Points of Required Attention™
Friendly reminder: Please don't respond to spammers! Their posts inevitably get memory-holed when staff get around to, leaving behind an inexplicable tableau of you shouting at nothing and (if they otherwise would have been alone in a thread) dangling posts and wrong postcounts.
Views: 45,581,205
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 08-20-17 07:59 AM
Guest: Register | Login

0 users currently in ROM Hacking | 3 guests

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

Pages: 1 2 3 4 5 6 7 8

elbobelo
Posted on 01-09-12 10:00 PM (rev. 2 of 01-09-12 10:01 PM) Link | Quote | ID: 149408


Red Koopa
Level: 25

Posts: 95/123
EXP: 82495
Next: 7125

Since: 08-16-07

Last post: 177 days
Last view: 9 days
I'm working on enemies right now. So far I have finished Gouls and Fishmen. I am going to try to recreate all the enemies from Vampire Killer and it seams easy so far (the challenge will be the white dragon of course). I also want to add extra enemies like Succubus and Witches.

Anybody have some baddies they would really like to see?

Also does anybody have some great baddie art that has a retro fee (similar to OG CV)l that they would like me to spawn to life?


Kiokuffiib11
Posted on 01-10-12 05:13 PM (rev. 2 of 01-10-12 05:13 PM) Link | Quote | ID: 149426


Porcupo
Level: 36

Posts: 272/313
EXP: 301396
Next: 6714

Since: 07-10-09
From: Marquette, Michigan

Last post: 871 days
Last view: 4 days
This is a very cool idea. I can't wait until it's done.

How about those wolves that are in the forest in Castlevania 2? I think they are left of the first town.

____________________
セシル

elbobelo
Posted on 01-10-12 08:45 PM Link | Quote | ID: 149429


Red Koopa
Level: 25

Posts: 96/123
EXP: 82495
Next: 7125

Since: 08-16-07

Last post: 177 days
Last view: 9 days
Posted by Kiokuffiib11
This is a very cool idea. I can't wait until it's done.

How about those wolves that are in the forest in Castlevania 2? I think they are left of the first town.


Actually planning on that already. They will be a GFX bank swap of the Castle Panther with slightly different behavior. I enjoy coding much more than doing custom graphics, I might just dumb down some Aria of sorrow graphics.

Oh OPTOMON if you are reading. My music engine crashes the game at almost random times. I think I need to use a different engine if I can't fix it. Perhaps simply ripping the CV2 engine itself.

Also, I am not opposed to adding some of your characters and graphics as cameos in my game if you agreed to it.

eternaldragonx
Posted on 01-16-12 05:21 PM (rev. 4 of 01-16-12 05:49 PM) Link | Quote | ID: 149557


Goomba
Level: 12

Posts: 1/28
EXP: 6714
Next: 1207

Since: 01-05-12

Last post: 1583 days
Last view: 1543 days
Holy crap how did this bypass my radar. Amazing work so far I've always wanted to play a sequel to simon's quest it was my favorite CV for the nes. Keep up the great work I'm more psyched for this than any new 360 games. Thanks again it looks fantastic. As for suggestions I'd say anything from SOTN up to and including Alucard before he turned good, maybe as a boss but with a different colored cloak so he appears evil. Also I always loved fighting against mummys and even frankenstein but maybe as a normal enemy and easier to kill. So they can be like the axe knights in the newer cv games. Other than that you can always head over to deviant art and search for castlevania sprites for inspiration. An artist by the name of MissClawful over they're has some great nes like sprites. If you need any more suggetions I'd be happy to give them but only if asked I don't want to harass you with my child fantasies.

optomon
Posted on 01-16-12 08:49 PM Link | Quote | ID: 149560


Leever
Level: 31

Posts: 191/198
EXP: 172220
Next: 13143

Since: 03-05-07
From: Vancouver, WA

Last post: 15 days
Last view: 15 days
The sound engine probably has a routine that tries to access an address or memory location from the original game it was from. Usually it's a pause routine or something. CV2's engine uses a lot of zero page memory, so
I don't know if it would work.

Also, feel free to use whatever character design or graphics of mine you want.

elbobelo
Posted on 01-18-12 03:17 PM Link | Quote | ID: 149590


Red Koopa
Level: 25

Posts: 97/123
EXP: 82495
Next: 7125

Since: 08-16-07

Last post: 177 days
Last view: 9 days
Posted by optomon
The sound engine probably has a routine that tries to access an address or memory location from the original game it was from. Usually it's a pause routine or something. CV2's engine uses a lot of zero page memory, so
I don't know if it would work.

Also, feel free to use whatever character design or graphics of mine you want.


I think I ported over the Kid Dracula sounds engine properly. From what I can see, when I ported over songs from Wai Wai World 2, it's the songs that are using the Kid Dracula Engine improperly.

That's why I think it might be better to free up some zero page memory and use a different engine in the future. I'm not very satisfied with the way the music sounds now, it is taxing on the ears.


@eternaldragonx - That's funny you mention Ms. Clawful, she let me use a lot of her graphics already. All the bosses now currently stand as Ms. Clawful graphics. Sadly I don't think they will stay that way because of the new direction I am taking.

I am open to suggestions, I have so many ideas put into this thing already. This is truly a game that is overloaded.

eternaldragonx
Posted on 01-20-12 05:01 PM Link | Quote | ID: 149621


Goomba
Level: 12

Posts: 2/28
EXP: 6714
Next: 1207

Since: 01-05-12

Last post: 1583 days
Last view: 1543 days
Seems like quite the task your taking on. All I can say is don't be discouraged because from the looks of things your creating a castlevania similar to those of SOTN on the ps1 and the gba and nds ones which is good company to have. Only this is for the nes. I'd say if you want originallity from the others then to use mythical creatures set from translvania films and such. The classic wolfman, vamps, imps, reaper, mummy, frankenstein, ghosts, sirens etc. As I said before if inspiration is needed for sprites im sure you could always find some over at deviant BTW it is kinda funnny I mentioned ms clawful as you are familiar w her. Other suggestions would be don't be afraid to take as much as you possibly can from the greats in the CV series. I personally thought Simon's Quest could have been the best in the series for the nes as its the most similar to the new ones had some minor issues been reconciled. So far it looks like a hell of a game so keep the path your set on and your name will be in good company with all the great hackers in this comunity. Thank you for your hard work.

koala_knight
Posted on 01-24-12 02:40 AM Link | Quote | ID: 149668


Buzzy Beetle
Level: 41

Posts: 367/384
EXP: 459717
Next: 20428

Since: 06-01-07
From: Miami

Last post: 1684 days
Last view: 1672 days
Nice to see you're still working on this, elbobelo.

elbobelo
Posted on 03-03-12 01:18 AM Link | Quote | ID: 150335


Red Koopa
Level: 25

Posts: 99/123
EXP: 82495
Next: 7125

Since: 08-16-07

Last post: 177 days
Last view: 9 days

Here is the full castle map I am working on. I managed to take all the Vampire Killer maps and overlap them onto the Original Castlevania map. Every room is accounted for. What do you think? How Could I improve it?

eternaldragonx
Posted on 03-06-12 06:16 PM Link | Quote | ID: 150355


Goomba
Level: 12

Posts: 3/28
EXP: 6714
Next: 1207

Since: 01-05-12

Last post: 1583 days
Last view: 1543 days
I like the layout and to be honest I don't think you should change a thing other than maybe the pallette to give the game its own flavor and seperate it from the first.

elbobelo
Posted on 03-06-12 10:28 PM (rev. 2 of 03-06-12 10:29 PM) Link | Quote | ID: 150358


Red Koopa
Level: 25

Posts: 100/123
EXP: 82495
Next: 7125

Since: 08-16-07

Last post: 177 days
Last view: 9 days


Here are some other variations, I will post palette variations later. I will try to make it so the white rooms are the ones that you've entered, the orange ones you see if you have the level map, and if you have not yet been there it will be black and unseen. Also it will eventually have the player location sprite and the Boss sprite.

Soon I will show a picture of the pause menu that uses this.

eternaldragonx
Posted on 03-09-12 06:33 PM (rev. 2 of 03-09-12 06:38 PM) Link | Quote | ID: 150394


Goomba
Level: 12

Posts: 4/28
EXP: 6714
Next: 1207

Since: 01-05-12

Last post: 1583 days
Last view: 1543 days
My friend your creating a SOTN esq Castlevania for the NES and I commend you on your endeavor. Great features for the map and game. One odd request or question is theyre any way you can make the Belmont protagonist with a slightly different shade of red or black? Just to seperate it a little bit from Simon's Quest. It would make for a truly different experience and feel more like a sequel rather than a hack.
Also some useless info about me, I 'm 27 and played every 2d castlevania and am an absolute die hard fan. Personally I think Simon's Quest would've been the best in the nes series if it weren't for a few terrible design choices. (invisable floors and no text skip for day night shift, also real crappy directions for progressing in the game) I loved how it was mosty outdoors and included villages and shops. Which is something I think the game still has the upperhand over even on great CV'S like SOTN and Dawn of Sorrow. Thanks for reading.

Celice
Posted on 03-16-12 11:38 PM Link | Quote | ID: 150505


Buzz Blob
Level: 36

Posts: 267/285
EXP: 296148
Next: 11962

Since: 04-06-07
From: Oroville, CA

Last post: 1245 days
Last view: 1207 days
I think the first map choice is the least jarring. It clearly shows what rooms are known without making it look like the castle is missing pieces of itself.

elbobelo
Posted on 03-23-12 06:40 PM (rev. 2 of 05-14-12 03:05 AM) Link | Quote | ID: 150539


Red Koopa
Level: 25

Posts: 101/123
EXP: 82495
Next: 7125

Since: 08-16-07

Last post: 177 days
Last view: 9 days
Posted by eternaldragonx
My friend your creating a SOTN esq Castlevania for the NES and I commend you on your endeavor. Great features for the map and game. One odd request or question is theyre any way you can make the Belmont protagonist with a slightly different shade of red or black? Just to seperate it a little bit from Simon's Quest. It would make for a truly different experience and feel more like a sequel rather than a hack.


All the graphics I have are just "stand-ins", Most of the work I've done has gone into the gameplay and that will be sharper, faster, and more fun and responsive than any NES Castlevania. This will truly stand apart from them and not seem like the same game.

I might keep the colors because the red and white come in handy for things like candles but I am not opposed to having new Protagonist graphics all together.


Here is my Pause Menu Prototype working in the game




eternaldragonx
Posted on 03-24-12 07:12 PM Link | Quote | ID: 150541


Goomba
Level: 12

Posts: 5/28
EXP: 6714
Next: 1207

Since: 01-05-12

Last post: 1583 days
Last view: 1543 days
Looks very nice, I love the face. Keep it up.

koala_knight
Posted on 08-10-12 12:00 AM Link | Quote | ID: 151911


Buzzy Beetle
Level: 41

Posts: 368/384
EXP: 459717
Next: 20428

Since: 06-01-07
From: Miami

Last post: 1684 days
Last view: 1672 days
Looking fantastic! Can't wait to try out another build.
Question. Does it still have that two screen length limit to rooms it had inherited from 8 Eyes?
Also, how easily expandable is this going to be in the end if I wanted to use it as a base for another CV hack?

eternaldragonx
Posted on 08-11-12 12:23 AM Link | Quote | ID: 151935


Goomba
Level: 12

Posts: 18/28
EXP: 6714
Next: 1207

Since: 01-05-12

Last post: 1583 days
Last view: 1543 days
I would also love to see an update on the game. I check this thread every day in hopes of seeing more of this gem. sooooo mini BUMP!

elbobelo
Posted on 08-13-12 04:38 PM (rev. 3 of 08-13-12 04:55 PM) Link | Quote | ID: 152043


Red Koopa
Level: 25

Posts: 102/123
EXP: 82495
Next: 7125

Since: 08-16-07

Last post: 177 days
Last view: 9 days


Does it still have that two screen length limit to rooms it had inherited from 8 Eyes?

yes, I tried a couple times to add scrolling past 2 screens but haven't yet succeeded. Not having scrolling does open up the possibility for more complicated level designs and packed in items.

I want to release another Demo but I have some goals I need to accomplish before doing so.

This includes:

Finishing the pause screen (I separated the Map Screen (select) and the Character Menu (start))

Adding the first boss

Fix some enemy spawning code

Create a dialog system with the NPCs

koala_knight
Posted on 08-14-12 02:07 AM Link | Quote | ID: 152052


Buzzy Beetle
Level: 41

Posts: 370/384
EXP: 459717
Next: 20428

Since: 06-01-07
From: Miami

Last post: 1684 days
Last view: 1672 days
Fan-freakin'-tastic.

eternaldragonx
Posted on 08-14-12 04:26 PM Link | Quote | ID: 152054


Goomba
Level: 12

Posts: 19/28
EXP: 6714
Next: 1207

Since: 01-05-12

Last post: 1583 days
Last view: 1543 days
There is just a shit ton of "oh my god that's badass" goin on in this hack. Thanks for the update and thanks again and holy shit again.
Pages: 1 2 3 4 5 6 7 8


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

Acmlmboard 2.1+3δ (2016-01-08)
© 2005-2016 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.111 seconds. (341KB of memory used)
MySQL - queries: 131, rows: 171/0, time: 0.066 seconds.