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/vr/ - Retro Games


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4838618 No.4838618 [Reply] [Original]

Reminder that SotN is 20 years old, and there is no map editor or any major kind of romhack for it.

I would love to have played in a remixed castle map.

>> No.4838631

>Try to play this game because people laud it as one of the best games ever
>the first boss is 2 guys gang banging you hard
This shit is impossible. Literally the Dark Souls of 2D games.

>> No.4838652
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4838652

>>4838631

>> No.4838653 [DELETED] 
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4838653

>>4838618
>>4838631

>> No.4838663

Then let's fucking do it instead of whining about it! Where is the crack/source code? Let's all get to work!!!

>> No.4838664

>>4838631
That shit's a walk in the park, play the NES games if you want 2D Dark souls

>> No.4838667

>>4838663
>Where is the crack/source code?

That's likely long gone. We just have the final game, and we have to reverse engineer it. That's a pain in the ass, which is why people often don't do this.

>> No.4838668

>>4838667
I think we could pull it off collectively, yes?

>> No.4838672

>>4838668

meme magic can code it!

>> No.4838845

Maybe you could turn it into a real Castlevania game instead of a meandering gay pride parade

>> No.4839016

>WHY HASN'T SOMEONE
Do some fucking research and see what's holding back progress on an editor for a massively popular retro game instead of just whining. SNEER was almost an editor, but is currently just a level viewer. What is needed for an editor? Well, here's what you have to deal with:

>Each zone is composed of 2 map files, XXX.BIN and F_XXX.BIN. (There's other files too, but they're just audio stuff)
>F_XXX.BIN contains the graphic for the tileset, and XXX.BIN contains EVERYTHING ELSE. This includes, but is not limited to:

>Map layouts: Foreground layers, Background Layers, and Collision Layers
>Entity spawning code: A function that runs once when you enter a room, and a function that runs once every frame
>Compressed Entity Graphics
>Entity AI code: This includes code to animate sprites, as well as movement/attacks/etc...
>Scripted sequence code: This includes dialogues, switches, etc...
Meaning, you need to know MIPS I ASM just to be able to modify half that shit, or even understand what you are looking at. Gee, I wonder why we haven't seen an editor yet.

>> No.4839119

Man, 20 years since Castlevania died huh?

>> No.4839312

>>4838618
>any major kind of romhack for it.

That is not true. There is a hardtype romhack which is actually pretty good, other than the fact that spells are still OP as fuck.

and this >>4839016

I was wondering why noone made a real Protoman romhack (real as in, with all his abilities) for a Mega Man game.
The only language I had ever dealt with was HTML when I was 10 and some Pascal when I was 8 of which I don't remember anything, so I learnt ASM and I did it.

I had the help of documentation and tools for the game, but it's the same for SOTN since it already has a level viewer.

If you're that guy feels like you've been whining about this for a year already, so just start, in a year you could have figured it out already.