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Main - Posts by elbobelo

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elbobelo
Posted on 04-22-08 05:09 AM, in 8-eyes to Castlevania conversion project (rev. 34 of 08-10-17 10:47 PM) Link | Quote | ID: 82214


Red Koopa
Level: 27

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Since: 08-16-07

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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.


elbobelo
Posted on 04-23-08 03:08 AM, in 8-eyes to Castlevania conversion project (rev. 2 of 04-23-08 05:00 AM) Link | Quote | ID: 82254


Red Koopa
Level: 27

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Since: 08-16-07

Last post: 2176 days
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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.

elbobelo
Posted on 04-28-08 07:33 AM, in 8-eyes to Castlevania conversion project (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.


elbobelo
Posted on 05-08-08 11:44 PM, in Donkey Kong 2 (Nuts and Milk hack) documents included Link | Quote | ID: 83129


Red Koopa
Level: 27

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EXP: 107894
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Since: 08-16-07

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Posted by smkdan
Since the game data has been presented and it looks simple enough I'll slap together an editor for this. Expect something tomorrow or the day after.





The level editor should be really easy, although there are a couple features that I think should be included. They also might complicate it a bit.

1. Allow for larger or smaller levels.

(the levels should always start in the memory where the preceding level left off, this allows for a many simple levels or a few amount of complicated levels)

2. The ability to set the number of levels in the game - hex value 0300

(were you able to cram more levels in the game, or don't have as many? here is where you have to enter the number of levels before it reverts back to level 1)

3. The ability to select which levels are bonus levels. - Starting at 04a2

00 = standard level
01 = bonus level, slow, 1 fireball
02 = bonus level, medium, 2 fireballs
03 = bonus level, fast, 3 fireballs
04 = bonus level, insane, 4 fireballs

(this way you can make it every 5 levels, 10 levels, or just have the last level be the bonus.)

Those are all I can think of the would be important, other things are not so important like changing the time limits and player lives.

Thanks for working on the editor, looks great so far.


elbobelo
Posted on 05-09-08 03:38 AM, in Link's Desert Escape (Binary Land hack) Link | Quote | ID: 83158


Red Koopa
Level: 27

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Since: 08-16-07

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very cool graphic hack, I love seeing gameboy graphics being put to good use.

Those octorocks also gave me an idea that anybody is free to take.

Battle City to Octorock wars


elbobelo
Posted on 05-10-08 03:26 PM, in My Nuts & Milk editor Link | Quote | ID: 83221


Red Koopa
Level: 27

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Since: 08-16-07

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WOW, looks like it works great. I tested it with my DK2 hack and it loaded all of my custom levels, and had all of my custom graphics in there.

Again great job. Now I might finish the game I started years ago.

elbobelo
Posted on 05-10-08 07:45 PM, in My Nuts & Milk editor Link | Quote | ID: 83228


Red Koopa
Level: 27

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Since: 08-16-07

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Posted by Kawa
I downloaded this, just for shits and giggles. I'll try it later, possibly next week.

...that's "available", by the way.


yeah.... my alias Elbobelo is spelled elobelo throughout the editor as well, but who's complaining

elbobelo
Posted on 05-14-08 01:25 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 83580


Red Koopa
Level: 27

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Posted by Trax
How come the tiles in YY-CHR are nicely placed?
Tiles are never structured like this in a ROM...
How can YY-CHR figure how to dispose the tiles so they form intelligible pictures?

I've seen that will other game's screenshot, including Zelda I and Mario 2...


He may be doing what I do with graphics. I open up an empty ROM and use it as a tile arranger. For instance I have a rom full of arranged Castlevania graphics from all different games seperated into animation frames. Some I created myself, some are from castlevania 1 which I traced from the PPU veiwer because of the encoding in the game. This way I can open up my hack, open up the graphics rom, and be better organized.

elbobelo
Posted on 05-14-08 01:33 AM, in 8-eyes to Castlevania conversion project 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.

elbobelo
Posted on 05-17-08 08:05 PM, in Donkey Kong 2 (Nuts and Milk hack) documents included Link | Quote | ID: 83797


Red Koopa
Level: 27

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Since: 08-16-07

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Posted by Ailure
I just played through this hack again, and finally passed the first level. I cleared the other levels much easier as I got a feel for the game physics. :p

I thought that the fifth level was impossible... just then I saw the GIF animation of yours in the OP. xD


It's good to hear people are still enjoying it. I just played through the DEMO again myself and realized I forgot to make the time count down during the bonus stage. Oh well, at least it gives people a chance to figure it out.

Also, the difficulty of the physics rivals only the real Donkey Kong. They restrict you a lot. However by playing around with them, you are able to learn tricks that before seemed impossible.

elbobelo
Posted on 05-21-08 09:49 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 84017


Red Koopa
Level: 27

Posts: 31/124
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elbobelo
Posted on 05-23-08 01:38 AM, in 8-eyes to Castlevania conversion project Link | Quote | ID: 84056


Red Koopa
Level: 27

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*** NEW UPDATE ***

HOPE YOU LIKE IT


elbobelo
Posted on 05-24-08 01:49 AM, in 8-eyes to Castlevania conversion project (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, in 8-eyes to Castlevania conversion project Link | Quote | ID: 84279


Red Koopa
Level: 27

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Since: 08-16-07

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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, in 8-eyes to Castlevania conversion project Link | Quote | ID: 84497


Red Koopa
Level: 27

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Since: 08-16-07

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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.

elbobelo
Posted on 06-03-08 10:34 PM, in Magical Rockman (Magical Doropie hack) Link | Quote | ID: 84612


Red Koopa
Level: 27

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Posted by Ailure
oO

I must say it's very absurd to hack a Megaman clone into a Megaman hack. Then the japanse hackers always seem to like to go for the unusual.


no more absurd than what I am doing to 8-eyes. Same business, but mine is more ASM involved.

elbobelo
Posted on 06-29-08 02:39 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 86185


Red Koopa
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Since: 08-16-07

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Speaking of Castlevania, I've done a little work on the menu. The boots are from Vampire Killer (MSX2), and are taking the place of the old sub-weapon spot that you can scroll through using select. The new weapon select spot uses foreground sprite graphics and I will remove the ability to scroll through different sub-weapons.

so basically 1 sub-weapon and multiple special abilities, much like Vampire Killer.

elbobelo
Posted on 07-02-08 06:05 PM, in Nuts & Bolts 1.0 Link | Quote | ID: 86493


Red Koopa
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Posted by Trax
It's designed pretty much like SMKDan's N&M editor, many thanks to him for all the valuable information.


Oh how soon they forget, such as life.

elbobelo
Posted on 07-03-08 04:00 AM, in Nuts & Bolts 1.0 Link | Quote | ID: 86626


Red Koopa
Level: 27

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Posted by Trax
Elbobelo, you're right, I picked some information from your notes document, such as the house and water tile mappings. I guess SMKDan got some information from you as well. Thanks for the info...


Thank you, looks like you've done a great job.

elbobelo
Posted on 07-06-08 05:46 AM, in 8-eyes to Castlevania conversion project Link | Quote | ID: 86910


Red Koopa
Level: 27

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Next: 8265

Since: 08-16-07

Last post: 2176 days
Last view: 618 days


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?
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Main - Posts by elbobelo

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