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Post by LC-DDM on Jun 19, 2019 22:34:42 GMT
As the thread title says, I'm curious as to what are the limitations when it comes to the creation of custom content for the GBA Castlevania games. I ask for myself, as I want to make a request, and would like an example of what is possible or not within that spectrum. Although I'm interested in whip gameplay for my upcoming request, general information is fine as well.
For instance; what are the pallette limits for the characters? What is the maximum size/dimensions alloted for a character to 'fit'? Can physics like running or jumping be altered? Is there a specific kind of bittage for a custom sound to be implemented?
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Post by I am Me on Jun 20, 2019 4:16:25 GMT
As the thread title says, I'm curious as to what are the limitations when it comes to the creation of custom content for the GBA Castlevania games. I ask for myself, as I want to make a request, and would like an example of what is possible or not within that spectrum. Although I'm interested in whip gameplay for my upcoming request, general information is fine as well. For instance; what are the pallette limits for the characters? What is the maximum size/dimensions alloted for a character to 'fit'? Can physics like running or jumping be altered? Is there a specific kind of bittage for a custom sound to be implemented? GBA uses 16 colour palette. So you have to edit content you insertin to match it. Space for sprite is also differs between chars. Soma & Juste have more. Maxim & J have less, Nate have tiny. Physics can be altered, in case you have programming experience. Example is ROTF HoD mod by Tonyjih. Sounds & music can be edited, again Tony added J into HoD with his own voice, I made custom female voice for Miriam in AoS, also inserted her voice for Persephone. But do not expect to be able to insert SOTN music in GBA for example. It will need to be edited & lowered in quality. Those are limits of gba itself.
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Post by DarkPrinceAlucard on Jun 20, 2019 7:45:21 GMT
Thank to tools such as DSvania it really has opened up some new avenues in hacking for us, as far as gba goes its pretty much what I am Me pointed out if your not accustomed to the DSvania tool here www.romhacking.net/utilities/1271/Also the tool only supports 2 of the 3 gba CV games (Aria and Harmony) so Circle of the Moon will still be limited to what was already detailed above, but if your interested in what DSvania can do here is a quick list, Editing rooms (tiles, entities, and doors) Resizing rooms, and adding and removing entities and doors Editing enemy stats (max HP, attack, items dropped, etc) Editing items Editing GFX and palettes Editing sprites Editing area maps Editing player characters Editing text Editing tilesets Editing which songs play in which areas Editing which items are in the shop Editing random chest item pools Editing weapon synthesis Editing magic seals Adding a new overlay file that can be used as free space Testing rooms by launching the game with you in that room
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Post by LC-DDM on Jun 21, 2019 15:10:01 GMT
I see. This is very interesting, then! I might request something soon, but I need to do a couple of things first to try and minimize the workload. In the meantime, I have to ask: Would this character sprite fit snugly within the limitations of Aria's Belmont? If so, would the quickest implementation be an entire spritesheet, or each sprite seperate? I'm not good on physics at all, so I'd probably have to request all this stuff to someone capable...
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Post by I am Me on Jun 22, 2019 17:04:51 GMT
I see. This is very interesting, then! I might request something soon, but I need to do a couple of things first to try and minimize the workload. In the meantime, I have to ask: Would this character sprite fit snugly within the limitations of Aria's Belmont? If so, would the quickest implementation be an entire spritesheet, or each sprite seperate? I'm not good on physics at all, so I'd probably have to request all this stuff to someone capable... Well, its not too huge & uses simple palette, so its doable, but you can only replace frames of Julius, not add new sprites (unless you reprogramm whole game). Entire spritesheet is not possible to import, you need to insert each & every frame separatedly.
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Post by LC-DDM on Jun 22, 2019 20:08:03 GMT
Okay, so hypothetically, the character I want in can only do what Julius does. Fair enough. The entire spritesheet isn't necessary, since most are sprites dedicated to the original game's weapons anyway. I -have- made some alterations to the sprite itself, I'll post an example below; but though I did add more colors, I've ensured that they're all still within the 16-palette limit; since I'm only using 9 colors (10 if you count the 'invisible' color), it shouldn't be an issue.
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Post by I am Me on Jun 23, 2019 4:18:15 GMT
Okay, so hypothetically, the character I want in can only do what Julius does. Fair enough. The entire spritesheet isn't necessary, since most are sprites dedicated to the original game's weapons anyway. I -have- made some alterations to the sprite itself, I'll post an example below; but though I did add more colors, I've ensured that they're all still within the 16-palette limit; since I'm only using 9 colors (10 if you count the 'invisible' color), it shouldn't be an issue. If you editing character's palette, do such in way entire sprite sheet will support up to 16 colours. If number of colours is less, its not matter. Additional ones will just be blanc. Also move outline & anything at all from first colour. Game itself uses first colour as a transparent.
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Post by LC-DDM on Jun 23, 2019 13:10:22 GMT
Yeah, I'll keep that in mind. I never mess with the first colour as a rule, so the palette is safe.
So, Belmont has 30 animations (00-1E), right? Is there documentation that explains what each animation does, so that I can better implement the animations themselves?
This is all assuming that I can do this right. If not, I'll just have to pass it off to someone else with better knowledge than I am--
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Post by I am Me on Jun 24, 2019 3:48:30 GMT
Yeah, I'll keep that in mind. I never mess with the first colour as a rule, so the palette is safe. So, Belmont has 30 animations (00-1E), right? Is there documentation that explains what each animation does, so that I can better implement the animations themselves? This is all assuming that I can do this right. If not, I'll just have to pass it off to someone else with better knowledge than I am--Its not that you freely insert frames for J, as animations go. Here how his attack anim look in editor. As you can see, there is not much of space for freedomXD
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Post by LC-DDM on Jul 12, 2019 23:43:16 GMT
Oh, no no no. I meant more like... what each animation's purpose is.
The sooner I get to know that, the sooner I can plan around sprites for each of Julius' original moves, but for the character I'm implementing.
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Post by I am Me on Jul 13, 2019 17:50:56 GMT
Oh, no no no. I meant more like... what each animation's purpose is. The sooner I get to know that, the sooner I can plan around sprites for each of Julius' original moves, but for the character I'm implementing. This rip for example perfectly shows Julius's actions. But be careful for some frames just repeated by game, like attack & sub weapon uses same frames, not separate.
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