I was hoping to make an NES-style sequel to LoI, so I would need a CV3-style Leon. I was going to incorporate crystals (make those boss drops do something for once... ok say they did something in LoI too) and possibly allow double jumping or something. It would play like a blend of Simon's Quest and Dracula's Curse in that you start in the countryside near a village and you talk to a few people as you progress (most of whom all die) but it won't be Metroidvania, it'll be true Castlevania. Last night I planned on starting the game in a forest with owl and cuckoo calls (using the triangle channel I'm guessing, or maybe the square with Duty 1) which overlap with an ominous simple tune and as you progress through the forest, breaking standing torches (like in the beginning of CV3) you come across a town whose inhabitants have mostly been slaughtered and you talk to a survivor, then a cat nearby freaks out and zombies appear then the action proceeds from there.
I'll post sprite specs when I get my engine further developed. I think I'll go work on it some right now until I fall asleep.
And yeah, parabolic motion is weird in CV3. Trevor jumps in a 5----3--------2--1--0-1-0--1--2------3----5----6----7 motion, but the axe moves in a 5--45-4--3--2--1--21--010--12--1--2--3--4-54--5--6--76-7---8---9---10 motion. I haven't looked at the holy water yet. I'm GUESSING it's an augmented axe motion.
As for level making in my engine, at least in this beta version, all I would need is stages using 3 layers: Layer 1000000 for solid ledges, Layer 999999 for passable backgrounds, and 999998 for passable foregrounds (don't know if these were ever used in Castlevania games, but i was thinking of something like walking through a graveyard with tombstones in front of you). And yes, the NES can handle foregrounds, but a foreground tile cannot overlap a background tile, so whatever the primary background color is for the room will be what's shown behind Trevor in the transparent parts of the tile (which is typically black in a graveyard). You could also do foreground trees or grass in this way (which some of the Mega Man games did). The Famicom-style remake of Mega Man 8 (I think it was 8, the one with Slash Man) had people saying the T-Rex couldn't be done on a real Famicom, but the remake's designers blended foregrounds and backgrounds with sprite blocks in a way the NES was more than capable of. Anyway, the engine then places a ground object over tiles in layer 1000000 and scales each object to cover the tiles. But more on that later.