Rabbit 2600 Posted December 23, 2012 Share Posted December 23, 2012 Currently doing a graphical hack of Donkey Kong, turning it into a sequal of my Castlevania Hack. What I've done this far: Changed Jumpman into Belmont Changed barrels into Spiders. What's left? Turning Donkey Kong into Dracula Turn the fireballs into a Castlevania themed enemy Changing the princess sprite Changing the colors 1 Quote Link to comment Share on other sites More sharing options...
snstay Posted December 24, 2012 Share Posted December 24, 2012 Ha i love it great job! Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted December 25, 2012 Author Share Posted December 25, 2012 Small update on the playfield, made it solid and gray. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted December 25, 2012 Author Share Posted December 25, 2012 Figuring out what too change the princess into, any suggestions? =) Quote Link to comment Share on other sites More sharing options...
Pixelboy Posted December 25, 2012 Share Posted December 25, 2012 Figuring out what too change the princess into, any suggestions? =) How about a cross? Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted December 25, 2012 Author Share Posted December 25, 2012 Done and done, good idea =) I'm experiencing a strange bug. When jumping on the final platform, jumpmans cap appears, how come? Game so far - Castlevania2.bin 1 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted December 29, 2012 Share Posted December 29, 2012 You really ought to look at disassemblies. Debro reverse-engineered this game, and explained what it is doing in plain english for most all of it. To save time, the first 2 bytes of the sprite are "hard-coded" if a non-climbing character frame is needed there. $F776 = first byte of non-climbing character ($1C). An unconditional branch follows...so if zero is used as the first byte, $F777 should be changed from $D0 (BNE opcode) to $F0 (BEQ opcode) or $10 (BPL opcode). $F79B = second byte of non-climbing character ($7E). Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted December 29, 2012 Author Share Posted December 29, 2012 Ah, okay. Mm, yeah. What disassembly do you recommend? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted December 29, 2012 Share Posted December 29, 2012 The one by Dennis Debro Anything by him, Thomas Jentzsch, or Manuel Polik is commented with more information than anybody could possibly use If you don't feel like weeding though disassemblies, even Stella's debugger can point out where such things occur: When emulating a game, press the tilde key (directly below Esc) to break into the debugger when it happens and is onscreen. In the upper-left corner, right-click the picture just above the problem area and select "fill to scanline"...then use the +scanline and trace buttons to step though the code and pinpoint the spot in question. You'll notice that a little white marker will appear in the picture window and will be moving as cycles are used within each scanline (the area below and left of the marker will remain uncolored until the marker reaches it...so you can spot precisely where the image is changed within the program window shown on the right of the debugger. All register values and ram contents are also onscreen in case you need to know where an indirect or romtable value is coming from. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted December 29, 2012 Author Share Posted December 29, 2012 Hm, the only program I can find is DiStella which I can't get too work. When I click the .exe I get a dosscreen that shuts down in a second >_> Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted December 29, 2012 Share Posted December 29, 2012 Stella (emulator/debugger) is not Distella (disassembler) The latter also has nothing to do with what I posted. But since you brought it up... That's because you are not supposed to click on the .exe of Distella. It was made when DOS commandline was still widely used for non-commercial apps...and it expects that "switches" and "paths" are specified at runtime. ex: distella -pafs pacman.bin > pacman.asm Modern versions of Windows still retain the ability to use commandline. You can find it as "show command prompt" in the accessories folder of Windows 7, for example...or by creating a .bat file that contains the text of such commandline instructions to do it for you. Needless to say, Win98 compatability mode and folder permissions need to be in place. Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted December 29, 2012 Author Share Posted December 29, 2012 Ah, I see =) Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted December 30, 2012 Share Posted December 30, 2012 This should better explain it: Quote Link to comment Share on other sites More sharing options...
+stephena Posted December 30, 2012 Share Posted December 30, 2012 Stella (emulator/debugger) is not Distella (disassembler) The latter also has nothing to do with what I posted. And just to make things more confusing The disassembled output you see in the Stella debugger is Distella output (the Distella disassembler is built into Stella). Quote Link to comment Share on other sites More sharing options...
Rabbit 2600 Posted December 30, 2012 Author Share Posted December 30, 2012 Cheers for the help, hopefully I'll be able too fix it^^ Quote Link to comment Share on other sites More sharing options...
Rhomaios Posted December 30, 2012 Share Posted December 30, 2012 How about a cross? Ha! That was the exact same thought I had. Good suggestion! Quote Link to comment Share on other sites More sharing options...
YANDMAN Posted February 13, 2016 Share Posted February 13, 2016 Figuring out what too change the princess into, any suggestions? =) a crucafix Quote Link to comment Share on other sites More sharing options...
alfredtdk Posted April 25, 2020 Share Posted April 25, 2020 Change the sound of Belmont's footsteps to something darker! My update suggestion!? Quote Link to comment Share on other sites More sharing options...
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