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Post by castlecrasher on Oct 29, 2019 17:26:20 GMT
Salutations to all I'm new to modding and I was wondering if it is possible to mod a playable boss character in the ds titles of castlevania such as Dorio and Dimitri in dos or the sisters boss in por or even Barlow in ooe? What would it entail Sprite importing or could I use the sprites and gfx's already in game? All advice and criticisms welcome, I just want to fulfill some long time gameplay fantasies.
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Post by I am Me on Oct 30, 2019 4:57:18 GMT
Salutations to all I'm new to modding and I was wondering if it is possible to mod a playable boss character in the ds titles of castlevania such as Dorio and Dimitri in dos or the sisters boss in por or even Barlow in ooe? What would it entail Sprite importing or could I use the sprites and gfx's already in game? All advice and criticisms welcome, I just want to fulfill some long time gameplay fantasies. If you just mean such characters to be playable, you have a lot of options to do so. DS vania have sprite editing fuctions and some characters stats editing (run speed, back dash lengh etc). Get sprites, select one of the player characters as a base & start trying. But you will have to make replacement of existing char, no way to add more. And by that I mean import sprites to match animations of the player char you gonna use as base. Voice edits is still not there though, but you can turn voice off or try other tools to edit sound files. Portraits can be made with molester. Or in case of existing ones, edited with ds vania. Story also can be edited with ds vania. You can also delete or replace enemy versions of characters you are making playable. I did so in my Albus mod for Ecclesia & Sisters mod for PoR, do you not have any copies of them lol But if you wanna made fully playable boss... Thats a different story. DS vania unable to make deep character editions, such as full animation replacement, custom animations, creation of extended custom animation lists, custom skills, custom skill lists, custom button inputs, voice edit & replace etc. So to make simple example: Albus & Richter are bosses. Hugh is a boss, Isaac in CoD. Maxim boss version is far better than player one. But all of those are player type enemies with huge packs of needed animations, such as run, jump, basic attack, special etc. If you into memory editing & hacking with gamesharks, like cheat engine, you can maybe make such characters playable fully with some imitations with huge effort & time spent on it. But lets look at Barlowe. He have very small animation list & lack most of stuff player char needed. Even if you hack him fully, he needs huge editing to be player char. Its like controlling huge bosses (Nameless King) in Dark Souls. You can control them with hacks, but they are no way player type units. They buggy, stuck in door & basically can be just used for custom battles. You technically could fly around as Barlowe from a room to a room & spam his attacks, but even ice glyph would be useless, because it made to hit player with specific stun animation. Same goes for Albus's torpor rain. You would need to edit ALL enemies in game to ne stunned by it to simply make attack usable. Or make huge damage output to it and forget its stun purpose. If you ever player SERIO's cv fighter, Albus player cannot stun most of enemies there, yet his torpor rain hits hard. Then we get anti stagger problem. Most of human player type enemies (unlike Maria & Richter) barely flinch when hit. You need either make stagger animation for them or make anti stagger (hyper armour) effect for them. AoS is only CV game with proper hyper armor legally available to player with iron golem effect. DoS have similar, but its far not as good. I encountered this problem while making Somacula mod for DoS, because I like the feel of your char tanking enemies and not feel any pain. Lets say you for example making Hugh boss fully playable, but he not have stagger animation, while game itself have no anti stagger for player. Thus game may crash when he will be hit, because of animation lack. Unless you make own hyper armour effect for player yourself. Do not forget that unlike Hugh, Nathan is not only falls from attacks, but also have pain animation (Hugh's fall anim only used as his defeat one though, not as actuall fall from being hit). So in the end you have two ways. 1) make a replacement for Soma (there is custom Dario sprite with player type animations on the net somewhere, Blinov is already have pretty player style animations with pain, jump, attack, soul use, back dash and even R button animation when he absorb souls). Barlowe can be made using Shanoa's fly ability. Make it cost no mp, base animations on this as a basic glyph (maybe you can even edit fly animation as a normal standing one, I not sure), make glyph edits to get Barlowe's globus from the start. Also you can use his punches for Cerberus glyph for example. All that is possible with DS vania, so good luck. 2) learn cheat engine or similar memory editing tool and try to make fully playable bosses with edits to be used as player char. Or just make custom battles by spawning certain units on a single map and gettin to control them. As for sisters boss versions, this is good example of limitations we facing currently. DS vania cannot add custom skills to chars, cannot fully edit animations and voices, thus we have no way of replace player chars with boss versions them. As we have no way of upgrade their player versions with skills from bosses. So only way you have for them is try gameshark type hacking or hex editing the game.
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Post by castlecrasher on Apr 19, 2020 14:36:48 GMT
Is it possible to increase the number of pages a player character uses by editing the docs in dsvania?, or are those files only for dsvania to navigate the rom correctly? The latest update to dsvania allows users to add new animations but it seems there isn't a way to add additional sprite pages to a character still, so I was wondering if the text docs could be altered to allow such actions to be done, or would it crash dsvania?
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