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grafixbmp

Member Since 7 Sep 2006
OFFLINE Last Active May 18 2012 4:46 AM

Posts I've Made

In Topic: Beyond Castlevania...

Sun Mar 4, 2012 12:11 AM

The startings of a battle screen.

Attached File  the immortal 2600 fight.PNG   2.7K   52 downloads

In Topic: Beyond Castlevania...

Thu Mar 1, 2012 7:44 AM

View Postgrafixbmp, on Fri Feb 4, 2011 8:27 PM, said:

Man been forever since i've posted. had an extremely crappy year. I got alot of stuff that will keep me away from any of my ongoing work. And yes castlevania is still at the forefront of my game work but it is still far off for a while atm. I had some strange drive to create an image even though I haven't had the time or the drive to do any artwork prior to the drive. lol so I just wanted to share the image for inspiration to others. here ya go.

Attachment the immortal 2600 first screen.PNG

added a few new images and updated what was there just a bit. Funny that this original post was #100.

Attached File  the immortal 2600 first screen.PNG   2.97K   71 downloads
Attached File  the immortal 2600 second screen.PNG   3.11K   70 downloads
Attached File  the immortal 2600 pit trap screen.PNG   2.41K   57 downloads
Attached File  the immortal 2600 1st levl last screen.PNG   2.42K   44 downloads

In Topic: Beyond Castlevania...

Wed Feb 22, 2012 3:20 PM

View PostKevinMos3, on Wed Feb 22, 2012 11:52 AM, said:

View PostPropane13, on Mon Feb 28, 2011 7:56 AM, said:

My best today was 40 seconds, but I know people can do much better than that. :) I fixed two tiny bugs, and also made it so the timer will stop counting down when you "win", so that way, you can brag with a screenshot. -John

Just wondering if this is still being worked on or if you plan to come back to it soon. It was looking really good.

Well, I only designed the game screens but Propane13 did the coding. Last I heard, he had been looking into adapting it to another similar style game. However, at the time, I think he had a few other things going that took priority.

In Topic: Porting the original classic Castlevania to the 2600

Sat Feb 18, 2012 10:59 AM

been thinkin about adding in another level of compression to data storage. This may or maynot work but it's worth exploring. I already have 5 bytes to indicate which scanlines are used for collisions. I thought about breaking the screen into 8 sections am use a single byte to tell the screen kernel to switch over to one that loads the screen data diffrently. It would only store the first and second bytes/sections of the screen, and then, with the timming right, re-store that same data backwards.

data:
A
B
C
D
F

Color PF1 PF2 PF2 PF1

standard kernel

B A C D F

repeat kernel

B A C A C

And then collision etection will take this into effect based on the byte that shifts the kernel(s)
.

In Topic: Porting the original classic Castlevania to the 2600

Tue Feb 14, 2012 1:14 AM

Hello all. I've been redesigning the screen layout to come closer into sync with the look of the NES version and in doing so added more color to the scene. this may closer refect the final look than anything thus far. Once I have the screen loader code in place and simon can move, then new screens will be added. enjoy the latest demo.

Attached File  Castlevania 2600 kernel v2.6.3.bin   4K   65 downloads

Attached File  castlevania 2600 level 1 final look.PNG   8.73K   82 downloads

Thanks go out to pac man red. Your rendition of dracula's castle helped me to upate the first level. And to the others who have contribute as well. Much thanks.