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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 - Yep, it's another Castlevania hack... | |
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EverdredReturns

Micro-Goomba
Level: 7

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Since: 01-30-05

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Posted on 06-01-05 09:57 AM Link | Quote
I've been working on this hack off and on, very slowly, for a while now. But I figure I should show a few shots of it at some point. It's for the original Castlevania, and I plan to change most every aspect of the game. I already have a few levels done, some background graphics done, and a few sprites redrawn. Though I haven't changed any of the music yet, I have been poking around with the music data to see what all can be done with it. So enough babbling, here's a few quick shots of the first level.







Go ahead and critique them very harshly; I need to be motivated to work harder on this hack.
Setzer

Popo
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Since: 04-22-04
From: Not Florida. because I'm going to sink it.

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Posted on 06-01-05 10:08 AM Link | Quote
you wish to be critisized harshly? mkay.

screen one: try to make the leaves abit less 16x16 tile-looking. I take it the sprite is nathan graves meets barney?

screen two: the whole fade-to-blue thing is coming off very ugly and looks MSX'ish. not good. you might want to try and throw a shade of orange or osmething in with those red walkway tiles. to make them look less ... bland. in general: the speckles are just not hitting me right.

screen three: looks nice. I'd suggest making that brick wall in the back not so static in height. and with those red blocks, throwing a different color other than white on there, too much of a contrast IMO.

doesn't look too bad. looks pretty spiffy. but you asked for the harsh criticism. nothing personal.
EverdredReturns

Micro-Goomba
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Posted on 06-01-05 10:21 AM Link | Quote
The main character (for now) is Hugh Baldwin, from the same Castlevania as Nathan. There's a good chance that will change, though.

I've been meaning to change the leaves for a while, but haven't been able to draw them any better yet. My main problem is that, while the tree trunks have the appearance of jutting out a bit, the leaves always end up looking flatter and it screws up the perspective a bit.

The fade to black in the sky I've been meaning to fix as well, I just need to find a good place to take tiles from to make the transition a bit smoother.

I'm probably not going to take out the white, as that palette is used in the status bar as well and I'd like to keep the white text in there if possible.

The brick wall is kinda static in height because in part of the level you're inside of a broken-down building with that same brick wall in the background. I'll probably try making the wall look less uniform in height in the final part of the level as soon as I find a 32x32 tile square I can throw out.
Heian-794

Red Super Koopa
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From: Kyoto, Japan

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Posted on 06-01-05 12:03 PM Link | Quote
That first screen really has a Ghosts 'n Goblins feel to it; I like it.

The spiffy graphics jar a little with the 20th-century blocky font; how about doing something more handwriting-ish (as in CV3) for the font? Will the color of those numbers vary based on the stage, or will they always be red?

Those mid-air candlesticks, while a Castlevania staple, don't look too realistic with faraway mountains behind them. How about putting in "stands" below them and then gaslight bulbs (the part that Hugh will swipe at) above?
Setzer

Popo
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Posted on 06-01-05 12:34 PM Link | Quote
ah, I understand about the redness, I have that problem too =\. when I said give the wall a less static look in height: make some of the bricks seem to be missing off the top, If I can find some old screenshots of my hack before my HD crashed, I'll show you what I'm talking about.
Kasper

Koopa
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Posted on 06-02-05 08:47 AM Link | Quote
WOW! this is really good for a CV1 hack. I like the hero you have too.
Googie

Surarok
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Posted on 06-06-05 02:51 AM Link | Quote
How'd this thread slip by me? Anyways, I like those screens of your'e CV1 hack. Looks fuggin tight, Nice job on the whole thing!
EverdredReturns

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Posted on 06-11-05 06:03 AM Link | Quote
"How about putting in "stands" below them and then gaslight bulbs (the part that Hugh will swipe at) above?"

I just spent about an hour experimenting with this. The main problem I have is making room for new candle sprites. The main candle graphics are loaded once and kept that way throughout the entire game, and I'd prefer not to have gas lamps in every level. In order to have specialized graphics such as gas lamps and so on, I'd need to draw candle graphics in another part of the pattern table that gets reloaded with each level.

One annoying problem is that Castlevania DOESN'T load the entire sprite table for the first level: for some reason, the last two lines are just left as what they were (you can see this in FCEUXD's PPU viewer; get past level one, then reset and start over). The thing is, there IS space set aside in the ROM to finish level one's sprite table. So basically what I need to do is either find a way to make it load those extra two lines, or cut an enemy type out of the level. However, cutting an enemy type out would be a lot of work, though, because I'd have to fix a ton of sprite data so that other levels will load candle graphics instead of part of an enemy's head.

I also can't move the candle graphics to the background graphics table since that is pretty filled up. As it is I'm kinda short on tiles when it comes to making the gas lamp's stands.

Sorry, I can't explain it all to well. In short, I'm out of tile space, I see a theoretical way to make more, but don't know how to do it.


As far as the font, I kinda want to keep the classic font since it makes it feel more like it was a game that was actually made for the NES in the late eighties rather than an elaborate hack. I've thought about using a fancier font, but if I did it wouldn't be CV3's since so many other CV1 hacks do that already.


I'm sorry I don't have any more screenshots to show right now, a lot of the work I've done recently on the hack has just been documenting and figuring out different things about the ROM. And, as it stands, level 2 looks pretty ugly right now so I need to fix that up a lot.
Fx3

Shyguy
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Posted on 06-11-05 08:10 AM Link | Quote
Excellent. The 1st screen remembers Megaman2 WoodMan's stage by the way. It's fine, indeed. Go improve the level design and (perhaps) a new font (italic would be cool).
mikepjr

Ninji
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Posted on 06-11-05 02:37 PM Link | Quote
I have nothing negative to say, and i hope you will not change a thing.
I love these screen shots and i really do not see anything wrong with the leavs.

In fact these are the most pleasing screen shots i have ever seen in a hack of the 8 bit castlevania games.

Keep up the awsome work man.
dan

Snap Dragon
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Posted on 06-11-05 04:10 PM Link | Quote
Originally posted by EverdredReturns
One annoying problem is that Castlevania DOESN'T load the entire sprite table for the first level: for some reason, the last two lines are just left as what they were (you can see this in FCEUXD's PPU viewer; get past level one, then reset and start over). The thing is, there IS space set aside in the ROM to finish level one's sprite table. So basically what I need to do is either find a way to make it load those extra two lines, or cut an enemy type out of the level. However, cutting an enemy type out would be a lot of work, though, because I'd have to fix a ton of sprite data so that other levels will load candle graphics instead of part of an enemy's head.


Assuming that you are using the PRG 1 ROM version, change $1FE1E from $0E to $10.
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