Author Topic: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)  (Read 452881 times)

0 Members and 22 Guests are viewing this topic.

Offline Revned

  • Hero Member
  • *****
  • Posts: 1094
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #75 on: September 11, 2006, 08:14:26 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.

Offline TerraEsperZ

  • Hero Member
  • *****
  • Posts: 2326
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #76 on: September 11, 2006, 10:17:02 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
Current project:
Mega Man: Powered Up (PSP)

Offline mephea

  • Full Member
  • ***
  • Posts: 134
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #77 on: September 11, 2006, 04:02:27 pm »
im download SOTN tonight...heh...

Offline TerraEsperZ

  • Hero Member
  • *****
  • Posts: 2326
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #78 on: September 13, 2006, 10:29:55 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
Current project:
Mega Man: Powered Up (PSP)

Offline Revned

  • Hero Member
  • *****
  • Posts: 1094
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #79 on: September 14, 2006, 08:39:45 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.

Offline TerraEsperZ

  • Hero Member
  • *****
  • Posts: 2326
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #80 on: September 14, 2006, 02:02:49 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
Current project:
Mega Man: Powered Up (PSP)

Offline Revned

  • Hero Member
  • *****
  • Posts: 1094
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #81 on: September 14, 2006, 02:12:51 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.

Offline TerraEsperZ

  • Hero Member
  • *****
  • Posts: 2326
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #82 on: September 14, 2006, 04:13:00 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
Current project:
Mega Man: Powered Up (PSP)

Offline TerraEsperZ

  • Hero Member
  • *****
  • Posts: 2326
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #83 on: September 16, 2006, 11:43:35 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
Current project:
Mega Man: Powered Up (PSP)

Offline Revned

  • Hero Member
  • *****
  • Posts: 1094
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #84 on: September 16, 2006, 11:48:24 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!

Offline TerraEsperZ

  • Hero Member
  • *****
  • Posts: 2326
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #85 on: September 16, 2006, 11:51:47 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
Current project:
Mega Man: Powered Up (PSP)

Offline Revned

  • Hero Member
  • *****
  • Posts: 1094
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #86 on: September 16, 2006, 11:52:19 pm »
Hmm, good point. Never mind.

Offline TerraEsperZ

  • Hero Member
  • *****
  • Posts: 2326
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #87 on: September 17, 2006, 12:41:34 am »
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
Current project:
Mega Man: Powered Up (PSP)

Offline Revned

  • Hero Member
  • *****
  • Posts: 1094
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #88 on: September 17, 2006, 01:18:12 pm »
More rooms:

User posted image

User posted image

Offline TerraEsperZ

  • Hero Member
  • *****
  • Posts: 2326
RE: VGMaps.com Atlas Project: Castlevania: Symphony Of The Night (PSX)
« Reply #89 on: September 17, 2006, 02:13:34 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
Current project:
Mega Man: Powered Up (PSP)