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Main - ROM Hacking - 8-eyes to Castlevania conversion project | New thread | New reply |
elbobelo |
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Red Koopa Level: 27 Posts: 95/124 EXP: 109127 Next: 7032 Since: 08-16-07 Last post: 2316 days Last view: 758 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 |
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Porcupo Level: 40 Posts: 272/313 EXP: 412581 Next: 28728 Since: 07-10-09 From: Marquette, Michigan Last post: 3460 days Last view: 2082 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 |
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Red Koopa Level: 27 Posts: 96/124 EXP: 109127 Next: 7032 Since: 08-16-07 Last post: 2316 days Last view: 758 days |
Posted by Kiokuffiib11 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 |
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Goomba Level: 13 Posts: 1/28 EXP: 10095 Next: 172 Since: 01-05-12 Last post: 4171 days Last view: 4132 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 |
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Leever Level: 33 Posts: 191/198 EXP: 223058 Next: 6121 Since: 03-05-07 From: Vancouver, WA Last post: 2604 days Last view: 2193 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 |
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Red Koopa Level: 27 Posts: 97/124 EXP: 109127 Next: 7032 Since: 08-16-07 Last post: 2316 days Last view: 758 days |
Posted by optomon 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 |
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Goomba Level: 13 Posts: 2/28 EXP: 10095 Next: 172 Since: 01-05-12 Last post: 4171 days Last view: 4132 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 |
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Buzzy Beetle Level: 44 Posts: 367/384 EXP: 598268 Next: 13017 Since: 06-01-07 From: Miami Last post: 4273 days Last view: 4261 days |
Nice to see you're still working on this, elbobelo. |
elbobelo |
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Red Koopa Level: 27 Posts: 99/124 EXP: 109127 Next: 7032 Since: 08-16-07 Last post: 2316 days Last view: 758 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 |
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Goomba Level: 13 Posts: 3/28 EXP: 10095 Next: 172 Since: 01-05-12 Last post: 4171 days Last view: 4132 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 |
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Red Koopa Level: 27 Posts: 100/124 EXP: 109127 Next: 7032 Since: 08-16-07 Last post: 2316 days Last view: 758 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 |
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Goomba Level: 13 Posts: 4/28 EXP: 10095 Next: 172 Since: 01-05-12 Last post: 4171 days Last view: 4132 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 |
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Buzz Blob Level: 39 Posts: 267/285 EXP: 384229 Next: 20542 Since: 04-06-07 From: Oroville, CA Last post: 3834 days Last view: 3795 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 |
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Red Koopa Level: 27 Posts: 101/124 EXP: 109127 Next: 7032 Since: 08-16-07 Last post: 2316 days Last view: 758 days |
Posted by eternaldragonx 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 |
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Goomba Level: 13 Posts: 5/28 EXP: 10095 Next: 172 Since: 01-05-12 Last post: 4171 days Last view: 4132 days |
Looks very nice, I love the face. Keep it up. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 368/384 EXP: 598268 Next: 13017 Since: 06-01-07 From: Miami Last post: 4273 days Last view: 4261 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 |
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Goomba Level: 13 Posts: 18/28 EXP: 10095 Next: 172 Since: 01-05-12 Last post: 4171 days Last view: 4132 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 |
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Red Koopa Level: 27 Posts: 102/124 EXP: 109127 Next: 7032 Since: 08-16-07 Last post: 2316 days Last view: 758 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 |
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Buzzy Beetle Level: 44 Posts: 370/384 EXP: 598268 Next: 13017 Since: 06-01-07 From: Miami Last post: 4273 days Last view: 4261 days |
Fan-freakin'-tastic. |
eternaldragonx |
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Goomba Level: 13 Posts: 19/28 EXP: 10095 Next: 172 Since: 01-05-12 Last post: 4171 days Last view: 4132 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. |
Main - ROM Hacking - 8-eyes to Castlevania conversion project | New thread | New reply |
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