I'm curious what Esco's post was too.
The original project up to v0.3 is pretty much scrapped. It's a workbench. I use it every so often for some things, but the current version is just a rewrite of the actual NES code, some things scrapped. For example, I was including Sypha, Grant and Alucard at first, but have since decided to only focus on Trevor's Code for the time being to simplify things a little. When I'm not working or watching Ultraman episodes, I'm usually looking over NES code. So in a sense, the project is on indefinite hiatus. However, every so often I do release "new code". I don't use the tiles method anymore, opting for collision maps now, but I still stand by most of what I have come up with over the months (or has it been a year since I scrapped it)? The password and name entry screens I have no intention of changing, except maybe someday trying to simplify the code, although I doubt that will ever happen. The Medusa Head/Bat/Winged Demon code I posted here took me a long ass time to come up with.
My problem was I kept using a literal movement script (discussed in the latter pages of this thread), but when I finally consolidated the three variables (vert_1,vert_2,vert_3) into a single variable, the entire sine wave code Konami used made perfect sense and I was able to come up with that formula. Most code I still suck at interpreting. I'm sure if I showed Esco the White Dragon script, he might be able to make sense of it, but I only barely understood it the last time I looked at it and in my rewrite of my code (it's like my fourth rewrite that i'm on right now), I haven't gone back to tackle the White Dragon yet. Right now I've put enemies on hold to try to break down the mechanics of the Step Event (so to speak) and that's taking me a long time to get through. There are lots of little things going on behind the scenes that affect the mechanics of the game that I haven't worked out just yet. And I'm sure they have some code that they ripped off other games that have no use either, so some of the code might be dummy code. Some variables might pertain to Grant or Alucard, but since I'm not coding them I'd have no idea.
But I've already adopted quite a few coding styles based on CV3, so I don't care anymore if people are waiting for a release -- I'm taking my time just learning from Konami. It's also fun seeing code and thinking, "WHy the hell did they do that? It'd take up less cart space and possibly even less CPU if they just did this instead." Or "Wow, Konami made a typo here!" It's kinda like the episode/volume of Hikaru No Go where Hikaru points out a flaw in Sai's match against Toyo-meijin and Sai was like, "Oh snap, Hikaru's progressed so far already!" I'm not a fast learner, though. If I was, I'd know what the fuck I'm looking at half the time.
....
Wait were you the guy that had that ROM hack that everyone was like, "Sick tiles mate!"? If I ever got my code taken care of, I was gonna recruit that guy for custom tiles. My current pet project is to implement attribute tables, but I think that's actually too simple so I put it on hold. I know it's ticking Inccubus off cuz he doesn't want to use tile assemblies or palette-swapped backgrounds (although I have serious doubts that a palette swapped background is all that worthwhile in Game Maker). But the palette swap demo that didn't have enough comments for Esco is already being incorporated into my project. Hence another reason I had to do a rewrite. Also, once I figured out what the subroutine for playing sounds was in CV3, I had to go back and locate all the sound_play subroutines so I rewrote the code while I was at it. I've isolated a couple more variables since then too. I wish I could get the ROM offset notes from the guy that made reVamp, in case there's something "obvious" I missed.