Before I make this quick update post, that concept art for Alucard's design is looking really nice! That's actually a lot like the sprite for him, except without a cape. You should totally drum up some artwork, you'd definitely be a front runner for the cover art. Now on with the update:
And now for a quick lil' double post, because we got two major things working. One I can show you, and the other you'll just have to take my word for it. Here's the one thing I can show to you and explain a bit.
Real time maps now work, along with character selection. There are going to be two map screens. A real time map, which shows the area of the castle that you are in, and uncovers as you enter a new screen, and then a full castle map. We haven't figured out how to handle that one yet, if it will just always show the entire castle, or if you have to get a map item to see part of it or what. It all depends on what the NES can handle. Each map screen will also have a selection menu. The real time map will have character selection, while the castle map will have your inventory. So on with some screenies of the real time map.
This is how the map will naturally appear when you're in a new area. The little red dot is your current position.
This is after you get the map item. The dark areas are parts of the map you haven't been to yet. The room with the dot is for "special" room types. Those would include things like shortcut rooms, special item rooms, and probably the merchant.
The other thing we finally got working is vertical scrolling areas. Before now those rooms could only scroll in one direction at a time, and even after we got it to scroll both ways, sprites and background data got all messed up, but now that doesn't happen any more. One plan we currently have is to also make rooms exitable from the top and bottom of the screen, so if there's a pit, it won't kill you, you'll just appear in the room below you.