Castlevania Dungeon Forums

The Castlevania Dungeon Forums => Fan Stuff => Topic started by: Sephirous on July 17, 2017, 03:28:19 PM

Title: Deleted
Post by: Sephirous on July 17, 2017, 03:28:19 PM
Deleted


Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: X on July 17, 2017, 06:05:26 PM
Goddammit! Do you guys have to keep making me drool all over my keyboard?! This shit's expensive! That's a lie, keyboards are cheap, but I like the current one I'm using, lol!

I hope this gets done as I was really looking forward to playing the original concept, that sadly, was never completed. And the musical score for the stages sounded awesome to boot. The screens look juicy too  :D
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: eryson on July 17, 2017, 06:20:45 PM
This thing will be awesome.
Last time i've heard of optomon was during the Rogue Dawn Project... he still acting in the romhacking scene?
Title: Deleted
Post by: Sephirous on July 17, 2017, 08:02:52 PM
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Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: X on July 17, 2017, 11:47:49 PM
Quote
Back when we first started, He offered to help me get the music in and a few other small things that can be a real pain if you don't understand ASM. Which I have been racking my brain for months and still can't get the basis down.

At least you can do some of what most others can't. I can never figure out how to rom hack for the life of me  :-\  It looks like fun and I've seen some amazing ideas come out of people too. I just wish I could be a part of that scene as well. But alas... I cannot figure out how it's done. I could sit around all day reading about rom hacking and still not get it.
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Holy Diver on July 18, 2017, 03:48:25 PM
I'm looking forward to playing this.
But, there are some minor flaws.
Enemies barely pop.
Especially in 6th picture, since background palettes use green and gray, not unlike the sprite palette.
Also, I've seen a video of gameplay on youtube before, and it seems to lack variation.
Most of the rooms of that stage look pretty much the same, only differentiated by room layout.
Hopefully you understand what I mean, as I can't explain it any better.

Now about Optomon, I'm not sure if Pyronaut is still on hold, he mentioned that he and Mr. Tee will work on few smaller scale projects and then continue to work on it.
I don't think that he has actually said anything about what those projects were or are they finished. (Though I'm assuming he was referring to Rogue dawn.)
He does appear in Romhacking forums, albeit rarely(think something like post per month).
Though, if you really want to know what he's currently doing I guess you're better of asking him,(I don't like contacting people out of nowhere, but as far as I know he does reply to most of the people... eventually) or Googie(I heard the 2 are friends for quite some time).
Title: Deleted
Post by: Sephirous on July 19, 2017, 10:43:50 AM
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Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on July 29, 2017, 07:55:55 PM
I've redone a ton of stuff in CoA.  Putting my focus back on the new character sprites :)


The new Richter.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FK5fQ27R.jpg&hash=89381a5d545c61ee34116c5ea804fe80)


Maria's New Look.  Based off of someone's SotN 8 bit art though threw my own twist to it over an existing Maria sprite that I made.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FrluiA5I.jpg&hash=3467f5ecd432c5ab239f873ee7f3865b)


Alucard's new look.  Based off of an old concept that Thaddeus had going for some project he was creating X amount of years ago.  Also threw my own version into the mix to make it complete and to not be an exact copy but was heavily inspired by his.  Sort of an ode to his work and where ever he is doesn't mind this acknowledgement to all of the stuff he did.  Colors may or may not change down the road.


(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fkr5sG2W.jpg&hash=01dce60928d35bcecbb3c6490726b7b4)


Haven't gotten to Armund yet as Alucard has some technical stuff to stitch together though less of a hassle to what Sypha/Maria has in her area.  May have to change up something in Alucard's programming for one sprite to work properly as I'll have to send those details to Sephirous and see if Optomon can do it though if not then I'll make it look as if the sword is coming more horizontal instead of showing it off more.


That's about the gist of things for now :)
Title: Deleted
Post by: Sephirous on August 04, 2017, 11:35:20 PM
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Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on August 05, 2017, 09:54:50 AM
I'll follow up on some play testing screenshots.  Was going to post these up on ROM hacking website but its still acting all odd with its hiccups.

Rumble with the Doppelganger in the Armory.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzFYP8bZ.jpg&hash=3cc21c323b108ea543a655368a63b29e)


Map transition scene, castle area.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FR1J28k3.jpg&hash=fc377d3440563cb6738bb6dae7620b3a)



Battle in the...Red Coliseum or dungeon.  Can't remember on what Sephirous named this level so my apologies on my memory :)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHTnCsGK.jpg&hash=fd90488c8d0525dc60cd93b12f2688be)



A battle with Death's second form.  Something entirely new and completely altered from how Death's skull is originally placed in.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FczQ5uTs.jpg&hash=23a6ea7c710097ce85b4bd44a4d677cf)



If any of the pictures show up as blanks please let me know as I will fix them.  I'll post more pictures up once I'm done spriting my final stuff for the game :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on August 29, 2017, 09:07:09 AM
Due to Sephirous focusing on real life stuff right now I'm going to upload a video on his behalf to show CoA sound samples that's within the ROM right now along with alpha game play of the reboot with the music in.  If he wants me to take it down in time and for him to upload it onto his YouTube page I shall.  Right now people are wanting to see of what's been done so here it is :)


https://www.youtube.com/watch?v=edzMiShar4w (https://www.youtube.com/watch?v=edzMiShar4w)


The game play comes later in the video.  This is just alpha stuff right now so please keep that in mind :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 03, 2017, 10:29:09 AM
As work progresses on the CoA reboot, a new boss will be appearing in it.  Legion has been altered greatly to what Dr. Mario portrayed his version of it all those years back.

The colors are not the final as these are just basic flat colors to help me input it into a YYCHR sheet :)


(https://i.imgur.com/JPiG8Jv.jpg)


Next one to redo is the Angel Mummy.  I'll post that up once I'm done with it :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 06, 2017, 04:38:23 PM
Progress on the Angel Mummy :)

(https://i.imgur.com/62cW9fs.jpg)


A side comparison between Dr. Mario's and mine.  Kept the original size however mine is hugely influenced by the GameBoy version.  Played Belmont's Revenge and eyed things on how it would look then spruced everything up for it to be updated.  Not sure if I'll have the face animated or not while the skeletal attachments are floating around in front of it as this will probably act differently than its GameBoy counterpart.  Just have to talk to Optomon sometime to see on what he thinks about it :)


Need to work on it some more but this is a rough draft right now :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: BLOOD MONKEY on November 06, 2017, 08:36:12 PM
I like the look of this, but the palettes are dreadful. The foreground palettes don't pop at all and the background palettes pop too much.
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 07, 2017, 08:55:18 AM
I like the look of this, but the palettes are dreadful. The foreground palettes don't pop at all and the background palettes pop too much.


The colors that I use are to help me make a YYCHR sheet of the sprite better.  When it comes to programming it in the game Optomon will decide on what color palette it will have depending on where this is placed at.  My apologize though on the confusion as I should have stated this was not official colors :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 08, 2017, 05:52:16 PM
Angel Mummy is completely sprited and sent off.  The colors are  not final as those are YYCHR colors to help me input it into a sheet and its look may change later on though not sure.

(https://i.imgur.com/qb0Ejo8.jpg)


The next thing for me to do is to remake that giant bone spittle thing that Dr. Mario had all those years back :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: X on November 08, 2017, 06:08:29 PM
And you gave the Angel Mummy some facial movement too  ;)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 11, 2017, 06:18:25 PM
Lol, indeed :)


I've already gotten a lot of sex jokes about this boss and its not even implemented in yet lol.
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 15, 2017, 10:24:51 AM
So I'm still working on the Bone Spittle King as I'll probably present that maybe sometime tonight or Friday, depending on what happens.  In the  meantime, I've been putting things together on the Zombie Trio concept.


(https://i.imgur.com/YBNhVQx.jpg)

Trevor will be no problem to do as I already have a modified version of my sprite for the boss.  Grant and Sypha will take a bit more work though won't be too trivial.  Depending on what comes up they may have to go all in the same color to dodge the lag factor but that's only speculation and of what Optomon can do.  I'll iron things out later on but this boss is coming along slowly :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Holy Diver on November 15, 2017, 12:40:46 PM
Colors shouldn't be causing lag, NES is supposed to be able to handle 4 sprite and 4 background palettes at all times.
Only thing that could possibly cause the lag is a big number of sprites on screen at the same time, but at this point you're probably fine.
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: X on November 16, 2017, 09:39:42 AM
Quote
Only thing that could possibly cause the lag is a big number of sprites on screen at the same time, but at this point you're probably fine.

Absolutely. Look up Ninja Gaiden III as an example of what happens when there are too many sprites on the screen at one time. Talk about slow  :P
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 16, 2017, 10:31:36 AM
Definitely.  I know there isn't too much lag with the Water Dragons fight so have to see on how this will be handled.  If the boss gets scrapped due to reasons I'll just make another one :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 17, 2017, 06:10:57 PM
Well, slow and steady the Bone Spittle King is coming along.  Its an early concept as I got to work on a few things by redoing the arms but showing people that the boss is being worked on.  Going to work on and finish it before I go back to the Zombie Trio :)

(https://i.imgur.com/Ft5ZGB7.jpg)



Other than its ceiling walk animation I'll probably give the skull an open jaw animation to spit out the goo or whatever it was that Dr. Mario designed for the first one.  Wish I had all of his original boss sprites for a size comparison so this and other future stuff can be correct size however this will have to do :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Holy Diver on November 18, 2017, 07:40:55 AM
Wasn't original Bone Spittle more like a skeleton head atached to some kind of mechanical bug thingy?
This one looks good, but I'd love to see something different than a generic halved skeleton.
(Not exactly a fan of Aria's first boss)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 18, 2017, 11:25:22 AM
Speaking about that, I'm throwing out the arms and giving it a similar look to the bone spittles since naming this 'king' to them, it didn't make sense for it to have humanoid arms.  Messing around with some ideas right now :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: eryson on November 19, 2017, 06:31:47 AM
Some crab-like legs, maybe?
this skeleton's torso is awesome, btw.
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: chainsawmidget on November 21, 2017, 05:32:02 AM
Looks really good so far, other than the pallets, your backgrounds and monster designs look great. 

Your hero designs look a tad too complex though, like you've tried to shove all the details from the original designs in them and it comes across looking somewhat jumbled. 
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 21, 2017, 06:03:43 AM
Some crab-like legs, maybe?
this skeleton's torso is awesome, btw.

I'm making a few leg designs so that way nothing is covering up the torso too much.



Looks really good so far, other than the pallets, your backgrounds and monster designs look great. 

Your hero designs look a tad too complex though, like you've tried to shove all the details from the original designs in them and it comes across looking somewhat jumbled. 

Thanks and the palettes that I normally use are those from the YYCHR program that helps me input stuff in sometimes when my eyes can't focus due to allergies.  Do they really look jumbled?  Never felt that they were.  If Optomon wants me to design them differently when I pass them over his way then I can change them :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 24, 2017, 05:32:33 PM
Slow but steady I'm reworking the Bone Spittle King. 

(https://i.imgur.com/7IYGPNa.gif)


So far this is what I have.  I'll make the chest more dynamic and more animated while it walks on the ceiling.  Hoping this can be split up in half like how the Cyclops is placed in the game's data in order to pull this off as I made the walk cycle go from 1, 2, 3 then go back to 1.  When it attacks I'll mention to Optomon to use the second animation so both legs can be on the ceiling while the head does a single animation for a big attack besides dripping harmful goo from the torso.

Not sure when I'll be done with it but I want to make it as animated as possible instead of being stiff.  Things need to be ironed out but I'll start working on that next week :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on March 15, 2018, 06:08:22 PM
I am friendly necro bumping this thread up to update everyone on CoA's status.


Due to real life and other things getting in the way of Optomon, we are looking for a programmer that knows the in's and out's of ASM Assembly and 6502 on the NES.  I am still learning on who's who on this website so don't know on how to get word around besides posting this here.


Help wanted add http://www.romhacking.net/forum/index.php?topic=26000.0 (http://www.romhacking.net/forum/index.php?topic=26000.0)



Currently I do have my music composer for FamiTracker references, nesfan, to make new CoA tracks along with revamping and redoing certain ones within the ROM.  The rest for the programming and all that is what we are looking for.  We are not looking to put this ROM onto a cart nor paying anyone for this (due to laws and regulations of such things) so if you are dedicated in helping us out do shoot me and Sephirous a line on here.  If you only know a little about programming please do not inquire as we don't know nothing to help teach you on the in-depth stuff.


Also, please don't hijack the project if you do join us.  We don't want any drama or unwanted negativity.  The things on that list over at RHDN can be done, just need someone (or few) to be dedicated in their volunteer work :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on October 27, 2018, 05:57:54 PM
Friendly necro-bumping this thread.


First off, we do have a programmer. Optomon is still with us so all is well for programming :)



Making a post to let everyone know that we are seeking volunteer help for music reference tracks made within FamiTracker.  This project has been somewhat on hold due to not being able to find someone that is trustworthy and dedicated to helping us get things made.  We did have someone however it took them 2 and a half months to make a 9 second track then disappeared so once again Sephirous and I are in a pickle in trying to find someone to make music for this.  I do have the FamiTracker sheet to what nesfan was working on with reworking certain tracks which are unfinished along with others still need to be touched and made.



For everyone looking forward to this ROM hack finally coming out, this is why it isn't out yet as of now.  Optomon is waiting very patiently for the new tracks to come out before he continues any other programming so we are trying to find someone that is interested in volunteering in lending a hand and I will be honest, the man is a saint when it comes to patience in waiting for this stuff.  Whatever work there currently is and will be in the future please do not share it with anyone except for me and Sephirous as we will post up any and all updates.  You will be credited for the rework and other sound tracks to where ever we post it along with in the game's credits :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 21, 2018, 10:53:44 AM
I am updating everyone to let y'all know that the music production towards CoA has continued!  I have asked nesfan to see if he was willing to work on the soundtrack again and he will finish it up.  I told him to drop all of my stuff and to focus entirely on CoA as we want to hopefully try and aim for a late 2019 release.  This includes all of the adjustments, custom stuff within the game, the new bosses and the new soundtracks :)



I will keep this thread posted when something  new comes out as sadly Sephirous has deleted his YouTube channels so I guess I'll be posting up stuff unless he makes another one.  I don't care either way, just as long as we share information with everyone :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 22, 2018, 12:53:17 AM
I am very late night prowling so giving an update.


Bloody Tears has been reworked into the style to that of Dracula X thanks to nesfan :)


https://www.youtube.com/watch?v=chHgmLEoD4U (https://www.youtube.com/watch?v=chHgmLEoD4U)




I'm having nesfan doing some rework to a few tracks before tackling the rest to what Sephirous needs done :)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: X on November 22, 2018, 09:58:30 AM
The Dracula X version of Bloody tears is a bit of an odd duck I find. That doesn't automatically make it bad though. Seems to translate well with NES chiptune synth you've provided  ;)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on November 25, 2018, 02:49:37 AM
It did translate well as nesfan did a wonderful job on it.  Forgot how fast he can work with 2A03 :)



Another rework done by nesfan.  There is one more rework done before the new tracks are posted and thankfully Sephirous has his channel back he will be posting up those in the future when they are done :)


https://www.youtube.com/watch?v=nUVlQqn7BmA (https://www.youtube.com/watch?v=nUVlQqn7BmA)
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on December 31, 2018, 10:27:08 AM
To update everyone in this community that follows this thread.  A poll was made over at RHDN for a new boss to be added for replacing the Big Bat entirely.  The winner was Carmilla's Mask out of Vampire Succubus and Darkside (Castlevania II - Belmont's Revenge).  Carmilla's Mask was seen in Simon's Quest however this version I'm making completely different as I'll be giving Optomon details on how this boss should react when the player encounters it :)



So, an update for a new boss, Carmilla's Mask, or I'm calling it Carmilla's Revenge.  You'll see why ;)


(https://i.imgur.com/cwdQNoM.jpg)


She isn't complete and wants a piece of the Belmont descendant of Simon :)



I am far from done in completing this boss encounter that will replace the Big Bat.  I have everything thought out, just need to design the rest along with the attacks :)


A hint.  Her mask cannot be broken as its invincible due to the item being cursed from being brought back from the dead as it made her gigantic due to this :P
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: eryson on January 02, 2019, 11:22:35 AM
pretty good.
So the project is still alive and well?
how are optomon? still busy?
Title: Re: Castlevania II - Cadence Of Agony (Linear Reboot)
Post by: Sinis on January 03, 2019, 07:30:05 AM
Yes, the project is still alive and well!  People out there are still trying to say we cancelled it but that's far from reality.  We're still working on stuff while throwing ideas around as Sephirous is working on figuring out the music between the NES header to the FamiTracker header.  Can't remember which line it starts off at but he's trying to figure out an easy work around.  If not then Optomon said he'd do it with no problems.

Optomon is still busy with stuff especially with his Rollie project.  Other than that, he's doing pretty good.  An easy going guy, no complaints from me about him :)