YANDMAN Posted February 12, 2016 Share Posted February 12, 2016 This is so awesome, i had to make a label 4 Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-3438516 Share on other sites More sharing options...
atari2atari Posted February 12, 2016 Share Posted February 12, 2016 Beautiful... Too bad the game will never see the light of day! A project long-abandoned. Who knows, maybe someone else will pick up the banner and charge forward. Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-3438687 Share on other sites More sharing options...
ZackAttack Posted February 21, 2016 Share Posted February 21, 2016 (edited) edit: newer version below Edited February 23, 2016 by ZackAttack Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-3446230 Share on other sites More sharing options...
ZackAttack Posted February 22, 2016 Share Posted February 22, 2016 I was truly inspired by the work of @grafixbmp, @PAC-MAN-RED and everyone else in this thread. I have created a new graphics engine prototype that takes inspiration from this topic and uses 3E banking to support horizontal and vertical scrolling. Specs: Uses three 2 line kernels (2LK). One for scrolling in each direction and a third for not. Supports up to 32x84 PF pixels. PF color can be specified per row. Background color is static because it wouldn't makes sense to change it while scrolling. Single copy of P0, M0, and BL. Must be positioned and sized in vblank/overscan. GRP1, COLP1, NUSIZ1, and HMP1 can all be set in each 2 line row. No limit on sprite heights, they can run the entire height of the screen. Note that I only entered about 2.5 screens worth of data. Once you scroll past that in either direction you're picking up garbage data and it's going to corrupt the screen. This isn't a bug in the core engine, I just figured it was cool to let you keep going so you can see how many PF pixels really are getting manipulated. The data I provided is rather sparse because I did it by hand and I'm not artistic. If there is interest in the community and assuming grafixbmp doesn't mind, I'd like to turn this into an open source project and make this game get finished. I can handle architecture, game engine, and graphic engine type stuff very well, but I'm clueless about sound graphics and game design. The version has been tested on my 7800 using harmony encore. castlevania_scroll_proto.bin (rename to .3E extension to run on harmony) 3 Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-3447095 Share on other sites More sharing options...
Jinroh Posted February 22, 2016 Share Posted February 22, 2016 (edited) Wow looks great even minimized the background looks just like the NES. Edited February 22, 2016 by Jinroh Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-3447227 Share on other sites More sharing options...
+grafixbmp Posted February 23, 2016 Author Share Posted February 23, 2016 Hello. I still float around here from time to time. I wished I could have got a first level that was navagatable but many things changed in my life while I was working on it so it fell to the side and eventualy collected dust. I had thought about taking a stab at finishing the hud after some recent sucsess with another hud. So, I still dabble in code and my new project which has been in the works for the last 2+ years (although its been months since I messed with it) I havent said anything but to a few select people so noone should know anything of it. I can say these things though. Its a port Design and layout are complete All graphics are done Hud works And I got a partial title screen Screen kerenel (main) is in pieces Current hangup: tight code with bank switch (4 possible banks) both players mid screen positioned, colors set, size set bg color set all in just over 2 scanlines I get this and the rest falls into place. However I must repair my computer to get this going. If you would like all the stuff I got for castlevania ill release a zip file sometime 1 Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-3447832 Share on other sites More sharing options...
ZackAttack Posted February 23, 2016 Share Posted February 23, 2016 Current hangup: tight code with bank switch (4 possible banks) both players mid screen positioned, colors set, size set bg color set all in just over 2 scanlines I get this and the rest falls into place. However I must repair my computer to get this going. Sounds like you saved the best part for last. Trying to make it all fit is challenging and fun. In the scrolling engine I posted above all 152 cycles of the 2 line kernel are used. It took many hours of fine tuning to pack it all in. If you would like all the stuff I got for castlevania ill release a zip file sometimeThat would be great! 1 Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-3447953 Share on other sites More sharing options...
jlindsey24 Posted March 13, 2016 Share Posted March 13, 2016 Any demos yet? How far is it from being close to finished? Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-3467443 Share on other sites More sharing options...
Andromeda Stardust Posted March 14, 2016 Share Posted March 14, 2016 I was truly inspired by the work of @grafixbmp, @PAC-MAN-RED and everyone else in this thread. I have created a new graphics engine prototype that takes inspiration from this topic and uses 3E banking to support horizontal and vertical scrolling. Specs: Uses three 2 line kernels (2LK). One for scrolling in each direction and a third for not. Supports up to 32x84 PF pixels. PF color can be specified per row. Background color is static because it wouldn't makes sense to change it while scrolling. Single copy of P0, M0, and BL. Must be positioned and sized in vblank/overscan. GRP1, COLP1, NUSIZ1, and HMP1 can all be set in each 2 line row. No limit on sprite heights, they can run the entire height of the screen. Note that I only entered about 2.5 screens worth of data. Once you scroll past that in either direction you're picking up garbage data and it's going to corrupt the screen. This isn't a bug in the core engine, I just figured it was cool to let you keep going so you can see how many PF pixels really are getting manipulated. The data I provided is rather sparse because I did it by hand and I'm not artistic. If there is interest in the community and assuming grafixbmp doesn't mind, I'd like to turn this into an open source project and make this game get finished. I can handle architecture, game engine, and graphic engine type stuff very well, but I'm clueless about sound graphics and game design. The version has been tested on my 7800 using harmony encore. castlevania_scroll_proto.bin (rename to .3E extension to run on harmony) scroll_proto.png Looks more like Samus than Simon! Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-3467634 Share on other sites More sharing options...
Pixel Toad Posted October 7, 2018 Share Posted October 7, 2018 When is a demo coming i'm really hyped. Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-4128789 Share on other sites More sharing options...
Leandro Calil Posted October 19, 2018 Share Posted October 19, 2018 Hey! Has this really been abandoned for good? ? Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-4137578 Share on other sites More sharing options...
+grafixbmp Posted October 23, 2018 Author Share Posted October 23, 2018 I may get back to it one day but for now I have no working computer. I observe the forums but don't post much since work and life take most of my time these days. I dev and program on paper the last 3 years. Got about 4 other game projects I'm into these days. Hope to have a nice pc up an running in a few months. 1 Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-4140516 Share on other sites More sharing options...
Pixel Toad Posted November 11, 2018 Share Posted November 11, 2018 I wish you much luck. Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-4154918 Share on other sites More sharing options...
MeatWithGravy Posted November 13, 2018 Share Posted November 13, 2018 I may get back to it one day but for now I have no working computer. I observe the forums but don't post much since work and life take most of my time these days. I dev and program on paper the last 3 years. Got about 4 other game projects I'm into these days. Hope to have a nice pc up an running in a few months. It would be a real shame if all your hard work up to this point got scrapped because life got in the way. It's such a noble idea, getting this port built! Maybe someone here on AA could somehow help you out? I don't know. I'm sure there are tons of Castlevania fans here. Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-4155954 Share on other sites More sharing options...
Andromeda Stardust Posted November 13, 2018 Share Posted November 13, 2018 Wait, people still write computer programs on paper!?!?! 1 Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-4155979 Share on other sites More sharing options...
AkashicRecord Posted November 13, 2018 Share Posted November 13, 2018 Wait, people still write computer programs on paper!?!?! If it's any consolation, I was using my son's Magna Doodle the other day for some coding... Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-4156263 Share on other sites More sharing options...
Serguei2 Posted November 13, 2018 Share Posted November 13, 2018 As long as the paper is still available. Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-4156288 Share on other sites More sharing options...
Andromeda Stardust Posted November 14, 2018 Share Posted November 14, 2018 As long as the paper is still available. Touche. Until trees go extinct, there will be paper for sketching, writing, or coding... Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-4157029 Share on other sites More sharing options...
alfredtdk Posted March 29, 2020 Share Posted March 29, 2020 On 2/12/2016 at 10:47 AM, YANDMAN said: This is so awesome, i had to make a label A daunting task to transpose the original Konami Castlevania to the Atari 2600! But congratulations on the initiative, it would be just incredible to have this Port for the 2600!? Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-4494901 Share on other sites More sharing options...
alfredtdk Posted March 29, 2020 Share Posted March 29, 2020 I noticed that there are few vampire theme games on the Atari 2600! Except for Ghost Manor, I don't remember any other game involving Vampires! Quote Link to comment https://forums.atariage.com/topic/132116-porting-the-original-classic-castlevania-to-the-2600/page/13/#findComment-4494937 Share on other sites More sharing options...
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