|
Post by D3 on Dec 31, 2021 6:05:09 GMT
This is a very simple hack for Dawn of Sorrow that replaces Alucard in Julius Mode with Old Axe Armor from Portrait of Ruin (though Alucard is the one inside the armor ^^; ). The Axe Armor has every move it had in PoR, minus the Martial Arts, but he has two new moves he can perform to compensate Julius Mode is unlocked from the start in this hack so that you don’t have to worry about going through Soma Mode, and now you meet with Old Axe Armor in the top-left room near the starting room on the map
Now in version 1.2 you’ll be able to choose between three color palettes for the Old Axe Armor to your liking; Rondo of Blood (RoB), Portrait of Ruin (PoR), and Harmony of Despair (HoDes)Hopefully you enjoy playing as Old Axe Armor! Download link: mega.nz/file/L6JQCZoa#QaJKPEvtH_ucZnczSrsSYJn07It5XpASTmqJztT8ErAReadme link: mega.nz/file/KvAWRJhA#5f2-ajFaEIRQ3WcZie30KygZAF7t520TQ7BK-9Mmm3s
|
|
DarkFrancis
Junior Member
An aspirant to use Dark Lord's powers for good and virtue
Posts: 82
|
Post by DarkFrancis on Dec 31, 2021 7:37:22 GMT
I love playing as Old Axe Armor, simple but has hidden large axe on him
|
|
|
Post by D3 on Dec 31, 2021 13:29:31 GMT
Updated to version 1.1, more details in the readme
|
|
|
Post by StarWyvern on Dec 31, 2021 16:59:43 GMT
You should replace J with Jonathan and Yoko with Charlotte for this mod.
|
|
|
Post by aceearly1993 on Jan 1, 2022 0:43:13 GMT
Great hack! Will Julius' restored high jump be imported to the Definitive Edition + side? Also I noticed Grand Cross' startup invincibility is still missing. And in the path from Cursed Clock Tower to The Pinnacle there's a spiked path you must perform bat transformation in the original game, while in the Axe Armor hack it's untouched, thus force me to take damage and abuse brief post-hit invincibility.
And last, sometimes Soma's high jump sound would be missing after hard landing from a higher place which I think this didn't happen in the original game. I don't know if this is an issue from my DSTT flash cart though.
|
|
|
Post by D3 on Jan 1, 2022 6:52:08 GMT
Great hack! Will Julius' restored high jump be imported to the Definitive Edition + side? Also I noticed Grand Cross' startup invincibility is still missing. And in the path from Cursed Clock Tower to The Pinnacle there's a spiked path you must perform bat transformation in the original game, while in the Axe Armor hack it's untouched, thus force me to take damage and abuse brief post-hit invincibility. And last, sometimes Soma's high jump sound would be missing after hard landing from a higher place which I think this didn't happen in the original game. I don't know if this is an issue from my DSTT flash cart though. Yeah, the High Jump is going to be in DE+, I didn't use it as a base for this hack so I didn't bother porting most of the changes I made for Julius like the invincibility on Grand Cross, I already fixed the spiked path in the Clock Tower so that you have to use Puppet Master to get through, the High Jump sfx issue is just a thing with the original game
|
|
|
Post by D3 on Jan 1, 2022 6:53:00 GMT
Updated to version 1.2, added color options for Axe Armor and other fixes
|
|
|
Post by aceearly1993 on Jan 2, 2022 2:49:24 GMT
Great hack! Will Julius' restored high jump be imported to the Definitive Edition + side? Also I noticed Grand Cross' startup invincibility is still missing. And in the path from Cursed Clock Tower to The Pinnacle there's a spiked path you must perform bat transformation in the original game, while in the Axe Armor hack it's untouched, thus force me to take damage and abuse brief post-hit invincibility. And last, sometimes Soma's high jump sound would be missing after hard landing from a higher place which I think this didn't happen in the original game. I don't know if this is an issue from my DSTT flash cart though. Yeah, the High Jump is going to be in DE+, I didn't use it as a base for this hack so I didn't bother porting most of the changes I made for Julius like the invincibility on Grand Cross, I already fixed the spiked path in the Clock Tower so that you have to use Puppet Master to get through, the High Jump sfx issue is just a thing with the original game Kudos, hope one day the Definitive Edition + side update would be up in the future days! Keep up your great work and be safe!
|
|
|
Post by aceearly1993 on Mar 4, 2022 0:51:10 GMT
Hello, I'm back with questions. 1. So that the Julius High jump is restored, is it possible to edit "slide force" like how it's able to edit "slide force" in PoR and OoE and where's the hex value of such properties indexed in the rom's hex? 2. Is it capable to rearrange the armor/accessory automatically equipped at game start for the Julius mode trio? Where're these properties indexed in the rom's hex (I'm blunt to the number structures...) 3. Is it possible to change the bleeding effect, the effect when the enemies made of flesh being slashed by swords, to the thing used in OoE? Thanks!
|
|
|
Post by D3 on Mar 7, 2022 10:24:33 GMT
Hello, I'm back with questions. 1. So that the Julius High jump is restored, is it possible to edit "slide force" like how it's able to edit "slide force" in PoR and OoE and where's the hex value of such properties indexed in the rom's hex? 2. Is it capable to rearrange the armor/accessory automatically equipped at game start for the Julius mode trio? Where're these properties indexed in the rom's hex (I'm blunt to the number structures...) 3. Is it possible to change the bleeding effect, the effect when the enemies made of flesh being slashed by swords, to the thing used in OoE? Thanks! I don't know how to actually achieve any of that, sorry. There'd have to be some ASM editing involved for the first two, but the third one doesn't seem so possible
|
|
|
Post by aceearly1993 on Mar 13, 2022 3:21:02 GMT
Hello, I'm back with questions. 1. So that the Julius High jump is restored, is it possible to edit "slide force" like how it's able to edit "slide force" in PoR and OoE and where's the hex value of such properties indexed in the rom's hex? 2. Is it capable to rearrange the armor/accessory automatically equipped at game start for the Julius mode trio? Where're these properties indexed in the rom's hex (I'm blunt to the number structures...) 3. Is it possible to change the bleeding effect, the effect when the enemies made of flesh being slashed by swords, to the thing used in OoE? Thanks! I don't know how to actually achieve any of that, sorry. There'd have to be some ASM editing involved for the first two, but the third one doesn't seem so possible OK, got it, btw are there any news on future plans for DE+? It seems so silent as the information is lacking besides the Omnia Vanitas test.
|
|