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 Post subject: Re: Your Dream Game Hackz
PostPosted: Mon Nov 18, 2019 1:40 pm 


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Vanguard wrote:
Has anyone mentioned a Saigo no Nindou hack that removes the ninjas from the ninja pit? That would be a good one.


After a few credits where samurai followed me down the pit, I came up with this: Have the mad monk return, in abominably necromantic state (face blown off, guts exposed, beard kinda singed), for a simple mid-air battle. Something apropos the heavy air handling - lunges to feint and projectiles to slash while jockeying for the kill. Have him go out in appropriately cathartic fashion, to bring his imperious st1 debut full circle. Later, old-timer!

Spoiler: show
Image

"B... BAKANAAA!" *BLUARGHHH* Image
"STAY DOWN JIJI-SAN" Image


Meanwhile, make the ninjas strictly background. The notion of "releasing endlessly" (there's one for the Evocative VGM Titles thread! EDIT: aw crumbs, it's actually a stage name innit!) is creepily cool and depressive. Are these the living dead you've been mowing down all along? Slay an evil ninja, and he'll just samsara his way back to the pit for disgorging upon the world once more? "The desperate fight of Tsukikage" indeed. You must destroy the scourge at its root!

It's rad action gaming cinema, on par with Strider's iconic ouroboros ride. Only with absolutely none of the game design sense. This is why I'll never dismiss Western-developed JP action sequels until I've had hands-on experience with them. Look you irem motherfuckers, you think I'd have let Holy Diver out the door in that state? How much bubble economy coke were you jokers hoovering up during playtesting anyway? You fucking what?! :shock:

Also (mentioned this in the scrolling action thread): give the st6-2 jumpslasher samurai a palette and/or headswap. They are easily as deserving of one as the st3 monks, being tactical near-inversions of the groundtypes. Had to laugh when I let a samurai follow me in from what I thought was 6-1... only to have him mirror my giant-dodging hop, realising with horror he was actually a freakishly early 6-2 spawn. Another time I had the brilliant idea of letting two grounders follow me in, to hog the jumpslashers' spots. The game promptly spawned a pair of jumpers anyway. :lol:

---

A few stage/boss tweaks:

Stages 1 & 2: delete the floor in a few spots, namely the broken wall and the forest beyond the second bridge. Add a little platforming challenge to go with the zako-swatting and powerup nabbing. Not fussed about creating real peril here, or padding the game's taut runtime - just a little early tension, before st3's haunted wilderness cuts the brake lines.

I'd be sad to see st1's water go, though - I love the ripple detail as player and enemies pass through, and it's a naturally effective contrast against the ruined scenery. I'd reshuffle things so the second building with its monks and leaping katanas had a flooded floor. Not like its crawlspace is being used for anything, with the spear lurkers confined to the stage's first half.

Boss 6: a cool "inexorably advancing wall of death" concept - just make the giants spawn in random locations, to foil the camping exploit. Maybe allow kites to spawn in at very low frequency, for a little extra peril.

---

Finally, minor quality of life tweak - make the weapon bar go Sword/Shuriken/Sickle/Grenade. The weapon balance is clearly slash/guard vs shoot/kill - quick toggle would facilitate aggressive, risky play. Shoot until you're halfway down death's gullet then slash your way outta there, repeat!

Quote:
E: Oh yeah and also it should keep playing the ninja pit's music for the final boss instead of switching to the standard boss music. Given how much longer that track is than the pit I suspect that may have been the original intent.


Man, I knew about the track, but didn't realise how darkly electrifying it is in-game. Of course you'll never hear it without deliberately waiting. (for reference - Vamos indeed amigo!)

Always a shame when this happens - see also the slap bass artillery barrage of MOON FIGHT (CHRONICLES VER), and the secret rock n' roll odyssey of MOONLIT ARMY.

===

Echoing trap from back when Ruldra posted his Art of Fighting 2 No-Miss - wtb Ryuuko no Ken Gaiden: W2RKMF

That's "Walk To The Right KOing Motherfuckers."
Spoiler: show
Image


Not even a beltscroller, I'm talking VIGILANTE babybee! Actually, I'm talking THE NINJA WARRIORS AGAIN because it better have the grapples, combos, guarding, crowd knockdowns and super attacks that seemingly only TNWA ever bothered to update the classic Spartan X with!

===

Metal Slug and Metal Slug X with Metal Slug 3's superior controls.

I love all three, but holy fuck, MS1's HMG sweep is broken (at least on a pad - not sure if it's better on MVS/AES sticks?). And MSX's cockblocking of your attack inputs while turning around isn't fatal, but still jarring in an otherwise buttery-smooth game.

Afterward, give MSX and MS3 the small jump exclusive to MS1.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Thu Nov 21, 2019 8:33 pm 


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Mega Man 2: The Power Fighters is a solid improvement over the first arcade game in most regards. Boss patterns are more robust. Less sprites are recycled from Mega Man 7. There's a fourth playable character and each of them has an extra attack. Allowing only one player to copy a given weapon makes co-op more interesting.

The power-ups, though. Picking them up makes time freeze while an animation plays, and one is straight-up invincibility, which trivializes a boss rush game. So I'd like a dream hack that tosses them on the junk heap.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Fri Nov 22, 2019 10:39 am 


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Speaking of Ninja Spirit..... the addition of L&R weapon select buttons would be a godsend in this one.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Sun Dec 29, 2019 7:11 pm 


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Double Dragon AC grapple QOL hacks. [1] no auto grapple when enemy is stunned in grab range. I want to outbox and subsequently kick Williams and Roper in the jaw with laser-focused brain-wronging force. Naw mean? Unwanted grapples are a momentum-sapping, backstab-inviting nuisance.

Oh this goes TRIPLE for Splatterhouse Part III, where autograpple is bloody dangerous and requires learned workarounds. I gave good money to control an avatar of merciless justice, you dipshits! When I overcome cruel odds to beat a villain senseless, I do NOT want their limp bodies slumping all over me usurping command. That is REALLY outta line! Image

I'LL GRAPPLE WHEN I WANT TO YOU SLACK-JAWED INSECURE NO-GAME CUNTS Image
Spoiler: show
Image

^ SCENE-APPROPRIATE BGM ♫

Scrambling for the metal bat while his homie got thrashed, kicked square in the temple and chucked down a hole with 'im. Image THIS BE MY KINDA SHIT Image
Spoiler: show
Image

(SUPER PROTIP: leave weapons on the ground, enemies get distracted by them!)

[2] enable grapple on Linda and Abobo. I'm not going to hurt you, scum. I'm just going to smash your face in and leave you a statue of trauma painted in your own blood. Naw mean? Image

Why yes - I do own DD Advance! But while its beatings are definitive, its sound effects are NOWHERE NEAR AS SATISFYING Image Believe me! I've cranked it to max via GB Player on BIGGU SYSTEMU. Not a patch on DDAC via PS4 - I can feel that one's hit SFX in my sternum while I'm in the next room. Sounds like they were pulverising raw meat with maple bats for that crushing sound. God damn! DD1AC hit SFX could pass for other games' explosions. DD1AC explosions could pass for other game's car crashes.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Tue Dec 31, 2019 4:55 pm 


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Disciples 2 is one of the most beautiful games ever created even with its aged gfx tech. Unfortunately the game is split into a main game + expansion and a second, standalone expansion (Rise of the Elves) that includes several crucial balance changes. You can import individual maps from the original game to the expansion, but not the expansion campaigns for high-level heroes.

I would like someone to do an HD remake that incorporates them all into a single exe with all the balance changes intact.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Wed Jan 01, 2020 4:47 am 


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While playing Mario Kart 7, I thought to myself I thought "16 new courses and 16 old courses... this is really barebones, ain't it?" [1] In a sense it's similar to the gacha model of generating revenue through denying people things - they could trivially have a massive number of old levels in these games but don't provide them because it would devalue their product. In the PC market they would have long consolidated it to one game engine with a massive amount of content, but in the magical controlled market world of consoles and planned obsolescence, they can get away with it.

Apparently I'm not the only one to think this - there's an entire scene where there's a massive number of levels are available for the Wii version of this game. The CTGP Revolution pack currently adds 216 new tracks to the game. Kind of the definition of a "dream hack", non?

It's too bad Nintendo will never do something like that.



[1] The "50% old, 50% new" thing for sequels is a pretty old design adage. To square the circle on the "why make a sequel" problem from both ends. It's always amused me that Mario Kart takes it so literally and rigidly.

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Disciples


I still can't decide if this Ogre Battle fan game is as good as the original or not. I always quit after clearing the first map..


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 Post subject: Re: Your Dream Game Hackz
PostPosted: Sat Feb 29, 2020 1:00 pm 


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Battlesmurf wrote:
Skykid wrote:
~ Edward Randy: The Cliffhanger / Collision detection & animation fix / Healthbar mod ~

Got a lot of love for Randy, but it's always been a damn shame that it's just that little bit too ropey for its own good. I would kill for a hack that:

- Makes the whipping animation faster. It's too slow, it needs to snap.
- Tightens up the controls to make them more responsive.
- Cleans up the collision detection so everything registers as it should, and perhaps add more obvious hit sparks.
- Give the game proper health bars instead of that HP crap! For both Randy and the bosses, so you can actually see what's going on at a glance.

Image



I have to co-sign this one. The controls, whipping, and collision detection keep the game from being something truly special o.o


Been 8 years and I just want to say neither my Edward Randy or Earnest Evans hacks exist. Meanwhile they've managed to supplant just about every character imaginable into Streets of Rage 2, including the Marvel men.

On the upside the heavens opened up the other day with Goemon 2 and 3 finally translated, so that's good.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Tue Mar 10, 2020 9:06 pm 


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Been playing around with my Saturn lately, and I noticed that Command & Conquer (a really good DOS port) doesn't support the use of the Saturn mouse. This might not even be possible but a hack to get the mouse supported for this fine RTS would be sweet. Doesn't feel right using a controller.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Mon Aug 10, 2020 3:34 am 


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Datsugoku

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A hack to let you drop the gun, either deliberately or upon exhausting its ammo. Holy fuck, this is some of the dumbest shit I've ever seen. Image Neat little zone n' pwn system, needlessly kneecapped to Ikari III-style jumpkick ad nauseum. Even avoiding picking up the gun is no good, because 1) it's actually pretty difficult to disarm a gunner without doing so, and 2) who plays hardcore R2RKMFs to not violently slaughter the enemy? Dumb as dogshit. Image

Image

Pic unrelated. Well not really, very related actually. Drop your gun by emptying it in a motherfucker's face? Now that's thinkin'.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Thu Mar 25, 2021 9:08 am 


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FORMATION Z (Jaleco, 1984) VALKENIZE LABEL This game has so much going for it, on a conceptual level. A hybrid of mecha sidescrolling and hori STG with kicking guns, ripping airspeed and ageless Moon Patrol-styled deep parallax, the player switching bipedal and jet forms as the terrain requires. The jet has limited fuel, so you can't just zip over the battlefield, plus you need it to cross water. Action seems elementary, as is stage design, but with such a charming player vehicle, it's hard to object. It's fun just blasting shit with the mean charge shot and skimming over the water.

Unfortunately, it controls like shit. Easily the most natively laggy 2D action game I've played in memory (tested via ShmupMAME, mulling getting the ACA version). Totally misjudged. The 1HKOs (even on the mech) are a bit of a downer, but they'd be more than tolerable without the godawful drag. I'd snap up a hack with Valken's perfectly-judged arcade/sim heft, and I'd add a small healthbar for the mech (enough to take a bit of flak, with rockets and other major attacks still doing 1HKO).
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Sat Mar 27, 2021 11:04 am 


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Shinobi III
Take the fantastic 6-button hack and adjust the difficulty as follows:
- Normal = 3HKO (every hit counts the same)
- Hard = 2HKO (every hit counts the same)
- Expert = 1HKO

I would be interested in revisiting the game like this, especially in a melee-focused run. I'm not sure I want to ask for deeper changes because this can be tricky territory for a rom hack, but I definitely want to see the room for sloppy play being decreased. I want the game to keep me on my toes from beginning to end and, unfortunately, this doesn't happen even when you're playing on the Expert difficultly.

Castlevania: Dracula X (SNES)
I've actually kinda fallen in love with this game in recent years, but I would still be interested in a hack that allows you to choose from 3 types of movement/handling.
- Default
- NES-style
- Rondo-style


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 Post subject: Re: Your Dream Game Hackz
PostPosted: Tue Mar 30, 2021 3:03 pm 


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I would love a much harder version of ToeJam & Earl for the Mega Drive. My friend and I play that a lot, but no matter how much we drink we still manage to complete it every time :(


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 Post subject: Re: Your Dream Game Hackz
PostPosted: Wed Mar 31, 2021 11:38 am 


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Hornet wrote:
Castlevania: Dracula X (SNES)
I've actually kinda fallen in love with this game in recent years, but I would still be interested in a hack that allows you to choose from 3 types of movement/handling.
- Default
- NES-style
- Rondo-style


I'd be kinda interested in having a go at making this hack. People tend to complain a lot about DracXX's controls feeling too slow compared to the PCE DracX, so I'm sort of curious what it would take to "fix" that.

As I don't personally have any issues with the controls in the SNES game, I'd probably need to articulate exactly what parameters need to be changed though.


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 Post subject: Re: Your Dream Game Hackz
PostPosted: Wed Mar 31, 2021 12:24 pm 


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XX's main screwup is Richter walking slower. It's only a tick, but since he was already on the slow side in Rondo, it's noticeable. Comparing the games' walk cycles side by side, it's obvious how XX differs - both in terms of ground covered, and animation. Richter kinda glides along the floor in Rondo, while in XX he thrashes his arms like he's stuck in mud.

(ruefully, XX Richter's walk doesn't feel all that different when he's actually stuck in mud. Still a problem, mind, as you'll sink and drown. I almost wonder if someone bungled a flag toggle, ala SMB Collection's boned brick-breaking physics for SMB1/2J)

I can't remember if the damage knockback arc, or the invincibility window were altered - but regardless, the slower walk also makes it harder to get away from zako. It's adjustable to, but you know noobs tend to lose their shit when hit, so XX is disliked for juggle hits as a result. :wink:

The backflip's input window is also subtly tighter (read: crummier-feeling) in XX. Again, it's only a tiny difference, but anyone who puts hours into both games will notice.

Interestingly, Rondo has a minor bug not found in XX. And as covered in that post, XX has a unique, useful mechanic - hit [forward] to dampen an advancing jump, a real lifesaver during overshoots. Meanwhile, you can only backflip out of a retreating jump in Rondo:

Really useful when you're pushing your luck vs Giant Skeletons, Armour Lords and other rangey punishers:
Spoiler: show
Image


TLDR: the simplest solution for XX would be a hack that simply replicates Rondo's handling as directly as possible. However, reading that old post of mine, I'm reminded of XX's unique forward jump dampener. So yeah, I'd be down with a multiple system select, too.

Maybe...
Type 1: X
Type 2: XX
Type 3: XXX (unite Rondo's super backflip with XX's momentum cancel, while fixing Rondo's backlip glitch, and XX's slower movement) :cool:
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Wed Mar 31, 2021 2:29 pm 


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I'm a little curious what exactly covers "handling" though, as you're getting at there are a lot of different aspects at play. :)

"Simplest" fix is of course the walk speed, but the difference honestly isn't huge. I guess it's big enough for you guys to notice, but small enough that I never really paid attention to it. :P

I looked into the code of both games, found the logic that handles movement, and it's done very differently in each of them. Rondo adjusts the sprite position, and scrolls everything in relation to that, while XX gives Richter a proper "world coordinate".
The more important difference though, is that Rondo works in decimals - or "subpixels" as a speedrunner would call it. For every frame walking forwards, 0x01 pixel is added to his coordinate alongside 0x40 to his "subpixel", which adds another full pixel whenever it carries the zero.
In simpler terms, Richter walks 1.25 pixels per frame.

In DracXX, these variables don't exist, he has a hardcoded velocity for each direction, +1 moving right, and -1 moving left, moving him at exactly 1.00 pixel per frame, which sounds kind of like lazy programming. I'm surprised they didn't just reuse the logic from the PC Engine game which runs on a very similar CPU.

I'd be interested in modding XX to add that fraction of a pixel to its movement logic, but such an addition might splinter into the collision detection in fun and surprising ways. :D Rondo seems to ignore the subpixel everywhere outside of movement though, so it might not be too complex.


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 Post subject: Re: Your Dream Game Hackz
PostPosted: Wed Mar 31, 2021 3:19 pm 


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Sumez wrote:
I'm a little curious what exactly covers "handling" though, as you're getting at there are a lot of different aspects at play. :)


Yeah, I should've said this, basically (quoting you from a bit further down):

Quote:
I'm surprised they didn't just reuse the logic from the PC Engine game which runs on a very similar CPU.


I'm pretty sure Saigo no Nindou and Vigilante's PCE versions did something like this. No idea how compatible the M72 board is with the PCE, but both of those games reproduce their character controls precisely - to the extent that even glitches made it through.

But since XX actually introduces at least one interesting new mechanic of its own, I think its model would be worth keeping around as one of three options. Looking back at my old posts, I'm also reminded that XX's enemy hitbox cancelling is different from Rondo's, too. You can attempt the below trick on Rondo's Axe Armours, but the effect is too brief for it to work:

Spoiler: show
Image


Quote:
"Simplest" fix is of course the walk speed, but the difference honestly isn't huge. I guess it's big enough for you guys to notice, but small enough that I never really paid attention to it. :P

I looked into the code of both games, found the logic that handles movement, and it's done very differently in each of them. Rondo adjusts the sprite position, and scrolls everything in relation to that, while XX gives Richter a proper "world coordinate".
The more important difference though, is that Rondo works in decimals - or "subpixels" as a speedrunner would call it. For every frame walking forwards, 0x01 pixel is added to his coordinate alongside 0x40 to his "subpixel", which adds another full pixel whenever it carries the zero.
In simpler terms, Richter walks 1.25 pixels per frame.

In DracXX, these variables don't exist, he has a hardcoded velocity for each direction, +1 moving right, and -1 moving left, moving him at exactly 1.00 pixel per frame, which sounds kind of like lazy programming.


Really interesting (and vindicating :cool:) to see Rondo and XX's respective walk speeds in hard numbers! Thanks for looking into it.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Thu Apr 01, 2021 11:08 pm 


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It turns out I was completely wrong, and stupid for thinking XX doesn't deal with fractions in its velocity, there's no way the game would work without it, otherwise you wouldn't be able to adjust your movement speed mid-jump and such. It's just that the regular movement doesn't make use of it (since the player as described does walk exactly 1 pixel per frame)

In fact, as far as I can tell from randomly poking in the code, both games seem to move you forward at the same 0x01.50 (~1.31) pixels per frame during jumps.

That means adding the 0.25 extra speed in DracXX was actually incredibly easy. I'm sure a full hack would involve a lot more tweaks, but here's a quick simple IPS patch that just changes the base movement speed to be the same as in Rondo:

http://eternal.dk/dracxx.ips


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 Post subject: Re: Your Dream Game Hackz
PostPosted: Sat Apr 03, 2021 11:11 am 


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Hwaaa! Much better! A veritable HOLY BENGAY to XX RICHTER's arthritic knees!

Recorded a quick shitclear of stages 1-3 (haven't played in years, PLS dun bully 3;). Much less stultifying, crossing those empty stretches! Also feels a bit easier to outzone Pikemen, I remember it being a nervier process on default speed. From st4' on, the stage design gets busier and I always forget about the trudging walk anyway. ;3
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Sat Apr 03, 2021 5:45 pm 


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Sumez wrote:
I'd be kinda interested in having a go at making this hack. People tend to complain a lot about DracXX's controls feeling too slow compared to the PCE DracX, so I'm sort of curious what it would take to "fix" that.

As I don't personally have any issues with the controls in the SNES game, I'd probably need to articulate exactly what parameters need to be changed though.

Oh, I don't have any issues with the controls either, I actually like them. It's definitely the most "tank" control scheme that ever appeared in a Castlevania game, but it's a good fit for what XX is going for IMO. I just think that revisiting the game with a Rondo-style handling would be interesting.

Sumez wrote:
I'm a little curious what exactly covers "handling" though, as you're getting at there are a lot of different aspects at play. :)


Besides the stuff already mentioned by BIL (which I co-sign), I think that important handling-related differences can also be seen when you're dealing with stairs in the two games. Unlike XX, where's there's a tiny delay, in Rondo, the moment you land on the stairs you can also walk on them. More importantly, though, when you land on the stairs you can almost instantly jump off of them, Ninja style. In XX, on the other hand, the process goes something like this:

Richter lands on the stairs -> glue mode on ----------------> glue mode off -> Richter is now able to jump.

If there's a "glue mode" in Rondo's handling it definitely doesn't last as long. It's differences like these (and, of course, Richter walking slower) that give XX its "tank controls".

There are also some minor stuff like:
- The input window when you try to perform an insta-jump after landing seems to be somewhat stricter in XX compared to Rondo. It's only a super tiny difference, but they don't feel 100% identical and I know for a fact that I occasionally miss the timing in XX which never happens to me in Rondo. (OK, I just spent 30’ testing this and... I don't think I'm just imagining things)

- Not 100% sure, but the backflip seems to be performed a tad faster in Rondo compared to XX, which also affects the timing when you want to "whip cancel" Richter's slide.

- Crouch spamming goes full animation priority in XX.

Sumez wrote:
here's a quick simple IPS patch that just changes the base movement speed to be the same as in Rondo:

http://eternal.dk/dracxx.ips

Wow

Thank you so much!

BIL wrote:
Hwaaa! Much better! A veritable HOLY BENGAY to XX RICHTER's arthritic knees!

:lol:


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 Post subject: Re: Your Dream Game Hackz
PostPosted: Sat Apr 03, 2021 6:11 pm 


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BIL wrote:
Recorded a quick shitclear of stages 1-3

Haha, maybe I should also speed up that behemoth that's chasing you on the first stage. Any other enemies/stage elements that need to be adjusted for the added mobility? Easier outpacing of pikemen might be good enough to stay.


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 Post subject: Re: Your Dream Game Hackz
PostPosted: Sat Apr 03, 2021 6:27 pm 


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Sumez wrote:
BIL wrote:
Recorded a quick shitclear of stages 1-3

Haha, maybe I should also speed up that behemoth that's chasing you on the first stage. Any other enemies/stage elements that need to be adjusted for the added mobility?

The bridge in Stage 2 and the water corridor in the lake stage come to mind, but I haven't tried the hack yet.


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 Post subject: Re: Your Dream Game Hackz
PostPosted: Sat Apr 03, 2021 6:41 pm 


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Hornet wrote:
I think that important handling-related differences can also be seen when you're dealing with stairs in the two games. Unlike XX, where's there's a tiny delay, in Rondo, the moment you land on the stairs you can also walk on them. More importantly, though, when you land on the stairs you can almost instantly jump off of them, Ninja style. In XX, on the other hand, the process goes something like this:

Richter lands on the stairs -> glue mode on ----------------> glue mode off -> Richter is now able to jump.

If there's a "glue mode" in Rondo's handling it definitely doesn't last as long. It's differences like these (and, of course, Richter walking slower) that give XX its "tank controls".


Excellent point - I was totally overlooking stairs.

Quote:
- Not 100% sure, but the backflip seems to be performed a tad faster in Rondo compared to XX, which also affects the timing when you want to "whip cancel" Richter's slide.


I've always noticed this too. Feels like the window for double-tapping the input is slightly meaner in XX. One of myriad tiny flaws that add up to an especially ornery traditional Dracula. The sad thing is, Rondo's Richter is already a perfectly punishing character, so XX gets shoved over the line.

Quote:
- Crouch spamming goes full animation priority in XX.


Yeah, I tried doing a "WTF? Dammit!" duckspam after failing at the st3 axe knight, only to get nailed again by the animation lock. Image

Sumez wrote:
Haha, maybe I should also speed up that behemoth that's chasing you on the first stage. Any other enemies/stage elements that need to be adjusted for the added mobility? Easier outpacing of pikemen might be good enough to stay.


Oh wow, I completely forgot about him, too, and I even got hit by him in that replay. :mrgreen: He could use speeding up a bit, now that I look at the replay.

I thought stage 2's collapsing bridge felt comfier, but not at all nerfed. At default speed, there's a stronger sense that any hesitation will kill you, but it relies on cement boots... I don't miss the effect. I like that there's a split-second more time to whack candles without instantly grabbing whatever's in them.

Otherwise, as Hornet mentioned, there's Stage 5 / Good End, the rising water. I guess that might need a boost.

Incidentally, in the interests of quality control: There's a nasty bug in that scene, which you'll trigger if you kill the Red Skeleton with your invincibility aura. Amusingly enough, it's XX's prolonged enemy hitbox cancel that lets you escape. How 2 :cool:
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