post is from yesterday . Thought it was more recent. Sorry.
Googie
Posts: 390/624
That screen shot looks fuggin sweet Bit-Blade, I like those skulls where the enemy energy is, the whole thing is Awsome!
Heian-794
Posts: 703/896
I really like that 2-color font; what game does it come from? Or it is original?

(Have you considered putting one more pixel to the right of the horizontal line in the middle of the "4"? It would look a little better.)
Dr. Mario
Posts: 189/262
That's a sick update... I have a lot of work ahead of me to get things to look that nice. Excellent Work!
Bit-Blade
Posts: 238/445
http://www.geocities.com/mavrriknyne/TheEnder.zip

Allright, FINALLY fixed the palette problems. Everything should work perfectly now. Failing that, the NES palette patch should work fine.



Started work on another level because this idea pretty much struck me in the back of the head. I call it the coral palace. I'm using a new font now, as well as various other things I've edited, like making a sort of... zelda-ish life bar, skulls for the boss bar, treasure bags are now treasure boxes, and all the candles look different. I also have skull laterns, which look creepy.

The bad thing is that the rom seems to be corrupted again, it has something to do with Mud and mud people and for whenever you get a heart on some unedited screens... totally crashes the game on heart pick up. This will probably get fixed soon enough, but I'm not making a release until these two levels are finished, just to keep things a tad simpler.

I am getting some help with the level design and a few odds and ends, so hopefully this will mean better progress before I overkill myself on this project.
Googie
Posts: 386/624
Yeah Bit-Blade I'm havin problems with the palettes too, I'm using FCEU 0.96 I used other palette files but it doesn't show like in your'e pic. And another thing I wanted to point out that in BLK 1-02 I can't go down the stairs to the next area. It's prolly the bugs you mentioned but I ain't sweatin it. It feels good playin this gem from 2003, Thanks Bit-Blade.
Bit-Blade
Posts: 237/445
rename it to .rar

I forget that not everyone uses winrar x.o

Well, this is annoying. I can't figure out why the palettes will not work on other computers. Jnes and FCE Ultra .75 load them just fine on mine... So does FCEUXD. Are the palettes being corrupted because of zip format/geoshitties?
jasukan
Posts: 335/344
Awesome hack, the pallete is still screwed up though, sorry to bother you. That 4th screenshot looks like he's underwater, very nice idea.

I really dig your old character sprite that had the brown colors, you should keep him or use him for one of the other characters!
Kasper
Posts: 72/108
I would really like to play this update Bit-Blade, it looks awsome. However this is what the zip file says when I want to open it...

Cannot open file: it does not appear to be a valid archive:

Well, I hope to play this soon.
Bit-Blade
Posts: 235/445
As promised here is the next release.
http://www.geocities.com/mavrriknyne/TheEnd.zip

I fixed many, many bugs, although I am having a bit of a problem with some of them. In Dark Castle there are two areas where this... effect makes part of the background warp. You can see the result in what looks like a glitched up castle in two of the shots. The level design here is pretty straight forward so you shouldn't have TOO much trouble. However, if you have Grant with you there, you can press select to see through the evil mist. There are a few tough spots that you may get stuck at. There's a kind of... wall jump you can do when the conditions are right and it isn't all that hard. Just keep trying to jump into the wall and you should be able to gain footing.

Oh yes, and this palette should work this time. If it doesn't then I'll update it again.

lags_80
Posts: 38/102
Looks so nice, but i have a question, if it's CV or CV3??
Bit-Blade
Posts: 234/445
It's too soon to tell, but who knows? I rather thought it was a nice shade of brown, me'self.
Heian-794
Posts: 694/896
Minor criticism, but there seems to be a lot of orange in this hack. Is that just for the opening levels, or will this turn into "SUPER ORANGE CASTLEVANIA BROS." like another hack we've seen?
jasukan
Posts: 333/344
Awesome, can't wait. This is one of the best looking hacks I've seen, and probably the only (good) hack of CV3.
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Acmlm's Board - I2 Archive - Rom Hacking - Castlevania: The End of Destiny


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