VGMaps

General Boards => Map Gab => Topic started by: Revned on August 30, 2006, 12:55:12 PM



Title: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on August 30, 2006, 12:55:12 PM
Guidelines for mapping

Anyone can help out with this project, but please follow the rules in this post to make sure everything will go relatively smoothly. Please read through all of this before you start mapping.



Requirements

First of all, you need the US version of the game. Then, to make sure we don't have any palette conflicts later on, you should use the same emulator and graphics plugin as everyone else. The emulator we've chosen is ePSXe (http://www.epsxe.com/), and we're using Pete's OpenGL (http://www.ngemu.com/download.php?action=plugin&id=1) graphics plugin. You need to use these (http://www.edsword.com/SOTN/openglsettings.png) settings.



Getting started mapping

Choose a room to map. Any room is fine, but you should try to stick to the first castle for now. I also advise that you don't choose a room with a scrolling background for your first try. See this map for the unmapped sections:



<div class="quote"><center><img src="http://revned.googlepages.com/NormalCastle.png" width="498" height="386" alt="User posted image" /></center><font color="C00000">Red = TerraEsperZ</font>

<font color="E08000">Orange = Zeric</font>

<font color="008000">Green = Edsword/Wileee</font>

<font color="0000C0">Blue = Revned</font>

<font color="8000C0">Purple = mephea</font></div>

Anything grey is fair game. The colored sections have already been mapped or are in progress by another mapper. Please use the fancy grid I made to refer to the rooms. It took forever to make ;-)



Alright, now that you've chosen a room you can get started. Take screenshots in ePSXe with F8. Then just put them together in your favorite image editor. Save all images as PNGs (I suppose BMP would be fine, too). Since we can't disable layers in ePSXe, you might have trouble getting rid of the status bar in the upper left. If you need it, you can use GLIntercept (http://glintercept.nutty.org/) to get the tiles behind the sprites. Just put the DLL file and the settings file in the ePSXe folder. Then run the emulator, and lots of images will get dumped to the "images" folder. Since it makes hundreds of files very quickly, you should only use it briefly. Get to the place you need without GLIntercept, make a savestate, exit the emulator, put the DLL file in the folder, then run it and unfreeze for a second or two. Then just look through all the images for the tiles you need.



Animated elements

We're going to have all the animated elements synchronized in the end, so it's best if you do this while mapping the first time. There are lots of different kinds of candles and torches, so I'll post the frames we're using for reference. If you come to a room with candles unlike the other rooms mapped so far, just choose a frame you like and stick with that.

<img src="http://revned.googlepages.com/animatedtiles.png" width="136" height="64" alt="User posted image" />

You shouldn't copy and paste these into your image, except the red door.



Parallax backgrounds

These are tricky to deal with. You probably won't want to do many of these. I won't go into details right now, but you need to separate the background from the foreground and keep them in separate files. Please leave them in separate files in case we need to change them later.



Other difficulties

There are several areas that we're going to have to figure out strategies for later, like the chapel with the 3D background. If you come to one of these rooms, either skip it for now or post in this thread for assistance.



---------

Original message:

If this meets with general approval, I'll have Jon move it to the Maps in Progress board.



This game is inherently difficult to map since there is no layer disabling in ePSXe (or any other PSX emulator). I suggest that we all pitch in and map a room or two each, and slowly progress towards a full map of this game. It would take a long time, but we don't have any deadlines. We would all have to make sure to use the same emulator with the same settings to ensure uniform palettes, as that got to be a problem in the last project. Anybody have any ideas for or against?



I'll write more later, I'm late for class...


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on August 30, 2006, 01:15:52 PM
I'll post what I've done of the intro level, "Final Stage - Bloodlines", tonight. As for the alignment, it isn't as bad as Edsword said (certainly not as bad as "Harmony Of Dissonance"). It's just that any vertical transition between rooms *will* have a theoritically 48/practically 49 pixel gap in between. We'll just have to deal with it though, as practically all the 'Castletroids' have gaps between their various sections, just not always in the same way. I'll explain with a nifty little graph tonight too.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on August 30, 2006, 01:28:06 PM
Sounds good. So worst case scenario, this would be a TerraEsperZ/Revned production ;)



Yes, I know there will be difficulties with the backgrounds, but as with any game with parallax backgrounds, we'll have to make do. I suggest that we all maintain three separate layers for every room we do. One with the background, one with the foreground, and one with any sprites that we decide to keep. That way we can always go back to the original, unmodified backgrounds if someone has a different idea.



Terra, which plugin did you finally end up using? I'll edit my first post with all the guidelines and tools after more people have their say.



You know, one trick I used a little bit in Castlevania 3 was editing out the sprites blocking my view with Tile Molester. I made them transparent so I could see the stuff behind it, but keep the other sprites I wanted. If someone could find the actual image data in the game files, we might be able to do the same thing....


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on August 30, 2006, 01:33:26 PM
Well, something interesting!



A fully-mapped "Castleroid" game has always been at the highest of the maps I would most orgasmically want.  And Symphony Of The Night is still probably the ultimate of them (though Dawn Of Sorrow is pretty close).  (I believe it's also CJayC (of GameFAQs)'s favourite game, if you care.)



Not sure if I would want to participate, but if there's no deadlines, I suppose the pressure is less.  I would certainly not be "leading" this project in any way, or even close to it - someone who knows how to handle parallax backgrounds and 3D elements ought to be.



(I gotta get used to a new image editor, now that I know this old version of Paint Shop Pro is screwing up palettes...)



I certainly approve, now I hope there's enough interest.  Don't forget, this is HUGE - and two castles, even!


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on August 30, 2006, 01:39:47 PM
I foresee this project lasting at least a year, probably longer. As long as this board is around, though, I think it will survive. If someone gets sick of the game they're mapping, they can take a stab at some of this.



I'd be perfectly happy to organize everything. I can't guarantee I'll be mapping 24/7, but I'll try to do some every once in awhile.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on August 30, 2006, 01:45:51 PM
Funny thing is, earlier today I was thinking of making a topic about another project.



Though I might still...it's about next April Fool's.  It's still a ways away, but two months was barely enough for it this year...and we don't have any ideas for it yet!



Obviously, that would be a separate project from this.



I'm hoping that a full Symphony Of The Night map will put VGMaps.com on the map.  I mean, seriously on the map of the "intarweb".  It will certainly be a feat.  Hope you guys are up to it and can finish it.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on August 30, 2006, 02:27:01 PM
I certainly won't be mapping this full time, but I would come back to it every once in a while.



Now for "Final Stage - Bloodlines":

User posted image



The purple is where a parallax background would go (in this case though, it was a 3D scene). The blue spot in Dracula's chamber is what's left of the status bar (I haven't yet searched through GLIntercept's captured tiles to fill the hole) while the blue on the left of the staircase is because that area isn't visible and there might be a wall there. I think I'm unlikely to find out until I play the game with Alucard and reach the (now broken) stairway, allowing me to fly under to take a look.



Do consider that the 3D background was/is incredibly hard to remove, which is why there are tons of pixels left all over/under it right now.



The vertical spacing between the rooms was derived from Edsword's Library Map. Each square on the minimap corresponds to a 256 x 256 pixels area. However, a room with no vertical scrolling is only as tall as the screen, which is 207 pixels (technically, it would be 208 since it's a multiple of 16 but the game covers the 208th line with a black area; it's not worth the bother to try and fill that missing line in my opinion). Since 256 (theoritical height) - 207 (actual height) = 49, the vertical spacing between separate rooms is always 49 pixels.



For rooms with vertical scrolling, each 'square' is really 256 pixels high instead of 207 except for the bottom one since it lines up with the other 1 screen high rooms. Let me whip up something to show that using Edsword's Library map.



http://img182.imageshack.us/img182/6999/templatesmaptemplateexplainationca2.png

---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on August 30, 2006, 02:36:29 PM
Wow, good work. That'll certainly come in handy once we actually get started. I have a problem with GLIntercept, though. Every time I run it it dumps thousands of images and slows down the game greatly. Is there a way to decrease the frequency, or do you just run it briefly then sort through all the images? Also, did you find a button to take screenshots in ePSXe?


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on August 30, 2006, 02:45:28 PM
The graphic plugin I use when taking screenshot is P.E.Op.S. Soft Driver 1.17 with No Stretching, since it renders the game without any 3D acceleration and pixel stretching. The key for screenshots is F8, although it captures the whole graphic buffer, which includes the actual screen twice and a whole lot of messed tiles and graphics which are distorted and with funky color palettes.



As for GLIntercept, by default it logs *every* OpenGl call, which means everytime a tile is passed into the buffer it saves the whole buffer to disk. That's it saves so many images where only a little part changes from one to the next. Personally, I'd create a save state where the mapping is happening, run with GLIntercept for a few seconds to get all the tiles, then go back with the soft driver to capture the screen proper (since the status bar takes so much place on-screen, you need 2 captures for every screen of map you want to make).



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: DarkWolf on August 30, 2006, 03:06:07 PM
Do the backgrounds use palette based images or 16+ bit color?


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on August 30, 2006, 03:11:41 PM
I have no idea really. I know next to nothing on PSX emulation.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on August 30, 2006, 04:22:50 PM
I just realized that all the tiles/textures in the buffer saved on file actually have all their borders doubled, meaning that in addition to sorting out the tiles by hand, you actually have to remove all 4 borders of them to obtain usable 16 x 16 pixel tiles. This is really going to be a tough game to map with such useless tools.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on August 30, 2006, 04:41:05 PM
I was just playing for a bit, and a lot of the rooms don't even have separate backgrounds. We'll be able to map those much more quickly, so stop whining ;)



I'll choose a random room somewhere and map it soon. That is, if I don't get too caught up actually playing the game.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on August 30, 2006, 04:45:06 PM
I'll experiment a bit more today, but I really need to make some progress on 'Harmony Of Dissonance'. Have some fun without me for a bit :)



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Edsword on September 01, 2006, 08:59:35 AM
Guys - I posted a couple things in the directory at http:/www.edsword.com/SOTN



Look at my Open GL settings (altho this was from a while ago - not sure if it matches the current driver).  Also "stairs fix" was one of our (me and wileee) attempts to deal with the vertical issue.  Finally, there's a file with the map progress there - it's huge dimension-wise but not kb wise.  



Not to discourage you or toot my own horn but there's a TON of work in that complete library file that you might not be seeing.   Not only the scrolling backgrounds, but I had to fill in a lot of space to make the large areas look better.  



All I'm saying is Good Luck (you're right tho that there's lots of rooms with no scrolling at all that will be very easy).  


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 01, 2006, 10:02:03 AM
Thanks a lot for the OpenGL settings. This will be a big help in moving foward on this project.



And regarding the fix, I'm sure you remember my opinion on that right ;) ?



But seriously, 'Aria Of Sorrow' has the exact same type of gaps where vertical room transitions take place and I also thought about filling them in but I decided not too. Ultimately, a lot of those passages would require me to insert platforms that aren't there since the fixed maps would show passages too high for the player to travel upward through them.



I'm also really not looking foward to maps with special backgrounds like moving clouds or the 3D Chapel interior. There's just no way we'll manage those easily. It would be cool if I knew enough about Direct3D to write a little program to render those backgrounds in such a way as too cover the entire rooms with an acceptable perspective throughout.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 01, 2006, 11:34:53 AM
i would help but i need an actual working ps emulator and a place to get roms...wth an explanation of how to work them O_O


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 01, 2006, 12:44:26 PM
Unless someone gives you a starter course in Playstation emulation before then, I'll try and tell you everything you need to know but it won't be until after this weekend.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: wileee on September 01, 2006, 01:31:32 PM
I'll chime in here as well. Probably won't get much help from me, but I do have a good portion of the "Alchemy Room" finished as well as the background for that area.



I also have a separate file of just the background for the library tho, I don't think it's used anywhere else in the game.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 01, 2006, 01:53:34 PM
Good to see you too Wileee! Of course, with a project this crazy, any help is greatly appreciated :)



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 01, 2006, 01:59:16 PM
Many thanks, Ed. You never had any problems with the screen getting distorted with those settings? Terra and I were worried that even if we manually set the resolution, we'd still have problems. If they worked fine for you, though, I think we're set to get started. Also, can we plan on using the rooms you've already done in our final map, or do you want us to redo them ourselves? Hopefully we wouldn't have any palette conflicts.



Wileee: sounds great. This project seems much less daunting when we hear from more than just ourselves.



I have a long weekend home, so I'm going to try to organize things in the next couple of days. I'll set up some guidelines and put them in the first post, as well as all the emulator settings. Jon, can you please remove the "Proposed" from the title and move this to the "In Progress" board?


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 01, 2006, 04:59:47 PM
It's been moved as per your requests, since I approve of this.



I'd suggest maps for each named area, then a map for each whole castle, and, if not too obscenely large, a map showing both castles.  o_0



I expect that as an official VGMaps.com Atlas Project that each map will have the VGMaps.com logo (I have high-res versions of the compass logo somewhere, I'm sure) and some kind of header saying so - and meant to be exclusive to VGMaps.com.  If wileee and Edsword get involved as it sounds like they will, we may work around that exclusivity a little if they'd like their hard work on their own site, which is understandable.  How's screenshotmaps.com doing, BTW?


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 01, 2006, 05:23:39 PM
Thanks! Yes, I'll make sure to put the logo in, but all that header stuff can wait. We'll have to see how things work out, but I think it would be a waste to have both castles separate and also together. One or the other, but not both. I calculated yesterday that each castle will be about 16000x9000 pixels.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 01, 2006, 09:53:19 PM
I think that his settings are perfect for the game proper, but the title screen, menus and intro text screen all use a different resolution.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 01, 2006, 10:57:28 PM
Oh, it didn't even occur to me that the same game would use multiple resolutions. Looks like it's working fine, then. Check out the random hallway I just put together:



User posted image


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 01, 2006, 11:10:41 PM
Doors like the one on the left I think look best when the dark parts on the red outline are on the same height on both sides (if that makes sense). At least that's how I'm doing it in Harmony and it's an easy way to remember how to make them all look the same.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 02, 2006, 12:14:03 PM
Here's another:

User posted image



These really aren't very hard to do when you don't have to worry about the backgrounds. I haven't even used GLIntercept yet.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 02, 2006, 01:59:17 PM
Dracula's ceremonial chamber in Symphony looks so much better than in Harmony despite being based on the same layout and look it's frightening.



I haven't started mapping anything yet unfortunately. Try not to do too much until I can start monday evening :)



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 02, 2006, 02:15:29 PM
Don't worry about it. I'm not expecting much from anyone in the short term.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 02, 2006, 07:36:59 PM
According to my calculations, that room is the correct width but should be 256 + 256 + 207 = 719 pixels high. It isn't simply because you can't make it scroll down far enough. I can't be 100% sure for Symphony, but my alignment calculations proved right for every GBA Castlevania game so far, and for Symphony's Library (Edsword's map theoritically has a few places that should be filled, like the bottom of the save room and the bottom of the middle shaft which should end on the same level as the rooms on both sides. In any case, I'll report more once I started mapping myself.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 02, 2006, 07:47:12 PM
I did delete the black bars from the top and bottom. Maybe they were supposed to be there?  They sure didn't look like it, and none of he other rooms mapped so far had them....


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 02, 2006, 09:34:51 PM
I just rechecked, and the same thing happened for the ceremonial chamber in Harmony, and I also needed to fill it with the solid color of the ground.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 03, 2006, 10:05:50 AM
And now for a bigger section:

User posted image


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 03, 2006, 10:13:28 AM
Sweetness!



You guys ought to get some guidelines in place - you wouldn't want to have to resynchronize a bunch of candles and other animations!


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 03, 2006, 11:30:22 AM
Yeah, I'm going to do that sometime this weekend. I'm sick, though :(


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 03, 2006, 12:31:28 PM
Revned said:
Yeah, I'm going to do that sometime this weekend. I'm sick, though :(

Weclome to the club buddy. I've been coughing and sneezing non-stop (and I really mean *non-stop*) for the last two days.



There are going to be a lot of things to agree on regarding animated tiles and objects: doors, candles, water surface, moving platforms. Also, we'll have to agree on how to handle moving backgrounds like the clouds in the Royal chapel.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 03, 2006, 12:49:45 PM
My allergies were really bad yesterday. My eyes were so sore I could hardly focus them. I took some medicine that cleared that up somewhat, but I've got a stuffed nose and a sore throat. I'm still having trouble focusing my eyes, so I can't do the same thing for long periods of time. Hopefully both of us will get better soon...



Yeah, we're going to have to deal with some of those later. I'm going to show some common animated tiles in the first post later. I added a whole list of basic guidelines, if you didn't notice.



Go ahead, Terra, but you might have trouble with those backgrounds...


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 03, 2006, 02:14:21 PM
I'll concentrate on capturing the foreground and simply remove the background for now, if I can damn nose can stop dripping long enough for me to actually map a little >:(



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: DarkWolf on September 04, 2006, 10:14:32 AM
Hey Terra, did you ever get the first stage squared away?



http://garoux.net/temp/draculax/


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 04, 2006, 02:13:47 PM
I haven't worked on it further yet. Good work on your end, which I assume you did with the Saturn version of the game, "Norturne In The Moonlight".  Unfortunately, it's unusable for our project since   the graphics are badly stretched (and the palette has a chance of being ever so slightly different too). If you want though, you could try and work on the PSX version with us. Any new participants would be welcome :)



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: DarkWolf on September 04, 2006, 06:49:49 PM
I didn't bother to see if those lined up with the PSX version or not, but I thought they may be of some use.  I haven't noticed much difference in the backgrounds, but then again I haven't played through very far.  The 3d clock tower definitely looks better in the PSX version.  Perhaps I'll do some closer comparison later.  I have to finish Granada for the X68k first.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: wileee on September 05, 2006, 10:16:18 AM
Here's a link to what I have for the Alchemy Room. It's been a while since I did this but I'm pretty sure there is some custom pixel work between the rooms. Also the candles aren't syncronized.



Some challenges I remember with this room is that there are a ton of ornimentals around. These are actually on the foreground so the parallex background is behind them. Loads of nitpickey pixel removal there.



http://www.screenshotmaps.com/Maps/castlevaniasotn-ps1/AlchemyRoom09-05-06.png


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 05, 2006, 02:29:50 PM
Thanks, wileee. Here are a few smaller rooms:

User posted image

User posted image

User posted image

User posted image


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 06, 2006, 03:05:55 PM
What should be do with wall that can be destroyed to reveal hidden items or exits leading to secret rooms?



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 06, 2006, 05:22:40 PM
I'd show them in their destroyed state, but I'm not sure what to do with the items. What do you think?



Terra, is that 49 pixels from the top or bottom of the screen? Is it both? Because if it is, I think we might have alignment problems. I'm trying to make a template for the full map so we can just paste the rooms in as we map them. It looks like each castle will be 15360x12032. A bit taller than my original estimate.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 06, 2006, 05:59:42 PM
Revned, I'll post a little template I had made for my first attempt, as well as examples on how rooms will fit inside. Just give me an hour or a bit more, seeing as I'm starving and I really need to eat something.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 06, 2006, 07:50:06 PM
First, the map template for a map 'square':



User posted image



It is 256 x 256 pixels in size, because each room is always a multiple of 256 pixels in width, and because there's always a multiple of 256 pixels in distance between the tops of different rooms. The top line is where a room will begin, the middle one is where it will end, provided a room does end in that square, and the bottom line is where you'd put another template right under it for the room below.



Now, for some examples:



Example 1 - Single screen room (256 x 207), no scrolling:



User posted image



This one is simple. The room is of course aligned horizontally, and vertically it is aligned on top of the square (including covering the top red line) and it ends right on top of the middle red line. The zone left under (including the bottom line) is exactly 49 pixels as I already said.



Example 2 - Single screen room in width, with vertical scrolling:



User posted image



Now, again the room is aligned horizontally with the borders of the template and again it starts on top of the top red line. However, since the room is actually two 'squares' high, I put another template right under it. Just like in Example 1, the bottom of the room ends just over the middle red line of the second template.



Example 3 - Room with multiple scrolling:



User posted image



This is actually just like Example 2, except that since the room also has horizontal scrolling, I simply put another series of two templates right next to the first. No real explainations needed here.



As you can see, the bottom of a room will always be 49 pixels short of the bottom of a template. That's why I said that to get the total height of the map, you had to substract that 49 pixels since that's where the map will end.



Also, once you'll start mapping the Inverted Castle, simply flip the template vertically as well as the alignment rules. Align rooms at the bottom of templates and the 49 pixels gap will be on top instead.



Revned and everyone else, feel free to demand more precisions to make sure you understand well.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 06, 2006, 08:04:24 PM
Thank you! That answered all my questions. Now I can start arranging all of the rooms, provided my computer doesn't dies trying to manipulate such a big image.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 06, 2006, 09:39:30 PM
I've finished the Silver Ring room from the Royal Chapel, or at least, finished except for the background which was replaced by purple for the moment.



User posted image



I'm also working on the long spike corridor leading to it and the first Bell Tower (the top half is almost finished). I'm really puzzled as to how to handle the glowing blue doors; the blue aura is transparent and in the spike corridor for example, the aura appears over the parallax background which makes that part of the background hard to remove.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 07, 2006, 07:41:20 AM
Looks good, but now we have to decide what to do with the backgrounds in areas like that. Should we just show it through the windows, or should we have it outside like you see it in the game? That'd be fine for one room, but it would look kind of weird in the full map....


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: wileee on September 07, 2006, 08:42:58 AM
Just for giggles, I'm going to map a room. Top left corner of the room is 6:Z.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 07, 2006, 10:03:32 AM
For the blue door, I'll follow your advice and use GLIntercept's capture to separate both the door and its aura which will be added later during the final compositing, probably at 50% transparency.



As for the background, I've manage to capture it without the moving clouds; it basically looks like a dark blue sky with a static light blue cloud layer on the bottom. There are a number of ways to use that for the various rooms with that background; I'll have to do some tests with it. As for the clouds, I'm sure GLIntercept will allow me to obtain the textures used for the clouds. Since I believe that it wouldn't look good in any way to try to go with a 3D background of our own that would have correct perspective for the entire bell towers/sky corridors area, maybe we could go for something akin to how I handled the moving clouds in Harmony: simply use the cloud textures and assemble them together to fill the space of a room and put that over the static blue sky I mentionned earlier. It won't look anywhere as good as what you see in-game, but it will be consistent across the area. Again, I'll try to put together something tonight.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 07, 2006, 01:01:43 PM
Okay, I've updated the map with the your room, Terra, and a few I did just now. I'll upload them later, as soon as I finish with the big one I'm working on now.



If it's not obvious, the rooms are color coded by mapper. Edsword and Wileee are green, since they worked together, I am blue, and now TerraEsperZ is red.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: wileee on September 07, 2006, 01:21:56 PM
Regarding your blue door problem. I encountered the same thing with the candles. Some of them have an oval glow to them that is semi-transparent. I suppose we'll have to extract the sprite and separate a glow then upload both files so that everyone can use them.



The room I'm doing also has some moving clowds that are proving to be a problem to capture.



Guess, I'll have to try the GLIntercept thing.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 07, 2006, 02:01:37 PM
Wileee, don't worry about backgrounds too much yet. Just fill them with pink or something like Terra did. If the room has easy repeating backgrounds, then that's fine, but we aren't even sure what we're going to do with the moving clouds.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: wileee on September 07, 2006, 02:30:09 PM
Well, all right. The clouds would just be a big repeating pattern anyway. They would probably look ok in a normal sized room, but this one has so much "sky" that all those repeated clouds might look funny.



Here's the "completed" room: 1792 X 1231



http://www.screenshotmaps.com/Maps/castlevaniasotn-ps1/bridgeroom09-07-06.png


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 07, 2006, 02:55:44 PM
Wow, excellent work, wileee. The only problems I noticed are that the blue candles have the wrong frame, as do two of the three-flame candles at the bottom. Look at the image in my first post to see which frames to use. But aside from that, it looks perfect, alignment and all.



Speaking of alignment, I think we're going to have to make some adjustments to Edsword's library map. It doesn't fit in the grid as it is now. Hopefully we won't have to mess up too much of his work. You wouldn't happen to have any older versions of your maps from before you assembled them, would you Ed (or Wileee)?


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 07, 2006, 02:55:51 PM
Great job Wileee! All it's missing now are the items, and eventually remove the mountains/moon to assemble them correctly if possible.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: wileee on September 07, 2006, 03:08:23 PM
Thanks.



I wasn't going to mess with the candles just yet until I figured out how to put the "glow" around them. I liked frame of the "chalace" candles in that area. You can copy the sprite off that map to post in your introduction.



Terra, The mountains and moon are on a separate layer. The moon is behind you no matter where you are and the mountains scroll a little. I wasn't exactly sure where I should put them (in the middle, bottom, top) so I just put them at the bottom. Also the moving clouds are over the top of the moon, but behind the mountains. Why the moon looks a little "off".



My save game was after all the items were collected so I didn't have any of those.



Revned, I'll check for a previous version of the library.



Interestingly enough, the red doors actually do have that extra vertical row of pixels on the left side of the door in the game. Weird.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 07, 2006, 03:13:03 PM
Oups, seems I was too late editing my post. Wileee, I only mentionned the mountains and sky because I can be pretty anal about authenticity, no offense meant ;)



As for the red doors, that might be because the door is actually a 3D object instead of a sprite. I'd personally suggest removing that ugly extraneous row of pixels.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 07, 2006, 03:23:36 PM
That extra row doesn't show up with the more accurate software plugin.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Edsword on September 08, 2006, 07:00:57 AM
Rev - you scared me man when I thought the library was messed up.  But I knew it just couldn't be because I had lined up the rooms based on how they ACTAULLY connect (whether it fit to a grid or not).  I think you guys have also figured out by now where I filled in a lot of space in the middle.  



It's weird tho that the save room and the bottom of the shaft aren't tall enough - still - it just goes to show you to be careful. Obviously you couldn't just line up the bottoms or the platforms wouldn't have matched.



I'm leery of mapping too many individual rooms and plopping them on the map.  The much bigger obstacle than backgrounds or mismatched candles is how it will all fit together.  I wonder if there's rooms like boss arenas that aren't really going to adhere to the grid?  wileee - we should check the alchemy lab in particular . . .wasn't that all messed up at the time?



As nice as finished rooms look, I would almost propose roughing things out more.  It's a heck of a lot quicker to assemble a few rooms with all the sprites and ugliness then it is to polish it up.  (We're talking minutes vs hours from my experience).  Then we'd be able to look at possible size variations and connectivity a lot earlier before we spend time polishing.  I would also suggest working on adjacent rooms and connecting them rather than jumping around all over the place.  (I'm just brainstorming here . . .not trying to run things)  Oh last suggestion which is probably obvious to everyone but I'll just say it .. let's concentrate on the first castle first.  Hopefully that will make the 2nd go very quickly (I'm picturing just being able to take screenshots and overlay them on the inverted original, with a lot less thought/concern about room alignment etc.)



One thing I do know . .. I'm getting excited about this again . . the truth is I never really wanted to do it by myself and get all the honor and glory . . I really just want to see the map.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Edsword on September 08, 2006, 07:19:04 AM
Guys I also just found this which might explain some things



http://www.edsword.com/SOTN/left library example.png



It looks like I actually cut off quite a bit from the top left, and you can see where I took the screen that sort of decided how tall I made the one section.  You can also see that there were some gaps at the bottom corners of this section.  


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 08, 2006, 07:37:32 AM
Actually, things are fitting into the grid quite nicely. I have a full size template of the entire castle and I just paste each new room in. So far, I haven't had any major problems. Wileee's Alchemy Lab even fit in correctly. The only obstacle after pasting in all the rooms will be the gaps between them. We'll have to decide whether or not to fill them in, but that can wait until everything else is done.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 08, 2006, 12:21:59 PM
Zeric just sent me links to two rooms he's done to help. We're picking up speed :)



User posted image



User posted image





---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 08, 2006, 01:20:45 PM
Sweet!  How is that Zeric doing?  That bum ought to be here more often.  (I only call him a bum because he's not here.)  :P



At this rate, it may not take a year, even for both castles!


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 08, 2006, 01:27:14 PM
He says he's quite busy, but he'll map some bits here and there when he's got time to spare. I of course invited him to comein for a visit.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 08, 2006, 02:11:07 PM
I feel like mapping this game is more rewarding than my other projects, so I've been spending more time here. The maps just look so great. Tell Zeric thanks!


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 08, 2006, 04:50:39 PM
Now one of these days maybe I'll find time to do some mapping so I won't seem like such a nosy bum in here.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 08, 2006, 06:38:46 PM
Ugh, the room I'm working on now (the tall room at k23) is really annoying me. The background has many common colors with the foreground, and the wall tiles have uneven edges. This is making for a lot of work to get rid of them :(


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 09, 2006, 12:10:52 PM
Hmm, I just found something very curious. I was messing around with a new Mac program called Crossover Office that lets you run Windows applications on Mac OS X, very much like Wine in Linux. I was trying out ePSXe, and there were a few graphical glitches, but it seemed to work fine. There was a bit of graphical "tearing", and the status bar sometimes disappeared. This actually helped me a couple of times. The problem, though, is that the screenshots have slightly different palettes. But nonetheless, I have been using it occasionally to get things I missed so I don't have to reboot to Windows.



So, I was doing this yesterday and realized that it was showing a full 240 pixels of graphics vertically. The black bars I had to deal with in Windows weren't there. See the following comparison:

User posted image



Isn't that odd? I couldn't reproduce it in Windows even after messing with all sorts of settings. I used the same plugin and everything. This might help us, but it won't be as easy as pasting in the extra pixels since the palettes are different.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 10, 2006, 10:02:27 PM
Well, I spent entirely too much time on an area that is not even part of the main map, but still, the intro stage (Final Stage: Bloodlines) is finally finished.



User posted image



Please note that Dracula's throne room and the banquet hall just before are essentially the same as those in the present Castle. The only difference is that it's not centered the same way vertically; there are a few pixels less at the bottom and a few pixels more at the top. I was just too tired from simply removing that godamn Clock Tower from the stairs part (that took several hours) to go back and remap just for that. Maybe later.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 11, 2006, 04:27:30 AM
wow guys..you're all doing great... can you tell me if i have to download the iso of the game or something then burn it to a cd?  i cant find my original copy! =(



i don't know if i have the proper skills to map this game but ill give it a try..


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 11, 2006, 05:22:44 AM
You can do either, though running from the ISO is, in my opinion, faster and lass of a hassle. I suggest that you look on eMule for it, as it's almost always available. Once you have it, we'll set you up with ePSXe :)



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Edsword on September 11, 2006, 06:20:03 AM
The extra pixels on Revned's pic have me quite spooked . . . maybe we need to go check what it looks like in the actual game?


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 11, 2006, 07:14:26 AM
If you look at my new template, I've accommodated for those. You don't need to worry about them, I'll try to add them in myself. They don't even look good in several rooms, so I probably won't add them. They obviously weren't meant to be seen.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 11, 2006, 09:17:02 AM
I think the only additional pixels that wouldn't be a problem to add at all would be to complete the tiles seen partially at the top and bottom of the screen. Everything else would be on a case-by-case basis.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 11, 2006, 03:02:27 PM
im download SOTN tonight...heh...


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 13, 2006, 09:29:55 PM
While working on the Bell Towers, I've been thinking about the Glowing Blue Doors and how to reproduce the glow effect on rooms with a parallax background.



User posted image



On the left is my attempt to reproduce it using the Add function in Paint Shop Pro and on the right is a capture form the game. I think the difference is small enough that this should be acceptable for cases such as this (where the glow must affect the prallax background).



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 14, 2006, 07:39:45 AM
I think it's fine, Terra. They look pretty much the same, and they're even zoomed in. I've been meaning to work on some maps, but I've been pretty busy. I kind of lost my momentum. Hopefully I'll get something done this weekend.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 14, 2006, 01:02:49 PM
I'll post the glow sprite here tonight since I forgot to do it yesterday. Also, I'm almost done with the first Bell Tower, the tallest one.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 14, 2006, 01:12:51 PM
I guess I never posted this one:

User posted image



I included the background at the top. It also has 3D buildings in the background at the bottom that we'll have to figure out.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 14, 2006, 03:13:00 PM
This is the corridor linking the first bell tower to the second (located from 9O to 9Q):



User posted image



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 16, 2006, 10:43:35 PM
I've managed to get all the layers for the first background of the Castle Entrance. Here it is separated from the sky for final assembly once we figure out how:



User posted image



User posted image



And finally, the background for the Bell Towers minus of course the moving 3D clouds:



User posted image



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 16, 2006, 10:48:24 PM
I might suggest spacing the distant trees out a bit more, as if you're jumping. That way you can see more of them and we fill up more of the background. Great work, though!


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 16, 2006, 10:51:47 PM
However, it would no longer align with the background for the entrance halls which are on the same level just after that. Those rooms don't scroll upward after all.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 16, 2006, 10:52:19 PM
Hmm, good point. Never mind.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 16, 2006, 11:41:34 PM
They're marked correctly. And in case you didn't read one of the PM I sent you, the save state wasn't the right one it would seem. When I load it, I appear as Alucard in the Marble Gallery. Oups.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 17, 2006, 12:18:12 PM
More rooms:

User posted image

User posted image


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 17, 2006, 01:13:34 PM
Here's the entrance to the Castle Entrance (33A - 35B)



User posted image



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 17, 2006, 06:25:56 PM
Here's the first Entrance Hall (35C - 35I) complete with the complete background (no problem with the sky this time):



User posted image



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 17, 2006, 09:23:50 PM
I've changed the frame we're using for the blue candles, because Terra found out that there's a distortion problem with the old one. I guess I'll have to change the ones I've done so far...



Also, I'm going to try to do all the save rooms, loading rooms, and teleport rooms soon. That will be a quick way to fill up the map some more.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 17, 2006, 09:32:09 PM
I hope the candles aren't messed up in too many places Revned. The candle problem I've only noticed with those blue candles seen in the Castle Entrance; it might only happen with those little candles on the walls.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 17, 2006, 09:34:24 PM
It is only a problem with that type, but a couple of the maps I've done use them. It shouldn't be hard to fix, though.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 18, 2006, 06:18:13 AM
I just mapped 35, m through 35, r.  here it is.



http://img237.imageshack.us/my.php?image=35m35rmepheabt2.png



i like purple, its my favorite color if you wanna mark my participation.



weird, how do i do thumbails? heh..anyhow, yeah, ill be lookin for less complex maps because i lack the appropriate skills you guys have.  



also, tell me how it looks and stuff.  i didnt separate the background because the windows pretty much shared individual screens, you cant really stick them together in any confusing manner.  pleasepleasepleasepleasepleasepleasepleasepleaseplease say thats good enough!



Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 18, 2006, 07:12:34 AM
Looks great, mephea! Terra will probably want to separate the backgrounds, though, to make sure it looks just like the entrance hall he did earlier.



Thumbnails are tricky on this board. You post them like this: < link >imageshack/blahblah/image.png(< pic >imageshack/blahblah/image.th.png< /pic>) < /link>

... but I don't think you can post images since you're a new user.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 18, 2006, 09:15:55 AM
blegh



i didnt separate the backgrounds because it actually looks very nice without.  I understand separating when the entire background is visibly moving in 35 different directions. O-0



hurry up terra!  class time.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 18, 2006, 09:20:41 AM
It looks great, but I'll probably redo the background anyway, because I'm way too anal for my own good. But otherwise, it's perfect. And anyway, everyone will have trouble with the backgrounds in this game.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 18, 2006, 12:12:50 PM
It would be fine normally, mephea, but the backgrounds in that room are exactly the same as the ones Terra spent forever working on.



Haven't you noticed that mephea keeps mentioning being in college, Terra?


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 18, 2006, 01:19:56 PM
I know that she's going to college, but I didn't understand why she told me to hurry up. I thought it was a subtile joke I didn't get because of the language barrier :(



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 18, 2006, 01:20:39 PM
No, I think she just wanted to hear from you before class.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Dan on September 18, 2006, 01:31:04 PM
Will you guys be mapping the area to the left of the main castle gate?  It's not on the map, but it should be included in my opinion.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 18, 2006, 01:33:58 PM
I don't know, possibly, but I think it would be weird since it's not on the map. It would also widen the final image significantly.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 18, 2006, 02:04:28 PM
Especially considering how long that part is.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 18, 2006, 02:19:55 PM
Revned said:
Err, Jon, I can't edit my first post anymore without screwing it up since I don't have permission to use colored text or raw html. I was trying to add mephea's name in....

I should probably stop screwing with other people's posts without their permission, but I can certainly edit in mephea's name (and in colour).  What's the RGB value for mephea's purple?  (I'm at work and don't have anything that can check.)


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 18, 2006, 02:49:47 PM
It's 8000C0.



I just claimed a rather large chunk of the map. The area at the top is mostly one big room, even though it looks like several on the map. Then I'm also doing the connecting rooms while I'm there. I marked all of the save rooms, all of the warp rooms, and a few of the loading rooms. The loading rooms aren't shown on the map, so I have to actually go around and find them.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 18, 2006, 03:01:26 PM
I've just redone the background of Mephea's hall section, mainly for consistency since it doesn't look really different from before:



User posted image



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 18, 2006, 06:08:18 PM
Jon, the image with the candles in my first post is stuck at the wrong size for some reason.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 18, 2006, 07:03:32 PM
Fixified!


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 19, 2006, 05:36:03 AM
looks nice terra!  thanks, ill piddle aroudn and find a not so hard section to map this morning whil i study history.



and yeah, me telling you to hurry was a subtle joke and revned was right, i would have liked to have heard before class, but its no big deal. ;)


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 19, 2006, 05:57:49 AM
guys, forgive me if this has been addressed, did we want to show the relics with names on them and whatnot?  im doing the room with the cube of zoe atm.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 19, 2006, 06:43:30 AM
holy crap i just ran glintercept and it caught a bajillion-fillion images!  time to see if this is faster than manually removing the status bar thing.  The only place that its tricky is that top left corner.  bleghblegh



OK, here is my second contribution, not 100% and it will be a while before i can finish it i think.



http://img91.imageshack.us/my.php?image=31q33rmepheaincompletefr4.png


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 19, 2006, 08:02:30 AM
ok, now its finished.  all the candles match i guess, everything is as it should be.  muwahahahahahaha.



http://img167.imageshack.us/my.php?image=31q33rmepheach3.png


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 19, 2006, 08:11:51 AM
Quadruple posted! We haven't really talked about items, but I don't think we'll label them. There are lots of maps out there that tell you where to get all the items already. I don't think someone would want to scroll around a 16000x12000 map looking for a single item.



So, for items just sitting there, capture them as they look and without any kind of highlighted border. I don't think there are any other items floating like the one in your map, but I could be mistaken. It looks fine as it is now.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 19, 2006, 09:00:32 AM
You also have to be careful with GLIntercept's files. Like I said, for some reason most of the tiles it captures have the pixels on the border doubled, so a standard tile that is 16 x 16 ends up being 18 x 18. Also, things like doors are tricky because they actually are 3D object and sometimes look a bit screwy in-game but fine in GLIntercept's log files, except they won't have the same lighting effects on them. I try to avoid it's use as much as possible except for the parallax background when it's the only way to capture parts of them.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 19, 2006, 11:48:16 AM
i found a couple of non-parallaxy areas i could map whilst i was trying to capture the last bit of that big room i did, so i may do those sometime this week if i get any sort of free time.  i hope im doing a good job.



This really makes me wanna map parasite freakin' eve now that a psx emu is working on my machine.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 19, 2006, 12:48:17 PM
Just wanted to point out this site: http://www.inverteddungeon.com/mudt/index.php?selection=10000. It has several glitches that let you get outside of the castle. The double Heart Refresh trick was particularly helpful in getting some stuff to the left of the big room I'm working on.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 19, 2006, 03:15:45 PM
im not that 1337 rev =(


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 19, 2006, 05:14:27 PM
Ok! here is a hallway that wasnt tagged yet.



The coordinates are - 21,n-21,q



http://img150.imageshack.us/my.php?image=21n21qmepheamu9.png



I even made teh whip of the torch flames point left.  I think terra will be proud o-0


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 19, 2006, 06:38:27 PM
It looks great, and yeah, I would have bitched about the flames ;)



There seems to be two candle spots near both edges of the screen without actual flames on them. Are those like that in the game or did you capture them with after the flames got hit by you?



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 19, 2006, 06:57:45 PM
She has it right.



I'm almost done removing the backgrounds to the big room at the top of the map. It was really time consuming, but it looks great.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 19, 2006, 07:40:53 PM
osrevad says "Hi".



He also says it's neat that a VGMaps.com Atlas Project is going on again.



I think it's really great that wileee, Zeric, mephea, and Edsword are involved.  Next thing you know, J.J. Maxx will be back.  >_>


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 19, 2006, 08:23:14 PM
yes terra, that's how they are.  I was a bit confused as to why, but eh, that's just the way it is i guess.



I will be playing the game and fishing out the easy spots.  Maybe i will get most of them so you guys can focus on that hard shit.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 19, 2006, 09:03:15 PM
Well, have fun for me because I won't be mapping this game much for a while. I'm trying to get back to Harmony and will probably only finish the first Bell Tower since it's almost completed anyway.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 20, 2006, 03:19:12 AM
noooo terra!~  dont leave us! :(



Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 20, 2006, 05:33:42 AM
I'll still drop by every now and then, but I won't be actively mapping for a while. I have to finish Harmony (and prove JonLeung wrong on my inability to finish projects!) and I still have something like 48% of the game still left to do.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 20, 2006, 11:51:13 AM
Geez, Terra, you don't have to prove (or disprove) anything to me.



I mean, if you really wanted to prove me wrong on your inability to finish projects, you'd have finished Treasure Master ages ago.  >_>



Anyway, good luck with Harmony Of Dissonance if you're working on that instead.  I'll certainly accept as many of Dracula's Castles as possible.  :)


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 20, 2006, 01:22:01 PM
One day JonLeung, one day...



And yeah, I'd like to finish Harmony Of Dissonance as soon as possible. After all, there's still Aria Of Sorrow left to do which is a single castle where the map isn't screwed up and there are parts of it which remind me a lot of Harmony (like a water-filled series of caves as well as an underground cemetary). Oh yeah, and after those, there are still my Circle Of The Moon maps, stalled at about 45% of the whole game. They need to be finished too :)



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Dan on September 20, 2006, 05:42:20 PM
I wish I could help you guys in this project, but I'm in the process of moving out of my parents' house, so I'm pretty busy right now and it'll probably be a while until I get a computer at my new place.  Good luck though; I'll be keeping up with the progress regardless of my input :P


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on September 21, 2006, 07:02:01 AM
http://img242.imageshack.us/my.php?image=23x27ymepheagn9.png



i know it isnt finished, but its mostly finished! the coordinates are 23,x - 27,y



Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: wileee on September 25, 2006, 10:35:53 AM
So I spent some time messing around with the cloud background in that last room that I did. (I know the moon is "in front" of the clouds on this image but I was just experimenting.



What do you think?



http://www.screenshotmaps.com/Maps/castlevaniasotn-ps1/bridgeroom09-22-06.png


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 25, 2006, 12:11:31 PM
I don't know, it looks a bit too tiled to me, but it might be the best we can do. I wish these backgrounds fit together better. Did you just use the existing graphics, or did you do any custom drawing? I tried some custom stuff in one of Terra's room that looked good, but it annoyed him greatly.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: wileee on September 25, 2006, 12:46:03 PM
I ran into some problems with the clouds. I extracted them using the GLIntercept thing.



The clouds are actually 4 128x36 tiles that can be assembled into a 128x128 tile. The problem is that those tiles repeat HORIZONTALLY ONLY. When playing the game the same clouds are visible all the time. So there literally aren't any graphics that vertically exceed the screen.



Here is a link to some samples.

http://www.screenshotmaps.com/Maps/castlevaniasotn-ps1/bkgsamples.htm

Sample 1) Custom 256x256 clouds repeated.

Sample 2) Actual 128x128 clouds repeated.

Sample 3) One row of custom clouds with a solid color background above that.



Well, for starters, those are some options we can discuss.



Sorry, I can't post any links yet. I just can't afford to "buy" that ability right now.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 25, 2006, 01:40:42 PM
I think in this case, Sample 1 works best. The clouds obviously repeat themselves but I like the way that it gives the impression of there being several cloud layers. Sample 2 just plain looks wrong and Sample 3 is too empty to me.



For the final background, if it's possible to do so, you might try and actually use a transparency layer for the clouds, which would look just like in the game, especially in the area of the moon. It's just a suggestion though, so don't waste too much time on it.



As for Revned's custom work in one of my room, it annoyed me only because I knew it was a 'hack' and nowhere near a true repetition but I've accepted that such a repetition is impossible to achieve without cheating.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on October 07, 2006, 09:26:08 PM
It's been almost a couple weeks.  How's it going?


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on October 07, 2006, 09:46:26 PM
Eh, I've been busy. I have a large section of the map that's about 80% done, not counting the backgrounds. I'll try to finish it and post it sometime this week.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on October 08, 2006, 04:48:40 AM
ill prolly do a section this week if i can get some time.  I just got engaged this weekend so im gonna be kind of busy 0-o


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on October 08, 2006, 08:53:52 AM
Engaged O-o? Wow, congratulations!



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on October 08, 2006, 03:35:02 PM
yeah, engaged...been very busy..i miss mapping, but fuck am i happy.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on October 21, 2006, 09:23:08 AM
Oh, congratulations, mephea!  (I thought I said that already but apparently not.)  Awesome.



For those of you keeping track, this week I received Vampire Killer from ReyVGM (acyually, I'm not sure if it's from him yet) and Rondo Of Blood from Zeric.  The Castlevania series is really being done.



'Cept for this project.  Haven't heard much in here for almost another couple weeks again...


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on October 21, 2006, 09:24:51 AM
Blame Phoenix Wright. If it weren't for him, I'd be done with Dracula's Curse and back working on this.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on October 21, 2006, 09:26:56 AM
blame school/work/tmnt3.  I will come back to this game when i get some some free alone time (i dont like to map while my fiance is here, ive ignored him enoughin the past :P)


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on October 21, 2006, 11:06:34 AM
Blame Harmony Of Dissonance in my case, though to be honest, once I'm done with it I'd like to get started on Aria Of Sorrow ;)



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on October 31, 2006, 11:12:13 PM
*meep*



User posted image



I still have some work left to do, but it's nearly finished. I just got sick of laboring over minute details in the castle keep area. I'll post a preview for that sometime soon, too.



I separated and completed the background for the vertical shaft in the middle. I still need to fill in a few little details elsewhere, too. Those lava rooms are going to be very tricky. Tomorrow I'll post a nice little save state that has the health bar edited out. It makes mapping a lot quicker :)


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on November 01, 2006, 07:40:06 AM
As I promised on the November MotM description, there will be a page on the site focussing on our projects!  :D



I had to mention it somewhere as a promise to people otherwise I'd never get around to doing it.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on November 01, 2006, 09:20:45 AM
O-O Wow Revned, that looks amazing! Amazingly, those rooms with lava at the bottom look really good the way they are, which I was afraid they wouldn't because of the 3D effects. Looks like you've been busy man!



I confess that I haven't touched the Chapel Tower at all. What little free time I've had the last few weeks have all gone into Harmony Of Dissonance.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 01, 2006, 02:29:06 PM
Thanks, Terra. Yeah, I suppose if we have trouble reproducing the 3D distortion, we could always do something like I have now. It doesn't look bad at all. This section actually only took me 3 or 4 days to do. It felt great to make so much progress so quickly.



Speaking of Harmony, I finally played it. You were certainly right about the backtracking. I liked the graphics and some of the bosses, but a lot of the game felt like it was just an attempt to recreate Symphony. I can't decide if I liked it as a whole more than I disliked it. I still haven't finished Circle, though. It feels really repetitive. I liked it at first, but it got to be too much work and not enough fun.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 08, 2006, 03:01:09 PM
Hmm, I tried to upload that savestate I mentioned before to my Google page, but it didn't work. It might be too big (1.1 MB). So, since only a handful of people actually need it, I'll just email it out to anyone who asks. I'll send it to mephea and Terra right now since they seem to be the only people who have expressed interest in seeing this project through to the end.



Here's what it looks like in-game:

User posted image



Not having that health bar makes mapping much easier. I kept getting corrupted graphics when I tried to get rid of the special weapon, so that was the only thing I had to leave in. I've played around quite a bit, and the graphics never seem to come back. I guess they only load once, which is good for us.



Now this is all fine and dandy, but I must tell you how I did it. First I used Tile Molester on individual files in the ISO. I found some very interesting stuff, including one file with single frames of the animations of all the enemies, and better yet, it was in 32 bit color. Everything else I found had its own special palette that showed up weirdly. After much searching, I found the health bar. I edited it and several other sprites out, but upon inserting it into the ISO with a hex editor, I got really, really glitched graphics. I spent an hour or two (or three) tinkering with it until I managed to get rid of everything but the blue bar and the weapon. Then, I realized that I couldn't easily give anyone this edit since IPS patches don't work on files this huge. I made a savestate, and it looked like that would work. Then it struck me that editing the savestate from the beginning would have been much easier. I was able to get rid of the blue bar, but again, I experienced corruption when messing with the weapons. Oh well, I had fun doing it and it will be very helpful.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on November 09, 2006, 05:35:18 AM
oh wow, i would love that...that would make mapping the game so much more enjoyable, one of the reasons ive not mapped on it in a while is because i fear the top left corner of every area :P


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on November 09, 2006, 05:47:11 AM
hey rev, is there anyway you can give me the same save file, except from the beginning of the game?  I wanted to collect screenshots of the bosses and whatnot, along with all the relics and stuff too.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on November 09, 2006, 06:41:36 AM
Thanks Revned (but you already knew that from when I answered your email).



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 09, 2006, 11:02:11 AM
Mephea, I'l see what I can do. With bosses, though, try to capture them separately from the rooms. I'm worried that some of the larger bosses will obscure too much of the graphics, but I'd have to see to make a decision.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: mephea on November 10, 2006, 11:21:21 AM
i want to separate the bosses from the rooms.  0-o


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Zeric on November 10, 2006, 01:02:07 PM
I am still interested in mapping this game, just taking a little break after finished Akumajo Dracula X and doing a little of Akumajo Dracula for X6800. and Super Mario World.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 10, 2006, 02:21:27 PM
Didn't you say you had lost interest in mapping? Well, either way, it's great to see you involved again. I'll send you that save state later today.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on November 10, 2006, 05:00:41 PM
Now that Zeric's back (yay!) I'll have to load him up with the MotM award items he deserves.  And the Gold.  (Not that anyone really cares.)


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 16, 2006, 08:50:16 PM
Okay, here's the castle keep area. It's been mostly done for weeks. I still have several little things to take care of, like the lone lion's glow, the status bar fragment, and the alignment. This area does not adhere to the grid. I'm not entirely sure what to do right now, but just cropping it is not really an option. Without further ado:

User posted image



Tonight I did a few rooms that go right on top of the map I posted on Halloween. I've already posted a couple of these, but I just had to show of my fancy torch work. I got found the torch, the flame, and the glow in GLIntercept's log files. After a bit of tinkering, I found that I could perfectly reproduce the transparency effect of the flame and the glow by using the "linear dodge" layer style in Photoshop. When I say perfect, I mean perfect. All of the colors are exactly like a real screenshot. I bet other transparency effects in the game work the same way.

User posted image


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on November 16, 2006, 09:38:55 PM
(I always wondered if the hallways with the "CD" on them meant that it was doing some streaming loading from the CD or if it was supposed to mean "Count Dracula".  Probably the former.)



That's awesome, Revned.  Isn't that the point in the castle where you transport to the Upside-Down Castle?  To think, there are TWO of these.  o_0


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 16, 2006, 09:43:21 PM
CD as in loading. Yeah, that's the place. Luckily, it looks like the palette is the same in the upside-down version of this area. That means I can just flip the image. I wonder how much of the second castle is like that. Hopefully more than I recall :/


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on November 16, 2006, 09:47:07 PM
You can't just flip the whole image because aren't the candle flames affected?  Though I suppose you could flip the static background without any dynamic elements.



Is it flipped or rotated?  I can't remember, but I thought it was rotated...


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 16, 2006, 09:53:03 PM
Rotated. Yes, but candles are trivial to fix compared to remapping the entire area.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on November 16, 2006, 10:23:55 PM
I'm also not sure if the inverted rooms are centered the same way on screen. By that, I mean that some pixel rows visible in the normal castle might not be in the inverted one, forcing at least a bit of mapping for every room in the inverted castle, not to mention all the areas with different color palettes.



As for the grid, I wouldn't say it doesn't fit it; rather, I think it's caused more by the way that rooms are shown in-game. By that, I mean that a room might appear to be quite irregularily-shaped on the minimap, but when you're actually inside, the game seems to adjust the actual boundaries of said room (the point at which it stops scrolling) at least at the farthest limits in every direction, essentially becoming the smallest rectangle inside which the room can fit. That's why I *think* there seems to be more room beyond a wall or roof even though the minimap says it shouldn't be.



Personally, for Harmony Of Dissonance I just extended the borders by an integer number of screens to make them look good. For example, the Chapel Of Dissonance shows a lot of open sky with moving clouds outside its walls, but if I followed  the grid of the minimap to the letter, then the room borders would stop right next to the walls and roofs of the Chapel and the sky is mostly left "off-screen".



And again, amazing work! Sorry I haven't had any time to spend on this; I hope you're not feeling too let down since the project has lost the steam it had when it was first started.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 16, 2006, 10:41:12 PM
I think the biggest thing about the keep is that it's all one continuous room, but it isn't rectangular on the map. The game must store all areas as rectangles, so extra space is added on the edges where you can't normally reach. I did extend it on the left, but I don't know what to do on the top of Dracula's chamber since the graphics are incomplete. There's also the problem of the gap between the hidden rooms above the chamber entrance and the staircase room. I don't know, I guess we can figure it all out later.



Don't worry about helping, I wasn't expecting people to map it constantly.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 17, 2006, 07:49:46 PM
c32:

User posted image



I've separated all three of the parallax backgrounds, but I'm not quite satisfied with the vertical water streams. The transparency is a bit off, but it might just have to do. I also need to synchronize the surfaces of the rightmost three pools.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 27, 2006, 07:10:42 PM
I'm still working on the waterfall. It's going to take awhile, but I haven't encountered anything I can't solve. I've also mapped a few smaller rooms near the entrance to fill in the blanks. Everything I've marked on the map is pretty much done, except the long room under the entrance hallways, the waterfall, and the four screen wide room to the right of the waterfall. Yes, that means the Colosseum I recently marked is finished. I mapped it all last night and polished it tonight. Except for the items which I'll add in later, it should be done:

User posted image


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on November 28, 2006, 09:01:24 AM
The Colosseum was a cool area, and here it looks great!



A quick glance of the map you have shows that over a half of what has been done has been done by you, Revned.  Not to dismiss what everyone else has contributed but you deserve the most pats on the back for the progress so far.



I don't even know why I'm in this topic, really.  >_>  I'm interested, I guess, but I've done zilch to help other than the occasional word of encouragement or praise.  Hopefully enough of those words will spur people that have helped to continue helping.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on December 11, 2006, 12:50:46 PM
I just noticed that the dead beast in the background of the lowest level of the Colosseum there looks just like the one that chases you in both Rondo of Blood and Portrait of Ruin (seeing as how I started both games recently).


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on December 11, 2006, 12:58:24 PM
It is the same, straight outta Rondo.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on December 11, 2006, 03:23:10 PM
Considering Symphony takes place only 4 years after Rondo, it makes for great continuity.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on January 29, 2007, 08:40:37 PM
vudu from NintendoWorldReport says VGMaps.com sucks, because the one time he needs maps, we don't have them.  Apparently he's lost in Super Castlevania IV.



At this point, I'm also curious as to how Symphony Of The Night and Harmony Of Dissonance are coming along, though I'm guessing that if there was anything to show, it would have been shown.



It's great that there's a Castlevania bug going around.  Too bad there's a "too busy" bug around too.  :/


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on January 29, 2007, 09:14:24 PM
Whiny Internet posters who complain because people they wouldn't otherwise care for aren't kissing their ass on a daily basis could be put to better use by trying to earn the Darwin Award. I'm only speaking for myself of course.



Anyway, anyone who gets lost in a linear game like Super Castlevania IV deserves to be mocked, tarred, feathered and kicked in the ass. Repeatedly.



And yeah, Harmony Of Dissonance is sort of on the back-burner for now, as I don't have much free time these days. Hopefully, things should clear out in the coming weeks, allowing me to resume regular work on it.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on January 29, 2007, 09:35:37 PM
Okay, I don't think vudu was serious...  >_>  But that's my fault, I should've been more clear.



I recall Super Castlevania IV being a visually impressive game.  If we have Dracula X, Bloodlines and Rondo Of Blood all fully mapped, then I too am wondering why we don't have SCV IV.  But something in my memory is bugging me about rotating backgrounds or something.  Technical difficulties?  Ah, well, it can wait, and has to, since the CV fans are too busy, and understandably so.



You guys know I went to the Video Games Live concert last week.  I was disappointed that they only play selected pieces for each venue that they play at, and for us, they decided not to play anything from Castlevania.  Phooey, that's my only major gripe about the concert.  Maybe there's a clip of it when they played it elsewhere on YouTube.



Working on "the project" (you know which I mean) by doing a little bit each day, I'm reawakening my desire to map.  Maybe it's also a desire to create, but it's seeing a complete map that makes me happy.  Perhaps when I'm done I'll help out in Symphony Of The Night instead of just lurking here.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: RT 55J on January 30, 2007, 12:08:55 PM
I'd be willing to help map CV4, but I'd rather finish a couple of my current projects.



And no, there is no way I'd map SoTN. I haven't even played it and I doubt my computer would even be able to run it. :P

---

Dot? Dot. Dot!


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on January 30, 2007, 02:35:29 PM
Well, continuing Super Castlevania IV would be a lot easier now that the latest version of ZSNES *finally* renders that last scanline. I spent a few hours just filling that damn line while mapping the first stage. Of course, there's still the fact that colors are shared by several layers making it difficult to deal with parallax backgrounds.



If you want to go ahead with Stage 2 and further, go ahead RT 55J. For once, I'm glad to let someone else continue something I started.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on June 19, 2007, 07:57:15 PM
While browsing the forums at The Castlevania Dungeon, I found something really neat: a utility called SymphoTile which is supposed to allow someone to view the tiles of the game directly from the CD!!!



Unfortunately, I can't test the thing right now, since I lost the ISO when my HD crashed, so perhaps someone else will be able to tell us if it lives up to its promises. Should Revned or anyone else start working on this game again, this could really help!



Get SymphoTile here



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on August 02, 2007, 06:39:19 AM
I guess this is shelved for the time being, huh?  :(


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 29, 2007, 07:14:53 AM
"Symphotile" works. It indeed displays the tiles right from the CD and in full color. you have to select the proper palette manually, but it works.

The only disadvantage is that it is a DOS application and you may have some trouble running it in windows, but it's still fine if you use "cmd" in full screen.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 29, 2007, 06:29:09 PM
Hmm, thanks for the tip. I'll have to check it out if I ever get back to this project.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Zeric on November 30, 2007, 07:59:51 PM
Seems like someone have already made a complete map of the normal castle of the saturn version. You can see it at www.persona-world.net



---

Current Projects: Akumajo Dracula (X6800)


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 30, 2007, 10:32:04 PM
Well, looks like someone beat us to the punch. They didn't do the backgrounds, though, so ours will be better if it ever gets completed.



If anyone out there is waiting for the upside-down castle, don't hold your breath. It ain't gonna happen. If we ever finish the first castle, I doubt many of us would want to spend so much time on an almost identical version.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on February 02, 2008, 03:13:23 PM
I did a bunch of rooms in the middle last week. I've updated the map on the first page to show them. I might post some here later.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: marioman on March 11, 2008, 03:29:29 AM
FYI, someone just submitted a lot of SotN level sprites to The Spriter's Resource  They look like they were extracted using Symphotile or a similar program.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on December 31, 2008, 01:32:36 AM
What's this? Progress? This is done except for the background and items. I'll post some more details and an overall progress update tomorrow.



User posted image


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on January 06, 2009, 08:03:18 AM
Yay, it's not dead!  :D



Does this mean you think it will eventually be completed?  Glancing at your progress in the first post, you have a lot more than I thought you did, and it doesn't look like there's much left if you made it that far already.



(And thanks for posting also because I saw marioman's old post just before that which pointed me to The Spriter's Resource which came in handy...)



A shame if you're still sure an upside-down castle wouldn't be possible.  I would think that if it was "almost identical" then you would have the techniques down that it shouldn't take as long to map as the first, main, right-side-up (or rather, "up-side-up") castle.



I can't remember if I asked before, but what would the estimated size of the image be if both castles were included?  o_0


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on January 06, 2009, 02:40:09 PM
I guess I never got around to posting more details. Yes, I plan on finishing it. I haven't even updated the map on my first post in awhile, so I have more than that finished.



I don't think it's worth the effort. I wouldn't be able to just flip my original image and adjust palettes, either, because there's those pesky tiles on the top and bottom that are incomplete an an asymmetric way.



The main castle will weigh in at about 16,000 x 12,000.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on January 09, 2009, 03:16:12 PM
The waterfall has been by far the hardest room I've worked on. And now it's pretty much done:



User posted image



I had to pull out all the stops on this one to get the graphics behind the glow and the waterfall. I can give more details if anyone wants.



The transparency I used on the waterfall itself is very close to the game's, but not quite perfect. The glow's transparency and shape are off by a bit too, but it looks close enough.


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on January 18, 2009, 06:58:00 PM
And here is the complete Alchemy Lab.



User posted image



Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: alucard on July 19, 2009, 10:08:14 AM
did you guys give up on this?


Title: RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on July 19, 2009, 10:17:51 AM
No, still working. Just not actively. Right now I have screenshots for every single room, I just need to assemble them. Then it will be on to the backgrounds phase, and then adding in the items. Someday...


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 07, 2009, 12:23:14 AM
All that's left is the 3D backgrounds in the Royal Chapel, the Castle Keep, Olrox's Quarters, and the lava room in the Catacombs. The only one I'm really worried about is Olrox. Hopefully I can figure something out, but I might end up leaving out the buildings for now. It's looking very nice, if I do say so myself  8)


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 08, 2009, 07:03:34 PM
I remember, way back when I used to actually work on this, looking into the possibility of using an OpenGL plugin with the emulator and finding some way to intercept the OpenGL data. Afterwards, you would hopefully be able to do something like what Peardian did with Paper Mario 64, and use that data to rebuild the 3D models and fill in those backgrounds. The most I managed to do with the plugin I was using is get the textures loaded in the video memory.

The problem is that I never really found out if it was even feasible, let alone offer any actual help.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 08, 2009, 08:06:05 PM
I didn't need to go that far. I did a reasonable job with just Photoshop's skew and perspective tools. The models were pretty simple.

Yes, past tense. It's done. All that's left is some "proofreading" of the whole map and adding the header.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 08, 2009, 08:30:49 PM
Oh, you know me and my obsession with accuracy... I can't wait to see the final result.

Such an incredible project should earn you more than a simple "Map Of The Month" award.

"Map Of The Year"?

Or "Map Of The Decade" perhaps?


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 08, 2009, 08:40:55 PM
It's worthy of something...

Sure would be nice if the upside-down castle will be mapped too...I know we discussed that already, though... :-\

Regardless, even if it isn't this year's October MotM, consider that there's another Hallowe'en-based game that I really felt should be honoured that would be a certain first for something and long overdue...


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 08, 2009, 08:54:40 PM
Honestly, I'm not completely satisfied with the aforementioned backgrounds. They are passable, and probably as good as I can do right now, but they aren't perfect. I could spend months trying to make them "perfect", but I don't think I'd get there. Even if I managed to rip the models, it would be extremely difficult to get the lighting and rendering just right. It's not like Peardian's maps where the models are presented by themselves and can be rendered however he pleases, but rather they are right next to pixel-perfect graphics and need to be rendered exactly.

And speaking of headers, I'm kind of torn over how to credit everyone who helped out. On the one hand, this started as an Atlas project with several contributors, but on the other hand, I did all but 9 rooms by myself (I redid all of Edsword's maps, as well as a few others for consistency). I think I will say something on the lines of "Mapped by Revned, thanks to TerraEsperZ, Mephea, Zeric, Wileee and Edsword". Does this sound okay?

And Jon, I know you want it, but it's really not just a matter of flipping the map. The game renders the top and bottom unevenly, such that I would be missing a row of pixels if I did that. And since this game uses so many colors, palette-swapping isn't even trivial. If I end up doing it (no time soon), it will be mostly from scratch.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 08, 2009, 10:17:59 PM
You can leave my name out, since I ended up doing next to nothing. This is almost exclusively your work, and you deserve the recognition.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 09, 2009, 06:02:38 AM
Of course I'm well aware the upside-down castle isn't just a flipped or rotated version of the original...I've played the game, certainly one of the best PlayStation experiences of my mostly-Nintendo-centric video gaming life.

And I know making the first castle wasn't easy.  And it certainly took a while as it is.  So it is going to be incredible, I'm sure.

Maybe I'll sound like the guy who calls a half-full cup "half-empty", but though I will be heaping tons of praise on the "original" castle, I'll always feel the game to be incompletely mapped.  Sorry if that makes me sound like a "Negative Nelson" or whatever.

Like I said, I've honoured incomplete games as MotM before, but that was relatively early on and something I don't really want to return to doing.  But if you really don't think the second castle is feasible anytime soon, it might seem unfair.  Not quite a "damned if I do, damned if I don't" situation, but it'd be a no-brainer if it was 100% done.

I did say I already had another game in mind for this year's October MotM since it was long overdue, but keep in mind Castlevania games don't have to be limited to October to be honoured (I did Circle Of The Moon one June, after all).

And on the other hand, the MotM concept I find to be a little lacking.  I wasn't going to bring this up now, but it had crossed my mind about retiring the concept...there could be other ways to promote maps.  But that's a discussion for another day, in another thread...


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 09, 2009, 06:12:07 AM
MotM really isn't that important to me. If you have another chosen already, go for it. Yes, I realize the game is only 50% mapped, but it's been 3 years since I started the first half. 3 years. It feels done to me.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 11, 2009, 08:52:54 PM
If you don't mind 4chan:
http://orz.4chan.org/hr/res/733005.html (http://orz.4chan.org/hr/res/733005.html)

While searching for "VGMaps" on Google (hey, I'm allowed to do that sometimes), one of the recent results is that topic.  There's more than one mention of Symphony Of The Night in that 4chan thread where people are talking about video game maps.   :)

And Revned, considering that you spent 3 years on this castle, I'll give it some recognition of some sort when you're done.  If not the Maps Of The Month, or not THAT month, it will at least get a mention on the news or maybe I'll make a front-page feature image since I think it will be a big deal.  Hope no one else gets jealous that I don't spend the effort on many games like that...actually, the last time was probably when we worked as a team on Super Mario Bros. 3 on the NES.  That was fun.  I guess this one started as a project too, but it's mostly Revned's baby now.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 12, 2009, 07:44:22 AM
Revned sent it in to me very late last night.  As I type, it's currently uploading.  As expected, it is HUGE.   :o

EDIT: It's up!

AWESOME JOB, REVNED!   :D


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: marioman on September 12, 2009, 08:12:09 AM
And with that I believe this map has set an absolutely untouchable record for the largest map dimensions and file size.  (Unless, of course, someone rips the upside-down version of the castle.)  While I am not a Castlevania fan, I am awestruck by this map's size and the effort that went into its creation.  Congratulations to all who were involved.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Will on September 12, 2009, 08:16:19 AM
I am very impressed  ;D. That is the largest, highest detailed map I have ever seen. It's so colourful and vast in its layout you could spend hours gazing at it from top to bottom. I only wish the Ghosts n' Goblins franchise and Gargoyle's Quest trilogy could have reached that level. This map can certainly be the next halloween map of the month, otherwise wait for next new year's day and it becomes the elite map of the next decade. Consider yourselves honoured Revned and others.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: alucard on September 12, 2009, 09:38:12 AM
This map is amazing, great job to everyone who contributed


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: snesmaster on September 12, 2009, 09:43:04 AM
I went to check out the newly uploaded map and I got this message:
The image "http://www.vgmaps.com/Atlas/PSX/Castlevania-SymphonyOfTheNight-Dracula%27sCastle.png" cannot be displayed, because it contains errors.

I'm using Firefox version 3.5.3 with windows XP.  Does anyone else get this message or does it appear just fine in the browser?

I did download it and was able to view it in my image viewer and it is an awesome map.  Definitely my favorite Castlevania game ever.  My screen size is set to 1920 x 1200.  Even with that you need a bigger screen to have a good view of this map.  Great job, it was well worth the time spent on it.

When will the upside down castle be done? :)


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: snesmaster on September 12, 2009, 09:49:12 AM
I just tried Internet Explorer, and that just shows a box with a red "X" instead of the image.  It looks like bowers are just not made to display an image so large and awesome.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 12, 2009, 09:51:56 AM
And with that I believe this map has set an absolutely untouchable record for the largest map dimensions and file size.  (Unless, of course, someone rips the upside-down version of the castle.)
I certainly don't want to rain on anyone's parade, but it's not the largest.

Image area-wise, it's 15648 x 12000 pixels.  But EarthBound Zero/Mother's World map is 16000 x 15000 pixels, which beats it on both height and width.  Also, if either of The 7th Saga's Ticondera maps were fully assembled instead of being in quadrants, they would be 17408 x 13376 pixels.

Filesize-wise, it's 21,444,891 bytes (20.4 MB) as a .PNG.  Four PC maps are larger (hint: they're from RTS games), and Paper Mario's Dry Dry Desert is also larger, but that is expected considering N64 maps probably can't compress too well.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: marioman on September 12, 2009, 09:59:27 AM
I just tried Internet Explorer, and that just shows a box with a red "X" instead of the image.  It looks like bowers are just not made to display an image so large and awesome.

You will need to actually download the map and use a rather robust image viewer to view it.  I tested the map in Irfanview (http://www.irfanview.com/) and it worked fine.

I certainly don't want to rain on anyone's parade, but it's not the largest.

Image area-wise, it's 15648 x 12000 pixels.  But EarthBound Zero/Mother's World map is 16000 x 15000 pixels, which beats it on both height and width.  Also, if either of The 7th Saga's Ticondera maps were fully assembled instead of being in quadrants, they would be 17408 x 13376 pixels.

Filesize-wise, it's 21,444,891 bytes (20.4 MB) as a .PNG.  Four PC maps are larger (hint: they're from RTS games), and Paper Mario's Dry Dry Desert is also larger, but that is expected considering N64 maps probably can't compress too well.

Yeah, I guess I should've done a little more fact checking on that.  I was thinking that the largest map would probably be a GBA or SNES game, but after thinking about it for a while I remembered about the RTS maps.

Impressive achievement nonetheless.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: snesmaster on September 12, 2009, 10:09:01 AM
The tallest map I ever made was for Spy Hunter on the NES.  Area 7 is 145 KB and 256 x 30000.  Certainly not the largest in total area, but I believe the largest in height.  My version of Photoshop would not allow me to save out a .png any larger then 30,000 pixels in either direction.  I don't have the most recent version, so I don't know if a .png file can be larger then that now, but as far as I know a .png can't be larger then 30,000 in either direction.  Let me know if anyone knows if a .png file can be larger then that.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 12, 2009, 12:46:41 PM
Glad everyone likes it :)  For viewing on Mac OS X, I highly recommend Xee (http://wakaba.c3.cx/s/apps/xee.html). It uses your graphics card and is very fast.

It would have been considerably wider if I included the opening portion where Alucard runs through the forest, but I decided it wasn't worth it.

Snesmaster, the PNG format allows dimensions up to about 2,000,000,000.

If anyone finds any mistakes, big or small, please let me know. I found 3 minor ones after uploading it last night  :-\


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: FlyingArmor on September 12, 2009, 01:52:37 PM
I opened it up in Photoshop, and even then I had to wait at least five minutes for it to load, hahah. :D But of course every second of waiting was worth seeing the end result. It's just amazing to see the castle in its entirety like this.

Absolutely awesome work, Revned et al! \(^o^)/

And speaking of mapping the inverted castle, I think I would be interested in taking on that particular challenge. I'll have to see about it. :)


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: MagnetiC on September 12, 2009, 02:02:34 PM
Amazing job, it looks fantastic! Looking at it makes me want to play it again.

In fact, I think I have a copy of Castlevania the dracula x chronicles for the psp lying around here somewhere. Hope I can find it  ;D


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: snesmaster on September 15, 2009, 01:23:07 PM
Snesmaster, the PNG format allows dimensions up to about 2,000,000,000.

What program can be used to save a PNG that large?


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 15, 2009, 01:39:06 PM
I doubt any programs out there can handle images that size. I'm just saying that the PNG format itself is not limited, but that Photoshop's limit of 30000 is arbitrary.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on October 14, 2009, 08:41:28 PM
You can unpin this topic now, Jon.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on October 15, 2009, 10:29:45 AM
Unstickied!

Did you get my email requesting a clean, properly proportioned title shot?  I'm hoping to promote it in the latter half of October (which is already upon us) with some front page feature images...plus I should replace the stretched one I have on the PSX page.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on October 15, 2009, 12:52:45 PM
Looks like it got marked as spam. Unfortunately, the image you have is as "clean" as you're going to get. For some reason that's how it is stored, and it is just stretched for the title screen.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on October 18, 2009, 05:54:38 PM
Okay, Revned, as promised, I made seven "front page feature" images to make sure your Castlevania: Symphony Of The Night map gets a lot of exposure. :) I may keep them around for a while after Hallowe'en, even.

Have you seen all seven of the images?

*expects people to hit Refresh on the main page a whole bunch of times :P*


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: marioman on October 18, 2009, 07:48:59 PM
Seen a few of the new images, but isn't only half of Dracula's Castle mapped at this point since the other castle that is yet to be mapped?  (Maybe I am not enough of a Castlevania fan to know the difference here.)  Just a little confused...


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on October 18, 2009, 08:01:53 PM
Note that I said "Dracula's Castle", not "Dracula's Inverted Castle".  :P


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Maxim on October 19, 2009, 03:05:05 AM
Have you seen all seven of the images?

*expects people to hit Refresh on the main page a whole bunch of times :P*
I find View Source easier.
- Clock
- CreepyRoom
- Fountain
- Keyhole
- Lab
- SaveRoom
- ThroneRoom

...which reminds me, I have to complain that the site structure is rubbish again :)


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: alucard on October 22, 2010, 11:30:18 PM
Hey guys I have a question on this map here:

http://www.vgmaps.com/Atlas/PSX/Castlevania-SymphonyOfTheNight-Dracula%27sCastle-Entrance.png

See the area right at the beginning of the castle, the far lower left of the map, there is a cavern you drop down into and a save room to the left of it. I never knew that existed till I saw this map. Can someone tell me how to get in there? I tried hitting the floor right above it, I had each of the 5 familiars active and none of them did anything with getting me in there. I also tried transforming into the Mist.

I also checked walkthroughs on sites like gamefaq and no one seemed to mention that area.

thanks.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on October 23, 2010, 01:11:40 AM
According to this page (http://castlevaniadungeon.net/Games/sotnweird.html) at the Castlevania Dungeon, you can either use a code (memory hack?) or play as Richter and upon entering the castle, immediately dash to the left through the doors before they close to fall into this hidden and unfinished area.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on October 23, 2010, 10:23:10 AM
Yeah, I used Richter to get down there. It's pretty useless, but I felt it was worth including on the map.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: alucard on October 23, 2010, 11:04:38 AM
thanks guys, I had been trying with Alucard but didnt try with Richter. It looked like it may have been a useless area, but its still good that you included it since people can go there.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on August 14, 2011, 02:23:16 PM
I'm making a note here so that I'm somewhat obligated to follow up on it. I have decided that I will map the Saturn-specific areas at some point. Hopefully I'll get around to it in reasonable time.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on February 20, 2012, 11:10:38 PM
Here are the mostly complete Saturn areas. I still need to add headers and will probably change the borders. The Underground Garden area really doesn't fit the style of the rest of the game. The colors are bad, the tree is too cartoony, etc. There are a number of technical oddities in the port as well. The backgrounds are stretched horizontally, the doors are rendered incorrectly, and some rooms have an extra 4 pixels at the bottom of the screen, but most don't.

I'm going to go back and tweak a few things in the PSX maps. I'm also considering starting on the inverted castle...


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on February 20, 2012, 11:31:27 PM
It still lives! No seriously, it's great to see the project getting even more complete than it already was.

It's not really obvious on these maps but while playing, did you observe a difference in terms of graphic resolution? I've seen screenshots of the game and it's painfully obvious that the standard resolution of the PSX was simply stretched to fit the Saturn's, with every other line and column being doubled and it's especially visible with diagonal graphics like stairs.

I've heard that the new area though don't have stretched graphics and use the Saturn's native resolution, so I was wondering if that led to some conflict with these new areas in that, these new rooms might not fit the existing room template precisely. Is that the case? It might explain why some of these new rooms are slightly taller that all the others. As for the doors, I haven't seen anything wrong with them just from these maps  but being 3D objects, they might be rendered at the same resolution they were before while all the other graphics were slightly stretched. In fact, I'm not even sure if all the PSX areas are simply stretched during rendering or if the tile graphics themselves are stretched so the result would be slightly larger graphics. Or something like that, I'm not sure anymore at this hour (1:30am)...


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on February 21, 2012, 12:11:42 AM
Every fourth pixel column is duplicated in the backgrounds, but not the sprites. This makes each screen that would be 256 pixels wide in the PSX version 320 pixels wide in this version. There is no stretching in the vertical direction, yet each screen is 21 pixels taller. I haven't investigated how these 21 pixels are used elsewhere, but each room does still occupy a 256 pixel tall area.

The new areas do have stretched graphics. I didn't even bother trying to reconcile the template, I just pieced everything together in-place. I have considered "fixing" the horizontal stretching to get a clean version to look at, but I'm not sure how well it would turn out given that the sprites would not change size. If I did, I could drop these into the full castle map just for fun.

The red border around the doors is slightly out of place. I'm not completely sure that it's not an emulator glitch, so I'll have to do some investigation.



Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on February 21, 2012, 04:12:49 PM
How did I not see the post made on this thread here yesterday?

Continuing my trend of mostly-insignificant-but-multiple coincidences lately, I had not seen the post from Revned added here yesterday, and yet earlier today I was randomly thinking "I wonder if Revned will continue mapping Symphony Of The Night?"  No word of a lie.

I am very excited to hear that a completed Symphony Of The Night is a possibility!  :D


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on February 21, 2012, 10:31:44 PM
I put together a comparison image of the two versions, using the original template. As you can see, both versions use the same vertical scale, but the PSX version clips off the top and bottom rows of tiles. I had considered trying to complete these tiles for the original map, but decided it would be too much work.

In the Saturn version some rooms have another row of tiles at the bottom and we see 4 pixel rows from them. The majority, however, have nothing there and we see the background through it.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on March 01, 2012, 12:39:13 AM
Done! I'm eventually going to use this pixel border style on the PSX maps and update the headers to match these.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on March 22, 2014, 06:19:57 PM
So, I’ve still been working on this project, but very infrequently. There are a number of things I want to resolve before I even think about doing the reverse castle. I’ve made a bunch of progress, but rather than continue to sit on the ones I’ve finished, I just sent them to Jon so you all can see the improvements so far.

There are tons of little things I changed that no one will probably notice, so I’ll attempt to make a changelog here for those who might be interested.

Overall
  • New headers like I used for the Saturn maps. I’m quite pleased with how the minimap looks:
    (http://i.imgur.com/YDMs1JT.png)
  • Changed my outlines to be less visually harsh
  • Thanks to a level viewer called SNEER (http://www.romhacking.net/forum/index.php?topic=11315.0) which showed up a few years ago, I was able to fairly easily fill in the partial tiles that are cropped in-game. Some rooms actually have the full 256x256 pixels defined, but most are only 256x224. For consistency, I decided to only include the tiles that are at least partially visible in-game.
    (http://i.imgur.com/zvigcNb.png)
  • It seems that every emulator, even in software rendering mode, has problems with sprite distortion in a few instances. The backgrounds are fine, but some of the backgrounds are built with sprites. Each emulator distorts things slightly differently, too. I assume this has to do with the fact that the graphics are rendered on 3D surfaces, and the projection to 2D is not always perfect. I spent a lot of time correcting the instances I found.
    (http://i.imgur.com/M1gsiAu.png)

Abandoned Mine
  • Realigned the background

Alchemy Laboratory
  • Realigned the backgrounds. I had originally aligned the entire first area’s background such that I wouldn’t have to figure out how to replicate the transparency on the colored tanks with items. It actually wasn’t hard to do right.
    (http://i.imgur.com/2SkZTV6.png)
  • Fixed distortion in the sparkly white globes
  • Fixed a save room that I had backwards
  • Fixed a one-screen room that was the completely wrong room (thanks, SNEER!)

Colosseum
  • Fixed distortion in several parts of the background

Entrance
  • Fixed inconsistent water
  • Fixed inconsistent glow on the rocks in the Merman room
  • Fixed distortion in the hanging wall blocking the entrance to the Marble Gallery
  • Realigned the trees in the backgrounds, fixed bushes which were incomplete
  • Controversy time! I really wasn’t happy with how I handled the clouds in the first version. I did it just by mirroring the background, but that caused this displeasing Rorschachian effect that looked nothing like what you’d see in-game:
    (http://i.imgur.com/YJNyLpo.png)
    It also required me to put the clouds at a very specific height so that the incomplete top section was obscured by the foreground. The areas look so much better with the clouds down lower, though:
    (http://i.imgur.com/voIwxoa.png)
    I agonized over this for quite awhile, and I eventually caved and customized the graphics to make them repeat cleanly. I made sure to restrict myself to two tile widths, and using the original graphics with all sorts of blending layers in Photoshop I got something convincing:
    (http://i.imgur.com/Y31P73M.png) (http://i.imgur.com/Y31P73M.png)
    I think I did a fine job, even though the purist in me is very uncomfortable with it. At some point I’ll revisit the Underground Garden Saturn maps and do the same thing, since it uses the same background with a different palette.

Long Library
  • Fixed some of the wall graphics which I didn’t get right since they’re off-screen. SNEER to the rescue!
  • Realigned the backgrounds. The lighting effect still isn’t perfect, but I improved it slightly.

Marble Gallery
  • Fixed distortion in several of the statues, the clock face and the pink blocks
  • Added the Ouija table enemies. I consider them part of the castle, so I thought it made sense to include them unlike the other enemies.
    (http://i.imgur.com/7ebke1c.png)
  • Realigned the background in the long room, and fixed the middle which actually has a non-repeating segment

Olrox's Quarters
  • Realigned the backgrounds. Big improvement in the aesthetics of the large room:
    (http://i.imgur.com/LhCJoqm.png)

Outer Wall
  • Made separate maps for each weather effect
  • Fixed distortion in the raindrops, and used the clouds ripped using GLIntercept rather than my previous best attempt at capturing them.
  • Fixed distortion in the elevator engine
  • Enlarged the room at the very bottom since it extends beyond where I had it previously

Underground Caverns
  • Improved distortion in the gears in the bottom left room. I say “improved”, because the graphics are actually smaller than they appear, and are thus stretched even on the original hardware.
  • Realigned the backgrounds, fixed slight distortion in the purple columns
  • Synchronized the waterfalls that are so subtle I forgot about them the first time around
    (http://i.imgur.com/byjtZB7.png)

Still todo
  • Catacombs - I’m done except for the 3D effects in the lava rooms. I tried really hard to replicate the effects properly, but I couldn’t get it right. Still not sure what to do. Notable distortion that I didn’t realize wasn’t intended:
    (http://i.imgur.com/AWBR15b.png)
  • Royal Chapel - Need to finish filling in some partial tiles that don’t show up in SNEER, also figure out what to do with the backgrounds
  • Clock Tower - Almost done, just some work to do on the backgrounds
  • Castle Keep - Need to fill in the partial tiles, redo backgrounds
  • New full castle map

Maps coming maybe someday
  • “Final Stage: Bloodlines”
  • The intro running segment outside the castle
  • Nightmare
  • The reverse castle. Note that filling in the partial tiles in the main maps might have made this considerably easier since I can now “just” rotate the maps and then palette shift them. Remains to be seen.
  • A super map that includes both castles, the Saturn areas and the intro running segment. This would require manually fixing the stretching in the Saturn maps, which is hard since the sprites are not stretched. It would be so cool though.

Whew!


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Trop on March 22, 2014, 10:15:46 PM
I just started playing this game for the first time yesterday. 


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on March 23, 2014, 07:18:01 PM
Now that's a *true* mapping master at work! I'm a bit jealous because this is the kind of perfectionism I'd like to apply to some of my past work, but experience has proven just how unhealthy it is for me to obsess over such details for too long.

I'm actually surprised to see how much distortion the game's 3D engine produced because it's not really apparent even when looking closely at the map. The DS Castlevania games also feature that kind of distortion thanks to using a similar 3D engine but it doesn't occur nearly that much with the actual foreground and background layers. Instead, it occurs mostly with sprites and large objects but since I had to rebuild the majority of each room using the game's tiles, whatever distortion that was present was quickly corrected.

Good luck with the reverse castle and if you find an easy way to palette shift whole areas at once, feel free to share your secrets. Simply switching to a different emulator that calculates color values differently gives me nightmares and usually results in me recapturing whole areas that were already done.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on March 23, 2014, 11:43:53 PM
Thanks, Terra. I know what you mean about it being unhealthy about obsessing over the details for too long. That's why it's taken me so long to get this far. It's been what, ~7.5 years since I started this project? If I wasn't so focused on ultimately insignificant details I could get so much more momentum.

As for palette shifting, I hacked together a quick command line tool so that I could shift the palettes as rendered in SNEER to the palette of my maps. It's really hard to set up, though, because it requires two identical images in each palette, and a target image that has only colors which appear in the source images. It sometimes takes me half an hour or so just to get things set up right so that I can shift the palettes. Things like alpha transparency are complete non-starters, so I'd still have to supplement with additional captures.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on March 26, 2014, 08:57:32 AM
Really glad you're still working on this!  Sorry I didn't have time to comment earlier, though I don't think there's much I would say about this that hasn't already been said earlier, by myself or others.  It may be a while yet, but I am still looking forward to the complete version of both castles together in a single image!  Goes without saying that it will definitely be one of my favourite maps.  Would be hard to top that.  Even if there might be larger maps, I doubt there would be maps as impressive.  Hopefully it can still be something printable, but that's going to be one huge-ass poster (and I usually avoid saying things like "huge-ass" but it seems fitting here).  I imagine that it shouldn't take another 7.5 years, though?  Though the last 7.5 years sure went by quickly, in my opinion...

(In the meantime, I wonder if anyone will map the DS games, so we get our Castlevania fixes until then?)

I rarely have time to play games more than once these days, but I have considered replaying Symphony Of The Night with your maps as a guide.  Though I can at least play the first half.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: vorpal86 on April 02, 2014, 05:15:48 PM
Doing a fine job on these maps. There are quite a lot of them in this game. I've played the game and am just before defeating Dracula or whatever comes my way. Got about 98% of the Normal castle done. Haven't got to the upside down one yet.

Konami put a lot of work into this game. And just think, the unsung Simon's Quest is this games father. Perhaps? I thought this was done. Guess there is more maps than i thought.

Good day


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 14, 2014, 12:54:30 PM
Time flies. Can't believe it's been six more months already! I finally finished up all of my planned revisions and mailed them to Jon. Unless I find any outright mistakes or stumble on better techniques for my not-quite-perfect sections, I think I'll be happy with these as finally final products. And now, details:

General: As mentioned before, I've completed all the partially visible tiles, fixed some distortions and redid the headers/borders

Castle Keep
  • Moved the moon and clouds down and extended the clouds to the far left:
    (http://i.imgur.com/UrL4h0F.png)
  • Fixed a clipped pillar at the bottom
  • Changed the button for the hidden staircase to be un-pressed for consistency with other buttons


Catacombs
  • Fixed distorted candles and lanterns (previewed in my last changelog)
  • Fixed distorted background in the spike room
  • Fixed distorted coffins (with the red skeletons)
  • Redid the lava. I never figured out how to replicate the transparency in the lava under the bridge, so I had to stick with screenshots spliced together. Not really an improvement over my original version, but I had to do it to fix the flickering glow under the lava which was not properly synced
  • Redid the backgrounds in the lava rooms. I had previously not even attempted to replicate the depth effect on the backgrounds, but now I've used non-linear scaling which approximates it pretty well. Much closer to the in-game appearance, even though it's not perfect.
    (http://i.imgur.com/ozpiYyi.png)


Clock Tower
  • Realigned all the backgrounds
  • Fixed a couple of instances of clipped graphics


Royal Chapel
  • Fixed inaccuracies in the trees behind the staircase room, thanks again to SNEER
  • Fixed distortion in the bell ropes, and improved distortion in the bells themselves (they're intentionally stretched a bit)
  • Replaced my best attempt at replicating the background clouds with captured+spliced versions. I had originally approximated this by skewing the cloud graphics manually. The benefit of that approach was that I could handle the perspective appropriately in the multi-screen rooms, but I was never able to get the fade-out to look like it does in-game. I changed my strategy and instead just took screenshots and spliced them together, which looks better, but isn't perfectly consistent regarding perspective. An acceptable trade-off, I suppose.
    (http://i.imgur.com/fpaWvm3.png)


Underground Garden and Hell Garden (Saturn-specific areas)
  • Redid the background clouds as I did with the Entrance backgrounds


and now, time for a surprise! Brand-new bonus maps:

Final Stage: "Bloodlines"
(http://i.imgur.com/wccni5m.png) (http://i.imgur.com/wccni5m.png)


Nightmare
(http://i.imgur.com/U6N7dXr.png) (http://i.imgur.com/U6N7dXr.png)


Forest
(http://i.imgur.com/8zfVyz1.png) (http://i.imgur.com/8zfVyz1.png)


The forest was interesting and challenging because it has more distinct layers than anywhere else in the game. Here's a peek at the composition:
(http://i.imgur.com/KV9IusP.gif)


Enjoy!


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on September 14, 2014, 02:08:33 PM
Now we only have to wait a week or so for PNGGauntlet to be done optimizing this beast before we get to enjoy the fruit of your work! I'm looking forward to comparing between the two version for all those details you've changed. On the other hand, now I'm feeling guilty for never going back to my Castlevania: Aria of Sorrow maps and correcting several bits of flawed transparencies...


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 14, 2014, 02:13:21 PM
Oh, you shouldn't have to wait that long. Jon can post them directly; I've already optimized them with the help of my 12 core workstation at the office :)


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on September 15, 2014, 10:19:48 AM
I posted them already, though I reran PNGGauntlet on the full castle on my work computer this morning and managed to shave off another 22 kB, so I'll put that slightly trimmed one up tonight.  I've mentioned before that I've found PNGGauntlet sometimes has different results when run on different computers.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on September 15, 2014, 11:41:43 AM
Thanks, Jon. I think it has to do with the initial values which might be different on different computers. pngout lets you tell it to use randomized tables, which can make it a difference if you run it multiple times. It's usually a very small percent, though, so I don't usually bother. 22kb isn't much in comparison to the 7+ MB that had already been saved.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on October 30, 2014, 08:04:59 PM
Happy Halloween!

(http://i.imgur.com/uC92b1t.jpg)

I'll post some more details later, but until then, enjoy!


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on October 30, 2014, 08:43:29 PM
No, you didn't...? Oh man, you totally did! I'll be honest, I wasn't expecting a full map of the Inverted Castle for at least a few more years...

Did you really recapture everything, or did you reuse as much of the Normal Castle maps as possible, only changing the palettes as needed? I'm asking because unlike Harmony of Dissonance, both castles are almost fully identical aside from items and some areas getting a slightly coloured filter.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on October 31, 2014, 08:07:00 AM
Congrats, and awesome job!  What an awesome Hallowe'en surprise.

Since you've already posted it, Revned, I've made a tease of it on the Facebook and Twitter with the hashtag #DraculaBackwardsAndUpsideDown (https://twitter.com/search?src=typd&q=%23DraculaBackwardsAndUpsideDown).  The maps will be up as soon as I get home.

I'll try to grab the full castle again here since email seems to have failed us.

I feel bad for asking for more, but will you be putting both castle maps into a single image to make one super-humongous complete map?


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on October 31, 2014, 09:10:02 PM
Thanks!

After my last round of revisions to the old maps I managed to keep some momentum. I mapped "Cave" just to see how hard palette shifting would be. Turned out that it was pretty easy! I finished that in a few days and then tried my hand at a couple more. On about October 1st I realized that it would be awesome to finish in time for Halloween. It required me to do one map every three days, though, which was not a whole lot of time. I managed to keep up, and it was definitely worth it! The self-imposed deadline actually helped quite a bit.

These went pretty smoothly because as mentioned, they're almost identical except for the altered palettes. I could use the original maps for most of them and then just take enough sample screenshots to get an adequate palette sample. When that didn't work, it was still easy to remap things manually thanks to there being essentially zero unknowns. I knew exactly what needed to be done, and I even had fully masked references on hand. I'm glad I went ahead and filled in the partial tiles on the original maps, because that allowed me to reuse the graphics directly.

It's not immediately obvious, but every area does actually have a different palette. The Keep is the most similar, but it has slightly higher contrast in the Inverted Castle.

While working on these, I did run into a bunch of minor issues in my original maps. I mean, really, really minor. Like single stray pixels. I made a big list and plan to go through and address them, then I can finally, truly call the maps done. At that point I'll put together a full map with both castles and the forest segment.

One other thing I would like to do is "fix" the graphics in the Saturn maps where they're stretched. As mentioned sometime before, the sprites are not distorted, so I'm going to have to use my best judgement to reconstruct things as best I can. I actually worked on the Cursed Prison map today and it's looking good. Once I do all four of those, I'll make a super special edition map with both castles and all Saturn areas.

I'm so close to finishing this up for good that I'm going to try really hard to keep my momentum, so stay tuned!


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: vorpal86 on November 02, 2014, 09:15:39 PM
Very nice

I could be wrong but SOTN is probably the hardest game to map out. It's been quite a while since it started being mapped. I'mma go out on a limb here and assume there has been many headaches on the creation of this one.

It would have been much better if all you had to do was just flip the original map upside down.. BUT no can do. :)

Good work. It's really large and over 51000 colors.

Perhaps someone could maybe explain what the purpose behind the inverted playthrough of the castle represents?

Maybe some twisted plot scheme, or maybe they just put it in there to add to the gameplay time.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Trop on November 02, 2014, 09:45:09 PM
Its to add gameplay.  Remember this was made when platformers were just breaking out of 16 bit.  If you're a programmer or designer you've got all that space on a CD you didn't have on a cart that even super rich graphics and music don't fill up.  So let's just make the game itself a whole lot bigger.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on November 03, 2014, 06:56:29 PM
There is a "bad" ending if you fail to obtain and use a particular item when you get to the boss fight at the top of the first castle.  If you do find the item and use it, you find there's more than it seems, and so the second castle that appears from the sky doubles the size of the game as you work towards the "true" ending.  It's an interesting and exciting development to the story.  Instead of working towards 100% completion you can now shoot for 200%.

Two castles are also seen in the later-released Castlevania: Harmony Of Dissonance for the GBA, but they are both right-side-up, and is more like a two-world thing, like seen in Final Fantasy V, Chrono Trigger (600 AD and 1000 AD in particular), The Legend Of Zelda: A Link To The Past/Ocarina Of Time/Oracle Of Ages/A Link Between Worlds, most Silent Hill games, and probably other games I can't recall at this particular moment.  It's not an uncommon theme.

But in Castlevania: Symphony Of The Night, instead of being just a parallel world, the other "world" is upside-down, which provides interesting architecture, an obvious yet ominous otherworldliness, and also means the overall map is much larger.  There is a dungeon in The Legend Of Zelda: Majora's Mask that flips, and is neat in its own way, but Symphony Of The Night's upside-down castle came first, and it is more than just a 180-degree rotation or a "twisted reflection"....it's a "twisted rotation"?  (Isn't that redundant?)  Whatever it is, it's awesome!

As you can tell, I love it, and can't wait for Revned to do his final tweaks and complete a full map showing both castles together in a single image!  It's going to be huge!


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 14, 2014, 09:49:52 PM
Finished at long last! I made minor tweaks to all of the normal castle areas, and, of course, I found a few things to tweak in several of the inverted areas that I had missed in my rush for Halloween. Here's a 6.25% scale preview of the full map which I've just mailed to Jon:

(http://i.imgur.com/lVml3LX.png) (http://i.imgur.com/lVml3LX.png)


I gave up on the full PSX+Saturn map I'd mentioned before. I did manage to "fix" the Prison areas, but the Garden areas had too much of a mix of distorted and non-distorted graphics for me to feasibly fix. Would have taken forever to tease them apart, and then I'd have to do a lot of custom work to get them squish things back down. Ah well, not like the Saturn areas are worth the trouble. They don't fit the visual style at all.

Anyway, here are the "fixed" Prison areas if anyone is interested:

(http://i.imgur.com/bH9t0uB.png) (http://i.imgur.com/bH9t0uB.png)

(http://i.imgur.com/YDXFoUj.png) (http://i.imgur.com/YDXFoUj.png)

Not going to lie, I'm quite glad to put this behind me after so long.

Enjoy!


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: JonLeung on November 18, 2014, 10:26:03 AM
How rude of me to still not have even commented on this topic yet since the achievement of completing both castles of Castlevania: Symphony Of The Night (http://vgmaps.com/Atlas/PSX/index.htm#CastlevaniaSymphonyOfTheNight), and compiling them into a single image!  Wow, it is really something.  Thank you so much, Revned!  :D  If you remember my GameSHOUT.com interview (http://www.vgmaps.com/Reviews/InTheMedia-GameSHOUT.htm) from over nine and a half years ago (not to mention several comments I've probably made before and since then), you would know that this is one of the dream maps I have always wanted to see...if not THE dream map.  But I imagine that at times it must have been a nightmare to put together, since it took a couple years for the first castle alone, didn't it?

It's obvious there are certain genres of games that make for more impressive maps, and the more complex a game is, the more practical value there is, like something you'd see in a strategy guide.  (That's not to say I don't love arcade game maps, as I do, but for different reasons.)  While I love most console RPG map sets, they are often too big and disjointed to put into a single image or even a few...you'll have an overworld map, and then you'll have towns and castles and dungeons, but with some noticeable exceptions like the Ultima games (Zerker's Ultima VI: The False Prophet (PC) (http://vgmaps.com/Atlas/PC/index.htm#UltimaVIFalseProphet) map of Britannia is another map I cherish, though I would still like to see the Gargoyle World...though, FlyingArmor did both for the Super NES version (http://vgmaps.com/Atlas/SuperNES/index.htm#UltimaVIFalseProphet)) they are usually not continuous...that is, you step onto a sprite/icon that represents a location and you're taken into its map, which is a separate one at a different scale.  These map sets are better suited to one image per map.  But the entirety of most "Metroidvania" games (is there a better name for this genre?) can each fit into a single image because they are continuous.  This makes them more impressive than other platformers, and the variety of areas and "height" make them more interesting than even the largest top-down/bird's-eye-view RPG or RTS maps.

Castlevania: Symphony Of The Night is the biggest of these "Metroidvania" games, even larger than Super Metroid (http://vgmaps.com/Atlas/SuperNES/index.htm#SuperMetroid) (though even that is a huge deal, thanks again, Rick Bruns), and the visual spectacle of two castles together, well, that's really something!  Since it was "soft-completed" on Hallowe'en, it seems almost criminal to hold on to an inevitable "Maps Of The Month" honour until next October just to theme it alongside next Hallowe'en...maybe I'll find a good opportunity to recognize it earlier.  But really, though it will surely get it, until then, I think it really goes without saying that the complete map is incredible.  Thank you again, Revned!  And thanks also to Edsword, mephea, TerraEsperZ, Wileee, and Zeric for your contributions to the first phase of mapping Castlevania: Symphony Of The Night.

(Now, if anyone wants to tackle more 2D Castlevania, there are still other opportunities.  While the three GBA games are done, thanks to all different mappers: sprays (Circle Of The Moon (http://vgmaps.com/Atlas/GBA/index.htm#CastlevaniaCircleOfTheMoon)), Zeric (Harmony Of Dissonance (http://vgmaps.com/Atlas/GBA/index.htm#CastlevaniaHarmonyOfDissonance)), and TerraEsperZ (Aria Of Sorrow (http://vgmaps.com/Atlas/GBA/index.htm#CastlevaniaAriaOfSorrow)) - there are still the three Castlevania DS games yet to be mapped (Portrait Of Ruin might not be as continuous, but I bet it could still be arranged nicely in a single image).  uladraz did well on mapping the Xbox 360 game, Harmony Of Despair (http://vgmaps.com/Atlas/X360/index.htm#CastlevaniaHarmonyOfDespair), but I recall there are still extra DLC chapters to be done.  While the Metroid games are fully mapped (thanks to Rick Bruns and realSim (Metroid (http://vgmaps.com/Atlas/NES/index.htm#Metroid)), Zeric (Metroid II: Return Of Samus (http://vgmaps.com/Atlas/GB-GBC/index.htm#MetroidIIReturnOfSamus)), Rick Bruns again (Super Metroid (http://vgmaps.com/Atlas/SuperNES/index.htm#SuperMetroid)), zerofighter and rocktyt (Metroid Fusion (http://vgmaps.com/Atlas/GBA/index.htm#MetroidFusion)) and (Metroid: Zero Mission (http://vgmaps.com/Atlas/GBA/index.htm#MetroidZeroMission))), there are some other non-Metroid, non-Castlevania games in the "Metroidvania" genre, such as Shantae (GBC) (TerraEsperZ kind of started that, but hasn't officially submitted for it), Shantae: Risky's Revenge (DSi), and Monster Tale (DS), to name a few.)


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on November 18, 2014, 11:01:00 AM
That combined map with both castle is so big, attempting to open it drove my computer into a series of seizures where it took me something like six or seven minutes just to bring up the task manager so I could close the application that was choking on it.

(Now, if anyone wants to tackle more 2D Castlevania, there are still other opportunities.  While the three GBA games are done, thanks to all different mappers: sprays (Circle Of The Moon (http://vgmaps.com/Atlas/GBA/index.htm#CastlevaniaCircleOfTheMoon)), Zeric (Harmony Of Dissonance (http://vgmaps.com/Atlas/GBA/index.htm#CastlevaniaHarmonyOfDissonance)), and TerraEsperZ (Aria Of Sorrow (http://vgmaps.com/Atlas/GBA/index.htm#CastlevaniaAriaOfSorrow)) - there are still the three Castlevania DS games yet to be mapped (Portrait Of Ruin might not be as continuous, but I bet it could still be arranged nicely in a single image).  uladraz did well on mapping the Xbox 360 game, Harmony Of Despair (http://vgmaps.com/Atlas/X360/index.htm#CastlevaniaHarmonyOfDespair), but I recall there are still extra DLC chapters to be done.  While the Metroid games are fully mapped (thanks to Rick Bruns and realSim (Metroid (http://vgmaps.com/Atlas/NES/index.htm#Metroid)), Zeric (Metroid II: Return Of Samus (http://vgmaps.com/Atlas/GB-GBC/index.htm#MetroidIIReturnOfSamus)), Rick Bruns again (Super Metroid (http://vgmaps.com/Atlas/SuperNES/index.htm#SuperMetroid)), zerofighter and rocktyt (Metroid Fusion (http://vgmaps.com/Atlas/GBA/index.htm#MetroidFusion)) and (Metroid: Zero Mission (http://vgmaps.com/Atlas/GBA/index.htm#MetroidZeroMission))), there are some other non-Metroid, non-Castlevania games in the "Metroidvania" genre, such as Shantae (GBC) (TerraEsperZ kind of started that, but hasn't officially submitted for it), Shantae: Risky's Revenge (DSi), and Monster Tale (DS), to name a few.)

A few months ago, qwert_vs_qwerty mentioned that he was almost finished with Shantae which is why I haven't pursued it any further, though I'd certainly love to come back to it, provided I had more free time. I'd love to do Shantae: Risky's Revenge but I'd have to go with the Steam version (which is itself based on the IOS port) since apparently the original DSiWare game cannot be dumped, much less emulated as of now. It would entail a lot of work though to capture the screenshots at the right resolution, separating the layers and removing the status overlay. Sometimes I wish I could clone myself Naruto style so I could have more time to do stuff I enjoy...


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Revned on November 19, 2014, 09:15:04 PM
I was actually surprised to find that my image viewer of choice, which has never failed me, didn't even attempt to render the full map. I had to stick to Photoshop. Just saving the thing took 3 or 4 minutes. Optimizing it took something like 7 hours at 3.5+ghz.

I'd really like to see the DS games mapped, but I'm not holding my breath. I tried mapping the intro to Portrait just as an experiment, and I ran into trouble right away in the first room. Lots of overlapping parallax layers with shared colors. And, of course, there are a lot more 3d backgrounds to deal with. I gave up pretty quickly; no way am I going to start on another multi-year project anytime soon.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: Trop on November 19, 2014, 11:19:37 PM
I just finished Dawn of Sorrow and I'm most of the way through Ecclesia.  I Successfully mapped a hall in the Demon Guest House from Dawn as a test but damn, so much 3D in the rest of the game.  You'd absolutely need a way to do the 3D to get it to look right otherwise you'd have a lot of areas with no background.  Think of the ship in the background of the first water area in Ecclesia.


Title: Re: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
Post by: TerraEsperZ on November 19, 2014, 11:50:07 PM
Well, I managed to get about 35-40% of Dawn of Sorrow mapped reasonably well (some effects like the 3D village and the moving clouds in the sky are still missing) but getting everything completely accurate with all the layers took forever since I'm basically going through every layer of every room one 16x16 pixels tiles at a time using No$GBA's debugger (at least an hour for an average room, sometimes more than one evening for more complex ones). I honestly don't know when/if I'll get back to it considering that I had reached the underwater portion of the game which is even harder to capture correctly...