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Main - ROM Hacking - 8-eyes to Castlevania conversion project New thread | New reply

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elbobelo
Posted on 04-22-08 05:09 AM (rev. 34 of 08-10-17 10:47 PM) Link | Quote | ID: 82214


Red Koopa
Level: 27

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Simon gets married after CV1, afterwards his wife she gets kidnapped. There is a cult that is trying to resurrect Dracula and they're using her as a human sacrifice. Go to the Mansions of the cult leaders and kill them, grab the pieces of Dracula to resurrect him yourself in order to defeat evil once and for all.

Here is an updated picture to show what this game looks like now.

You may notice a few things such as multiple power ups, 3X subweapons, working candles, keys, and chests, day-month-hour clock, 250 max hearts, experience and level-ups, plus tons tons more.

These backgrounds are all temporary as well as the level design. I have only been focusing on game control and game play to date.

Whips:
Vampire Killer
Thorn Whip
Chain Whip
Morning Star
Flame Whip
Ice Whip

Sub-Weapons:
Red Dagger - Complete
Silver Knife - Complete
Holy Water - Complete
Cross Boomerang - Complete
Axe - Complete
Stop Watch - Complete
Diamond - Complete
Holy Book - Complete
Wooden Stake - Complete
Red Crystal - Available
Blue Crystal - Available
White Crystal - Available


Familiars:
Great Bat - Incomplete
Puppet - Unavailable
Faerie - Incomplete

Items:
Small Heart - Completed
Large Heart - Completed
Red Money Bag (100pts) - Complete
Blue Money Bag (400pts) - Complete
White Money Bag (700pts) - Complete
Invincibility Ring - Complete
Invisibility Potion - Complete
Pot Roast - Complete
Rosary - Complete
Whip Upgrade - Complete
Secret Candle - Complete
Shield - Complete
Boots - Complete
Wings - Complete
Key - Complete
Master Key - Available
White Key - Available
Chest - Complete
Candle - Complete
Orb - Complete


Special Powers:
Eye of Vlad - Available
Ring of Vlad - Available
Rib of Vlad - Available
Heart of Vlad - Available
Fang of Vlad - Available


\/ Old News Below \/
----------------------------------------
_________________________________________________________________________________________________
***old \/\/\/****
Third Release -
* Fixed the Jump Attack animation
* added whip upgrades and 4 more whips
* added heart counter and made menu adjustments
* Changed the font
* Fixed the glitch the happens when a weapon goes off screen
* Fixed Jump and Axe motion path
* Worked on Cross, Holy water, Axe, Knife, and Diamond sub-weapons.
* Changed some sound effects
* Removed some of the power ups, Created a static life count.

Second update - this is a beta test for the weapon improvements and the hero. There is a fully functioning Simon Belmont to play with here, he may or may not be the main character in the final version. I am aware of the jump-whip glitch, it existed in the original 8 eyes and I have to figure out how to fix it still.
Things to notice are the knees buckling when you land from high places, the small heart now lands, previous game crashes are fixed, weapon colors are fixed, button mapping has changed, and weapons can damage all enemies.

Enjoy the beta test. Ideas are welcome of course.

......... more to come

---------------------------------------------------------------------------------
Okay this is my first release of a soon to be Castlevania game.
This hack is the full game of 8eyes with all the weapons changed (and some other minor things). Unfortunately the things that make 8eyes so awful are still in here (short attack range, inability to hurt everybody with certain attacks, awful coloring) but I plan on fixing all these things. I also plan on adding many upgradeable whips, at least as many as Simon's Quest.

Other reasons for this release
* To test the weapons and get feedback on their mechanics, and how they compare to Castlevania (I am aware of the color differences, they will change)
* To also get ideas on what should be in the Castlevania version, for instance the Bird will probably turn into one of the familiars in SOTN.
* To test the game for other glitches I may have missed.


optomon
Posted on 04-22-08 06:38 AM (rev. 2 of 04-22-08 08:02 AM) Link | Quote | ID: 82220


Leever
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Whoa, hah, very nice. Hopefully, you give him a whip and upgrades too eventually, it was really annoying to poke enemies with that worthless tooth pick. This hack might just tear some serious ass. I'm trying this out immediately.

And why aren't you joining in on our Cadence of Agony project?

EDIT: I played through some of it. I'm impressed, you've essentially brought these weapons to life and must have gone through a good deal of trouble to emulate them. The cross boomerang is very well done in particular, it goes all the way to the end of the screen like in CV 3, and the speed of both the animation and the weapon is accurate. Knife, also good, speed looks right too.

The axe is a little off, and occasionally, the rate at which it falls will vary for some reason, and it appears to change speed while it travels it's path. Sometimes it falls a little short. The horizantal distance is very slightly shorter in the 8Eyes edition than in the original Castlevania (appears to land one-half block short). You've got the height correct though (three and a half blocks above simon at it's highest, is it). Though the axe appears to fall slower than in the original Castlevania, the timing it takes for it to leave the screen is accurate.

The holy water parabola suffers from the same problem the axe does, occasionally it will fall short for some reason and the flame will land closer than normal. Not sure how much the problem could be fixed though. The default holy water landing is correct though. It also stops enemies in their path and eats up their energy, nice job with that!

I like the bible, can't really compare it to anything, but it's rather effective if your strategy is to hide in a corner killing something.

I haven't even gotten the diamond yet, where the hell is it?

The skeleton enemy before the Italy boss glitches up the game when he launches projectiles, you are probably aware of this. As for the Italy boss himself, he makes a good case to be converted into Frankenstein Igor.

It's difficult not to use describe 8 Eyes without using the word "bland" (or "shitty", depending how one feels). I definitely hope you can spice it up a bit, and you are definitely on the right track. The game is quite easier to get through with these weapons, that's for sure.

elbobelo
Posted on 04-23-08 03:08 AM (rev. 2 of 04-23-08 05:00 AM) Link | Quote | ID: 82254


Red Koopa
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Posted by optomon
Whoa, hah, very nice. Hopefully, you give him a whip and upgrades too eventually


Yes I have mapped out a plan on giving the character 3 frames of animation for attacking with a whip, and I have an idea on how to make these whips upgrade. Right now I'm leaning to upgrading the whip each time you beat a boss.

Posted by optomon
And why aren't you joining in on our Cadence of Agony project?


I looked up this hack, the project looks amazing so far. Thank you for considering me for your team. I am still just a beginner and my hacking skills have shot up tremendously only recently. Once I'm done this project I may have the time and skills to work with your team.


Posted by optomon
The axe is a little off, and occasionally, the rate at which it falls will vary for some reason


This happens every time the axe uses the 'end of screen detect function' , if a weapon goes off the left or right screen, there's some left over numbers. This causes the axe to absorb those remainders and end short. It's a glitch in the original code but I believe I can fix it.

EDIT: I wrote a code to clear the counter. It's fixed. It will be a while before another release.

Posted by optomon
It also stops enemies in their path and eats up their energy, nice job with that!


Thank you. The flame is still glitchy and not exactly like the original CV. I may change the flame graphics completely since they do not match perfect.

Posted by optomon
I like the bible, can't really compare it to anything, but it's rather effective if your strategy is to hide in a corner killing something.


The bible didn't become a sub-weapon until Rondo of Blood (SNES), this was my shot of bringing to the nes. The mechanics resemble Portrait of Ruin the most.

Posted by optomon
I haven't even gotten the diamond yet, where the hell is it?


Try Spain or Africa

Posted by optomon
The skeleton enemy before the Italy boss glitches up the game when he launches projectiles, you are probably aware of this.


Yeah this is a weird glitch caused be the "Large Heart" drop code. I just used the same code as the weapon drop, but for some reason the large heart leaves some hanging code somewhere. I thought I put a temporary fix on it before the release but I guess it didn't work. Just kill him before he shoots for now.

Posted by optomon
It's difficult not to use describe 8 Eyes without using the word "bland" (or "shitty", depending how one feels). I definitely hope you can spice it up a bit, and you are definitely on the right track. The game is quite easier to get through with these weapons, that's for sure.


Yes, 8-eyes is "shitty" but it does have potential. It has a huge song list, tons of enemies, a great Familiar aspect, and could turn into a new style of Castlevania if hacked properly.

EggplantPimp
Posted on 04-24-08 02:09 AM Link | Quote | ID: 82289


Buzzy Beetle
Level: 44

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I like this it's really good, I always knew from even back in the days when my brother would play this game (He still has the original cart) that it's sooo similar to CV. I hope you really work more on this hack, if you're going to change the bird into a familiar, who'll be the main character, Alucard?

Anyways keep up the great work, I hope to play the final product... ^^;

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elbobelo
Posted on 04-28-08 07:33 AM (rev. 3 of 04-28-08 07:43 AM) Link | Quote | ID: 82470


Red Koopa
Level: 27

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Posted by Stufid
who'll be the main character, Alucard?



I wanted to make the main character Alucard from the very beginning, but a few thing made me decide not to use him.

1. The will be no shape shifting. If I could find a way to have the main character shapeshift into the bird then maybe.

2. I would want to use CV3 Alucard graphics but it uses far too many tiles than I have available.

3. Alucard doesn't use a whip or the cross boomerang in SOTN.



I have been working a lot more on this hack. I touched up a lot of the weapons, they resemble the original games almost completely now. I also have %100 of the frames and animations for Simon Belmont working properly, not to say he is going to be the final character, but he will be a stand in for now. I also got the whip mechanics working and have a fully working Vampire Killer. Next to come is the whip upgrade system.

EDIT: I was thinking of other games that would work well with Alucard. For instance Holy Diver, Werewolf, or a graphics redo of Kid Dracula.


koala_knight
Posted on 05-01-08 04:37 AM (rev. 2 of 05-01-08 04:39 AM) Link | Quote | ID: 82591


Buzzy Beetle
Level: 44

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I really can't wait to see the finished product. This game was a real bitch to play, I even owned the game back so I know.

deespence2929
Posted on 05-02-08 04:52 AM Link | Quote | ID: 82631


Goomba
Level: 13

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That is pretty cool what you plan to do with this game. Also, in responce to optomon, you should join him instead. At least help him throw in a castlevania tune to really make this castlevania. Maybe vampire killer on one of the levels. One or two music changes would be cool.

Googie
Posted on 05-05-08 07:25 PM Link | Quote | ID: 82786


Giant Red Paratroopa
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This is hot, I really dig it! I really like it operates, keep doing your thing as always Budd.

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optomon
Posted on 05-13-08 12:22 AM Link | Quote | ID: 83463


Leever
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Posted by deespence2929
That is pretty cool what you plan to do with this game. Also, in responce to optomon, you should join him instead. At least help him throw in a castlevania tune to really make this castlevania. Maybe vampire killer on one of the levels. One or two music changes would be cool.


Well, I'm definitely not going to abandon Cadence, but helping out on this one a little bit couldn't hurt too much.

A note about the 8 Eyes music is that the songs lacks percussion, which lead to a lot of comparisons with it to the Chorus of Mysteries soundtrack. Hopefully, there could be a way to install percussion effectively.

elbobelo
Posted on 05-14-08 01:33 AM Link | Quote | ID: 83587


Red Koopa
Level: 27

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I wouldn't mind at all giving you credit for music if you'd be willing to throw down some scores. Personally I wanted to recreate songs from the DS games combines with classic scores from the NES. I was also going to throw in famous classical tunes just because I don't have to worry about copyrighted songs like the original programmers.

Having you work on music would save me a lot of time and work I could be using on the games features. My Belmont character is turning out great and I've managed to fit 5 whips upgrades in. I also have something in mind for this hack that won't come til later, it seems very possible, and it has to do with carrying only 1 sub-weapon at a time, and up to 6 other powers, 1 of which is a familiar on your shoulder.

deespence2929
Posted on 05-14-08 03:54 PM Link | Quote | ID: 83621


Goomba
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I don't think you need to change every tune, just throw in enough castlevania tunes to make it feel like this is a castelvania game.

Unless Optomon really has that much time on his hands. Otherwise just a couple songs I think would be good enough. And you need at least one classic castlevania tune. DS tunes wont be easily recognizable to people that stopped playing after SOTN.

elbobelo
Posted on 05-23-08 01:38 AM Link | Quote | ID: 84056


Red Koopa
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*** NEW UPDATE ***

HOPE YOU LIKE IT


optomon
Posted on 05-24-08 12:33 AM Link | Quote | ID: 84084


Leever
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Yes I do like it. It wouldn't be too difficult to add sound effects to some of these routines (such as when Belmont's knees buckle from a fall) it could be done.

Anyway, I'm taking a look at 8 Eyes music format and it is extremely primitive. I hope there's a way to make it more dynamic.

elbobelo
Posted on 05-24-08 01:49 AM (rev. 2 of 05-24-08 01:50 AM) Link | Quote | ID: 84088


Red Koopa
Level: 27

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Posted by optomon
Yes I do like it. It wouldn't be too difficult to add sound effects to some of these routines (such as when Belmont's knees buckle from a fall) it could be done.

Anyway, I'm taking a look at 8 Eyes music format and it is extremely primitive. I hope there's a way to make it more dynamic.



Oh, I know nothing about the sound, really haven't messed around with it. Although I was planning on adding sound effects to all the weapons. I just need to learn how to code it.

Heres what I stumbled on

107e0 = Music code
12655 = Arabia Door song
13852 = $Door opening sound address
138a7 = #door opening sound
1388e = $throw item sound address
13a74 = #throw item sound

basically 10010 - 13ba7 is sound.

If you know anything about this stuff by all means try to do something, it would be very helpful. My focus right now is on creating power-ups and figuring out how to make the hearts count with numbers. Once I'm done that, I will try to rearrange how you explore through the levels, and start designing nnew levels.

elbobelo
Posted on 05-27-08 09:38 PM Link | Quote | ID: 84279


Red Koopa
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Okay I've found out some more info on sound.

Storing data in 7A will play a sound effect, storing data in 8C will play a song. So I will start loading and storing sound during different routines (such as the knee buckling). This will make it easier to add the sound effects once they are created.

Another note, the sound effect system is rather lame in the since that if one is playing it can not be interrupted by another. I'm hoping I can find a way to change this.

elbobelo
Posted on 05-31-08 11:47 PM Link | Quote | ID: 84497


Red Koopa
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I fixed another problem that was in the original 8-eyes.

Before when you performed a jump attack, the player wouldn't animated the arm swing.

Now I fixed it!!
When you jump and use the whip it is animated correctly.
Also when your knees buckle and you use the whip it is animated correctly.

I almost have Simon perfect. I just need to work on the flinching and remove the "falling down stairs" routine.

p.s. there won't be another patch until I have all the whip upgrades working.

koala_knight
Posted on 06-01-08 02:43 AM Link | Quote | ID: 84514


Buzzy Beetle
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Cool. I'm really looking forward to the whip upgrades. I've enjoyed the demo's so far.

elbobelo
Posted on 07-06-08 05:46 AM Link | Quote | ID: 86910


Red Koopa
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Here is a new shot of the menu, I'm not going to have a time limit so I need to think of something to put in the top-center spot.

but as you see I took out the "ITEM bar" and created a working "Heart counter", I also created a visual STAGE indicator.

The player lives still aren't working and neither are any of the special abilities (such as the wings).

What do you think? any suggestions?

Googie
Posted on 07-06-08 09:44 PM Link | Quote | ID: 86957


Giant Red Paratroopa
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Wow, sweet progress man! The only suggestion I can come up with is to change the font to the CV3 one. Keep doing your thing...

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elbobelo
Posted on 07-07-08 06:46 PM Link | Quote | ID: 87016


Red Koopa
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Posted by Googie
Wow, sweet progress man! The only suggestion I can come up with is to change the font to the CV3 one. Keep doing your thing...


I like the idea of using that font. Here's what it looks like. Plus here I am trying a few other things out.
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Main - ROM Hacking - 8-eyes to Castlevania conversion project New thread | New reply

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