Look at Trevor's sprite. There's a 3 pixel gap over his head. His sprite isn't 32 pixels high.
I'm working on a conditional to prevent that from happening. And that reminds me, I have to d/l CV1 still. Oh wait, I know something easier.
Ok I'm looking at the maps. Help me out here: where are the ground tiles laid out on an 8x8 grid? A stage at least would be nice. I'm looking at the Stage 6 Clocktower and the beginning map so far and both of those are aligned to a 16x16 grid.
Okay, I think maybe we have a misunderstanding and I think you may have a serious misunderstanding. When I'm talking about 16x16 tiles and being aligned to a 16x16 grid, I mean every block -- that is, every ground tile that serves to obstruct Trevor's vertical and/or horizontal movement -- is comprised of a 16x16 metatile comprised itself of four 8x8 tiles, with each metatile aligned to a 16x16 grid such that if at any time any two blocks occupy the same scanline, they share 16 scanlines, which means they're always aligned to a 16x16 grid. When designing your rooms, you can and should place tiles on an 8x8 grid, but always bear in mind that the block metatiles must align to a 16x16 grid (offset vertically by 8 pixels in horizontal rooms). Everything I'm seeing in the NES version of Castlevania 1 validates my explanation. Are you perhaps talking about MSX or Commodore Castlevanias instead?
Here is how a Castlevania map is designed:
The strictest map is a horizontal one, so we'll go over that one. A map must be 224 pixels high or 256 pixels wide. Since we're dealing with a horizontal map, we will limit ourselves to the 224px height and set our map length to a multiple of 16 larger than 256, such as 512 (yeah, I'm lazy). However, there is a trick we will want to use to make it simpler (in Game Maker). Set the room height to 240 pixels, which gives us an extra 16 pixels to work with. The status window is 40 pixels high, or 2.5 metatiles (a metatile is 16pixels x 16pixels). We will deal with that .5 later, but fill in the very top two rows in your room with a black box. In a horizontal room, the very bottom 8 pixels are solid black, so fill in the very last row of metatiles in your room with a black box. In between these black boxes you can design your map aligned easily and properly to a 16x16 grid. When your map is finished, make sure you're in the Tiles tab in the Room Editor and click the Shift Tiles button, then shift the tiles vertically +8. Do this with each tile layer (in my engine, you would need to shift 1000000 and 999998, but if you added layers you would need to shift them too). Then click on the Objects tab in the Room Editor and click the Shift Objects button, then shift the objects vertically +8. Now set the room height to 224 pixels and you're set! TIP: Don't set the room to 224 pixels until you're ready to release.