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Demo / Playable preview - Intellivania; Castlevania on Intellivision


skywaffle

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Hello everyone,

I figured while working on polishing up various things for my Castlevania project, I could at least assemble a small demo for people to play around with on emulators or the LTO Flash. It is only the first two levels, but should give an impression of what to expect.

 

There are no in game instructions, If anyone is unfamiliar with the gameplay mechanics, there should be plenty of information online. If anyone has questions otherwise, I will be happy to answer.

 

Matthew

cvdemo.rom

Edited by skywaffle
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I would love to see a boxed version with a cartridge. Originally when I had first started programming in IntyBASIC, that was a goal-- until I realized that you can't just program a 27c128 and slap it onto a game PCB. I had purchased an LTO Flash to at least get to see and test things on the real console. This is great and convenient; But still not quite the same as a physical cartridge and box.

When this eventually goes CIB it will be beyond epic.

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There are no in game instructions, If anyone is unfamiliar with the gameplay mechanics, there should be plenty of information online. If anyone has questions otherwise, I will be happy to answer.

 

This gives an error when trying to run from OpenEMU (Mac)... Any suggestions?

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Hello, sorry for the trouble, I went ahead and uploaded a new ROM image that allows both the lower left and right buttons to work as attack.

 

One suggestion, map the whip action to buttons on both sides of the controller, I hold controller in left hand, using right for disc etc
Its awkward to press left buttons but easy to press right ones.

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This was done due to the sprite limitations, and backtab scrolling which makes displaying information somewhat tricky. I had settled for flashing the health number when it is under 10, and then the border will flash red to signify if health is too low.

 

EDIT: never mind. I finally noticed the flashing counter when you get hit.

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Use jzintv

 

Yeah, runs on jzintv4Droid on Android.

 

OpenEmu on Mac uses Bliss... It just hangs on that.

 

Are you meant to be able to jump and move forward at the same time? I can do or the other, but not both... (I'm wondering if that is a jzintv4Droid issue...)

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I would imagine this is an issue in the emulator. The only issue control-wise that I really noticed is if you press both lower buttons, it will register as a jump. I don't believe there is any work around for this though.

 

Yeah, runs on jzintv4Droid on Android.

 

OpenEmu on Mac uses Bliss... It just hangs on that.

 

Are you meant to be able to jump and move forward at the same time? I can do or the other, but not both... (I'm wondering if that is a jzintv4Droid issue...)

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Yeah, runs on jzintv4Droid on Android.

 

OpenEmu on Mac uses Bliss... It just hangs on that.

 

Are you meant to be able to jump and move forward at the same time? I can do or the other, but not both... (I'm wondering if that is a jzintv4Droid issue...)

On jzintv4droid on my phone and tablet you can't press 2 buttons at the same time. This maybe why you can't jump and move together.

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I would imagine this is an issue in the emulator. The only issue control-wise that I really noticed is if you press both lower buttons, it will register as a jump. I don't believe there is any work around for this though.

When any two of the three side buttons are pressed simultaneously, the intellivision has no way of knowing which two are pressed. Assume all are pressed. It's a good idea to program left and right lower side buttons to the same function in action games. Edited by mr_me
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Yeah, when setting up the control scheme, I opted to use the readings from cont1 rather than cont1.b0 and b1, etc. Those would not allow simultaneous presses which made things control more difficult. I had noticed though that two of bits 6, 7, and 8 of the cont1 readings are set for each input. unfortunately both lower buttons result in bits 6 and 8 being set which are the same bits set for pressing the top button. Overall it does not seem like a big issue, but I noticed when playing that I would inadvertently squeeze the entire controller and cause some unexpected jumps.

 

When any two of the three side buttons are pressed simultaneously, the intellivision has no way of knowing which two are pressed. Assume all are pressed. It's a good idea to program left and right lower side buttons to the same function in action games.

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Thank you! Strangely I have had most of this demo more or less ready months ago (I had posted videos of the first two levels on Youtube). Although much more time has been spent trying to add things like hidden blocks, various polish on controls (stairs mostly), sound effects, and then constant rewriting of routines, music, and other optimizations for performance and/or freeing up space. There are bits that I still would like to improve on as time allows, but overall I had felt that everything was beginning to feel more similar to how Castlevania on the NES feels. I even spent an evening last week just playing through the original NES game, and then through the second loop (which is a harder difficulty), to help identify where some shortcomings / balance issues might be; especially in the later areas.

 

 

I just played it via the LTO Flash and that looks and sounds great! Never in a million years, did I ever expect to be playing Castlevania on an Intellivision of all things. :lol: :D

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No offense to other Intellivision publishers out there, but If anybody publishes it, I really hope Rev/Inty Revolution does, because otherwise, any "officially licensed" version (like the other publisher usually puts out) would never fly.. I highly doubt the original publisher/rights holder (you know who.. I don't even want to mention their name here) would ever give their "blessing" on it, so it would have to be a clone type game and titled as such, like it currently is: "Intellivania", which I'm perfectly happy with. ;)

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