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Author Topic: Dracula X  (Read 2300 times)
RedComet
Guest
« on: September 09, 2006, 02:44:11 am »

Anyone interested in it? I started working on the game a couple weeks ago, and I'm not up to in any more. But thanks to tomaitheous's help, I managed to make a fair amount of headway. Anyway, it's not much, but it should be something to get you going in the right direction.

http://www.rpgclassics.com/subsites/twit/other/dracx.zip
tomaitheous
Guest
« Reply #1 on: September 09, 2006, 12:06:00 pm »

 A bit of info in the title caption for each stage. They're located in track 2, but coded as sprites.



They seem to repeat/duplicate the stages through out the ISO as well.

Kitsune Sniper
Guest
« Reply #2 on: September 09, 2006, 12:45:26 pm »

I'd take it. Grin It's a shame I don't know ASM. Tongue
Matow
Guest
« Reply #3 on: September 11, 2006, 07:56:16 am »

A few different people have worked on this game in the past. The only thing stopping it from being completed is they needed someone to hack in a smaller font as well as there's 1 or 2 lines where the text scrolls up and down instead of left to right.
RedComet
Guest
« Reply #4 on: September 11, 2006, 09:41:49 am »

Quote from: Matow on September 11, 2006, 07:56:16 am
A few different people have worked on this game in the past. The only thing stopping it from being completed is they needed someone to hack in a smaller font as well as there's 1 or 2 lines where the text scrolls up and down instead of left to right.

The smaller font is actually a rather simple hack. I can't recall where there's any vertical text, though. I might eventually pick this back up. I've just been a little depressed lately and I guess the thought of so many projects and all the work that goes into making them the quality I want influenced my decision to drop it. If someone picks it up, great, if not, I still may end up doing it.
RedComet
Guest
« Reply #5 on: September 11, 2006, 08:44:22 pm »

Well, it took less than 10 minutes to throw together a dumper. So I've got all the intro dumped. I think I'll keep working on this. Apologies for the drama. Wink
Dragonsbrethren
Guest
« Reply #6 on: September 11, 2006, 09:28:18 pm »

Quote from: RedComet on September 11, 2006, 09:41:49 am
The smaller font is actually a rather simple hack. I can't recall where there's any vertical text, though.

Charon, when you fall on his raft.
RedComet
Guest
« Reply #7 on: September 11, 2006, 09:53:25 pm »

Quote from: Dragonsbrethren on September 11, 2006, 09:28:18 pm
Quote from: RedComet on September 11, 2006, 09:41:49 am
The smaller font is actually a rather simple hack. I can't recall where there's any vertical text, though.

Charon, when you fall on his raft.

Ah. Gotcha. Shouldn't be too hard to change. Sprites are a lot easier to reposition than background data.
RedComet
Guest
« Reply #8 on: September 12, 2006, 06:12:28 am »

Quote from: tomaitheous on September 09, 2006, 12:06:00 pm
A bit of info in the title caption for each stage. They're located in track 2, but coded as sprites.



They seem to repeat/duplicate the stages through out the ISO as well.

Actually, it looks like they're in both track 2 and 22 and plenty of duplicates, too.
tomaitheous
Guest
« Reply #9 on: September 12, 2006, 08:37:14 am »

I haven't seen a game that uses the last duplicated track other than as stopper tracker for the CD audio play call/func (Ys IV, LOT, etc), so need worry to much about it Wink

Great to hear that you projects going again Smiley
RedComet
Guest
« Reply #10 on: September 12, 2006, 08:50:16 am »

The weird thing is that only Stages 0 through 4' (might've been 3') are in track 2, while track 22 contains all of the Stages. Shocked

I'm working on understanding CD_READ at the moment. Quick question, bank $01 is the correct bank for the 8x8 system font, right? I'm basing this on the fact that $00 is the functions and the next chunk of data after that that woudl fit in a bank contained teh font.
tomaitheous
Guest
« Reply #11 on: September 12, 2006, 10:09:10 pm »

Really? Damn, I must have missed that Cheesy

 Keep an eye out for the CD_BASE function then. It changes the track # for which the CD sector offsets are relative to. Yup, bank $01 has the full ascii 8x8 font - 1bit format. Off the top of head, CD_read takes a 3 byte arguement for the sector offset, 2byte address destination, and were to - CPU/VDC . Local ($00) means CPU logical memory address and the other is VDC ($FF). When using the VDC, don't forget the address is in words instead of bytes.

 Are you trying to setup a boot loader? If so, then you won't need to use the CD_READ function - there's a more automated way.

Edit: Local is $01, but you already knew that. I'll replay on the ME forums.
« Last Edit: September 12, 2006, 11:17:21 pm by tomaitheous »
RedComet
Guest
« Reply #12 on: September 13, 2006, 06:23:30 am »

Well, I've got the font loading code written and in for the intro's subtitles. I need to rework the way the VDC writes are handled though; I'm getting a lot of garbage and malformed tiles chucked out to the screen - but they're 8x8! Grin

Also, thanks to DDS, I've got the entire intro text translated and waiting for insertion. Smiley
marioxb
Guest
« Reply #13 on: September 28, 2007, 07:30:32 am »

Was there ever any further progress on this? I wonder if anything could be used from
http://home.comcast.net/~heavyweights/games/drac/index.htm? A collaboration perhaps?
Sliver X
Guest
« Reply #14 on: September 28, 2007, 07:46:55 am »

Track 22 is NOT needed at all. The reason for two data tracks is a kludge to get around the PCE-CD's slow ass drive speed (1x! Woohoo!). If the music is playing towards the outer edge of the disc, data is loaded from Track 22. If it's closer to the center, Track 2 is used.

I referenced Track 2 twice in the cue sheet for a, uh, "port" of Dracula X to PC, and beat the game up and down, sideways and forwards, and everything was fine.
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