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Offline Aceearly1993

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Re: Team CV3/Dark Samus hacks
« Reply #30 on: February 06, 2018, 03:33:24 PM »
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I know there's an unused picture of "Stopwatch" subweapon in the Julius mode of DoS, is there any possibility to restore the routine that one can access time stop ability in Julius mode? Or there may have the possibility that the routines were hardcoded? It seems the DSVania editor alone didn't allow to change the routine of available subweapons. I'm a bit curious about it.
« Last Edit: February 06, 2018, 03:42:57 PM by Aceearly1993 »
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Offline DarkPrinceAlucard

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Re: Team CV3/Dark Samus hacks
« Reply #31 on: February 13, 2018, 12:29:21 AM »
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I know there's an unused picture of "Stopwatch" subweapon in the Julius mode of DoS, is there any possibility to restore the routine that one can access time stop ability in Julius mode? Or there may have the possibility that the routines were hardcoded? It seems the DSVania editor alone didn't allow to change the routine of available subweapons. I'm a bit curious about it.

As far as I know there is no way to do that, I'm pretty sure that stuff such as core gameplay mechanics are completely hardcoded so I doubt that would be possible to add it to where it can be used by a Belmont.


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Offline X

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Re: Team CV3/Dark Samus hacks
« Reply #32 on: February 13, 2018, 05:29:49 PM »
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I thought the stopwatch was used it Julius mode. But it was only to access the area the was blocked by stopped time, unless of course it's only in the Soma game. I'm not sure, it has been a while since I played Julius mode.
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Offline DarkPrinceAlucard

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Re: Team CV3/Dark Samus hacks
« Reply #33 on: February 13, 2018, 05:37:18 PM »
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I thought the stopwatch was used it Julius mode. But it was only to access the area the was blocked by stopped time, unless of course it's only in the Soma game. I'm not sure, it has been a while since I played Julius mode.

No its not, just had a playthrough the past weekend and the area that normally requires the watch with Soma is just empty in Julius mode since it does not load the cannonball sequence.


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Offline Aceearly1993

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Re: Team CV3/Dark Samus hacks
« Reply #34 on: February 14, 2018, 07:23:45 AM »
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As far as I know there is no way to do that, I'm pretty sure that stuff such as core gameplay mechanics are completely hardcoded so I doubt that would be possible to add it to where it can be used by a Belmont.

Sad to know. So the only possibility would be the further evolution of editing tools, maybe or may not be
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Offline DarkPrinceAlucard

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Re: Team CV3/Dark Samus hacks
« Reply #35 on: February 19, 2018, 01:46:28 PM »
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UPDATE

Ok here is the release of the hack, download as well as additional information can be found within the video description, enjoy.



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Offline Jorge D. Fuentes

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Re: Team CV3/Dark Samus hacks
« Reply #36 on: February 20, 2018, 04:06:55 PM »
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This is beginning to shape up!
The lack of cape when jumping (Sypha) bugs the crap out of me, though.

Tell me, what animations are you missing?  I may be able to update a version just for your hack, but no promises.
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Offline VladOfWallachia

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Re: Team CV3/Dark Samus hacks
« Reply #37 on: February 20, 2018, 05:27:28 PM »
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Heh, seeing the SCIV Simon in that game is pretty cool.

Offline DarkPrinceAlucard

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Re: Team CV3/Dark Samus hacks
« Reply #38 on: February 21, 2018, 09:09:26 PM »
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This is beginning to shape up!
The lack of cape when jumping (Sypha) bugs the crap out of me, though.

Tell me, what animations are you missing?  I may be able to update a version just for your hack, but no promises.

I know for Sypha I was missing the Jump kick and sliding sprites, I tried to add the jumping cloak sprites but it was far to big for the constraints, OI may be able to fix that later since I figured out how to change those restraints with the DSvania tool.


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Offline X

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Re: Team CV3/Dark Samus hacks
« Reply #39 on: February 22, 2018, 09:29:19 AM »
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I noticed some of Trevor's animations are a bit stiff. Is it possible to fix it or is the game itself limiting that option?
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Offline DarkPrinceAlucard

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Re: Team CV3/Dark Samus hacks
« Reply #40 on: February 25, 2018, 11:19:04 PM »
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I noticed some of Trevor's animations are a bit stiff. Is it possible to fix it or is the game itself limiting that option?

Sorry for the late reply, been busy, to answer your question the thing is Julius has the most messed of sprite assembly I have seen in my time of CV hacking lol, his jump was a mess which is why I had to opt for replacing his super jump (which was assembled better) and then swap his regular jump with it using the DSvania tool, that is why he jump is so stiff, as far as any other animations you may see as stiff then those just boil down to limited sprites to work with on Trevor's part.


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