Jump to content

Photo

Porting the original classic Castlevania to the 2600


317 replies to this topic

#301 YANDMAN OFFLINE  

YANDMAN

    Dragonstomper

  • 519 posts
  • Location:London, England

Posted Fri Feb 12, 2016 6:47 AM

This is so awesome, i had to make a label 

 

CASTLEVANIAVCSLABEL..png



#302 atari2atari OFFLINE  

atari2atari

    Dragonstomper

  • 544 posts
  • Spoken, not slurred.
  • Location:Golden, Colorado

Posted Fri Feb 12, 2016 10:53 AM

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.  :)



#303 ZackAttack OFFLINE  

ZackAttack

    Dragonstomper

  • 760 posts
  • Location:Orlando, FL US

Posted Sun Feb 21, 2016 12:45 AM

edit: newer version below

Edited by ZackAttack, Mon Feb 22, 2016 10:14 PM.


#304 ZackAttack OFFLINE  

ZackAttack

    Dragonstomper

  • 760 posts
  • Location:Orlando, FL US

Posted Sun Feb 21, 2016 11:46 PM

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.

Attached File  castlevania_scroll_proto.bin   32KB   275 downloads (rename to .3E extension to run on harmony)

 

scroll_proto.png

 

 



#305 Jinroh ONLINE  

Jinroh

    Dragonstomper

  • 696 posts
  • Catgirl Maid Lover

Posted Mon Feb 22, 2016 6:11 AM

Wow looks great even minimized the background looks just like the NES.  :D


Edited by Jinroh, Mon Feb 22, 2016 6:11 AM.


#306 grafixbmp OFFLINE  

grafixbmp

    Dragonstomper

  • Topic Starter
  • 683 posts
  • Location:South Central US

Posted Mon Feb 22, 2016 7:54 PM

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

#307 ZackAttack OFFLINE  

ZackAttack

    Dragonstomper

  • 760 posts
  • Location:Orlando, FL US

Posted Mon Feb 22, 2016 10:13 PM

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 sometime

That would be great!

#308 jlindsey24 OFFLINE  

jlindsey24

    Space Invader

  • 12 posts

Posted Sun Mar 13, 2016 5:20 PM

Any demos yet? How far is it from being close to finished?



#309 Kosmic Stardust OFFLINE  

Kosmic Stardust

    Princess Rescuer

  • 18,386 posts
  • Location:Milky Way Galaxy

Posted Sun Mar 13, 2016 9:13 PM

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.

attachicon.gifcastlevania_scroll_proto.bin (rename to .3E extension to run on harmony)

 

attachicon.gifscroll_proto.png

 

 

Looks more like Samus than Simon! :P



#310 Pixel Toad OFFLINE  

Pixel Toad

    Space Invader

  • 24 posts
  • Location:Germany

Posted Sun Oct 7, 2018 5:45 AM

When is a demo coming i'm really hyped.



#311 Leandro Calil OFFLINE  

Leandro Calil

    Combat Commando

  • 3 posts
  • Location:Brazil

Posted Fri Oct 19, 2018 4:17 PM

Hey!

Has this really been abandoned for good? 🙁

#312 grafixbmp OFFLINE  

grafixbmp

    Dragonstomper

  • Topic Starter
  • 683 posts
  • Location:South Central US

Posted Tue Oct 23, 2018 11:27 AM

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.

#313 Pixel Toad OFFLINE  

Pixel Toad

    Space Invader

  • 24 posts
  • Location:Germany

Posted Sun Nov 11, 2018 12:40 PM

I wish you much luck.



#314 MeatWithGravy OFFLINE  

MeatWithGravy

    Star Raider

  • 79 posts
  • Location:Rockaway Beach, NY

Posted Mon Nov 12, 2018 9:35 PM

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. :?



#315 Kosmic Stardust OFFLINE  

Kosmic Stardust

    Princess Rescuer

  • 18,386 posts
  • Location:Milky Way Galaxy

Posted Mon Nov 12, 2018 10:33 PM

Wait, people still write computer programs on paper!?!?! :o

#316 AkashicRecord OFFLINE  

AkashicRecord

    Chopper Commander

  • 169 posts
  • Programming Tetris

Posted Tue Nov 13, 2018 11:02 AM

Wait, people still write computer programs on paper!?!?! :o

 

If it's any consolation, I was using my son's Magna Doodle the other day for some coding...   :P



#317 Serguei2 OFFLINE  

Serguei2

    Dragonstomper

  • 727 posts
  • Location:Canada

Posted Tue Nov 13, 2018 11:58 AM

As long as the paper is still available.



#318 Kosmic Stardust OFFLINE  

Kosmic Stardust

    Princess Rescuer

  • 18,386 posts
  • Location:Milky Way Galaxy

Posted Wed Nov 14, 2018 12:12 PM

As long as the paper is still available.

Touche. Until trees go extinct, there will be paper for sketching, writing, or coding... ;-)






0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users