Recent Posts

Pages: 1 [2] 3 4 5 6 7 8 9 10
11
Fan Stuff / Re: BEWARE the Invincibility Potion in CV3!
« Last post by X on November 24, 2022, 04:36:03 PM »
Geez. Ya think Konami would correct these little tid-bits before launching the game, lol  :rollseyes:
12
Fan Stuff / BEWARE the Invincibility Potion in CV3!
« Last post by TheouAegis on November 24, 2022, 04:23:27 PM »
I'll put this in the Fan Stuff thread because it's important for anyone modding Castlevania 3. I just posted this to my blog, but I know it doesn't have much readership (and that's fine with me). I don't know if this has been brought up before, but I feel it's important enough to refresh even if so.

The Invincibility Potion in CV3 is gimped. That's possibly why it was restricted to just that one room on the Ghost Ship where there was no point to it being there. CV3's damage code overlaps the moving platform handling, resulting in a convoluted mess which, although fairly simple to fix, resulted in the Invincibility Potion potentially leading to instant death. Rather than fixing it, Konami may have just cut out all but that one instance of the potion.

When an enemy collides with Trevor (or his partner), it deals damage to Trevor unless he's in his i-frames (when he flickers after taking any damage). There is no check for the invincibility potion. However, the Invincibility Potion is checked before reducing health and applying knockback. Yes, damage and health loss are separate in CV3.

The same variable that tells Trevor how much damage he has taken from an enemy is the same variable that tells Trevor he's on a moving platform. Every step, the part of the variable that deals with platforms is moved to another variable, which is later used to move Trevor along with the platform. The platform flag sets the lower 4 bits, while the damage sets the upper 4 bits. This would have been fine, except for two issues in the programming.
  • The damage overrides the variable, clearing the platform bits every time.
  • The platform value is moved after damage has been set, rather than before.
What this means is if Trevor is on a moving platform and takes damage, the game forgets he is on a platform, resulting in Trevor falling through the platform (presumably to an unfair death).

So if Trevor gets hit by an enemy or projectile while not under the influence of the Invincibility Potion, he will take damage, enter his i-frames, lose health, start flickering, and take no further damage for a brief moment. During this time, if Trevor gets on a platform and collides with an enemy, projectile, or spike while still flickering, nothing will happen to him. However, if Trevor is under the influence of the Invincibility Potion, gets on a platform and collides with an enemy, projectile or spike, he will clip through the platform and plummet to his demise.

If you want to modify CV3 to include the Invincibility Potion more prominently, you will need to be aware of this bug/feature.
13
Fan Stuff / Re: Castlevania: Seal of the Eclipse
« Last post by X on November 23, 2022, 09:06:08 AM »
It has been a while, I'll agree. However they could still be ironing the kinks out of the final product.
14
Fan Stuff / Re: Castlevania: Seal of the Eclipse
« Last post by EstebanT on November 22, 2022, 09:49:49 PM »
So is this project completely dead or what?
15
General Castlevania Discussion / Re: Was LoI Medusa inspired by 1972 Psycho Jenny?
« Last post by X on November 21, 2022, 09:12:28 AM »
I can definitely see it too. Shame that it's black and white instead of color so we can't be 100% sure. But the design is all there.
16
Oh wow, that resembles her dress attire from Rondo, quite a bit!
17
Fan Stuff / Re: Castlevania collection
« Last post by PFG9000 on November 20, 2022, 05:06:11 PM »
(A really killer collection)
Wow, that's a pretty stellar collection, and it's all displayed nicely too!  How long ago did you buy the first item in your CV collection? 

I would like to post photos of my collection here, but photos of tote bins are boring.  Back when I was actively collecting, I just figured I would have some nice display cases like yours in my game room some day.  But I finally got my game room about three years ago, and I had to make some compromises due to space limitations.  So I don't have room for a display case, thus my CV goodies all living in totes.  I've also stopped collecting for the most part, because I just don't have any more room, and I have no desire to move to a bigger house.
18
Hardcore Gaming 101 / Re: Videogame outside influences.
« Last post by X on November 15, 2022, 09:29:50 AM »
I used the word familiar as I also know they aren't identical. The overall design of Samus' gunship seem to echo the Trymaxian drone ship. The later designs get a bit closer then the Metroid II design.

19
General Castlevania Discussion / Re: Was LoI Medusa inspired by 1972 Psycho Jenny?
« Last post by The Puritan on November 14, 2022, 06:50:52 PM »
I can see it and it wouldn't surprise me given how much Castlevania borrowed from other horror works. I mean, I only recently found out that Maria in Rondo may have been inspired by Little Maria from 1931's Frankenstein.

20
Hardcore Gaming 101 / Re: Videogame outside influences.
« Last post by PFG9000 on November 14, 2022, 05:16:33 PM »
TheouAegis got me thinking about some influences in games from outside sources with his Medusa/Psycho Jenny. This one's been on my mind for several years now so I'd thought I'd share it here.

Metroid 2: Return of Samus came out in 1991. In it we see for the first time Samus' gunship, with a rather familiar design. If anyone's seen Walt Disney's Flight of the Navigator (1986) then it should click quite easily.


Huh.  Flight of the Navigator is one of my favorite films from childhood.  And Metroid is one of my favorite game series.  But I've never made this connection til today.  I don't know that it's anything more than a coincidence though - I wouldn't say they're identical designs, and neither is terribly unusual for a spaceship shape.
Pages: 1 [2] 3 4 5 6 7 8 9 10