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Emerald Hill Zone in Castlevania: Symphony of the Night (PoC)
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Proof of concept that showcases what it is possible to achieve nowadays with Castlevania SOTN modding.
The port of the level is far from perfect and it has countless hacks and work-arounds to somewhat make Emerald Hill Zone from Sonic the Hedgehog 2 to run in the SOTN game engine. I am still working on making it prettier and less buggy. When (and if) it will be ready, it will be published and open-sourced.
The SOTN game engine does not allow flipping tiles horizontally and vertically, therefore I had to duplicate the tileset for each variant which resulted in almost filling up all the available stage tileset VRAM. Each tile can only be associated to a single collision ID, but since Sonic 2 uses different collisions for the same tile I had to duplicate the tile indices further to simulate it. Sonic 2 also has two collision layers and each collision tile has their own collision descriptor to describe when the tile is fully solid or Sonic can collide on its floor but not when jumping from below it. This mechanic is fully ignored in this port.
Finally collisions are not perfect. The collision system is far more sophisticated in the Sonic MegaDrive trilogy, but here I have to resort to approximate collision replacements that helps to not allow Alucard to fall into the void or get stuck but still does not provide a smooth experience.
A lot of compromises, but still an interesting challenge!
The port of the level is far from perfect and it has countless hacks and work-arounds to somewhat make Emerald Hill Zone from Sonic the Hedgehog 2 to run in the SOTN game engine. I am still working on making it prettier and less buggy. When (and if) it will be ready, it will be published and open-sourced.
The SOTN game engine does not allow flipping tiles horizontally and vertically, therefore I had to duplicate the tileset for each variant which resulted in almost filling up all the available stage tileset VRAM. Each tile can only be associated to a single collision ID, but since Sonic 2 uses different collisions for the same tile I had to duplicate the tile indices further to simulate it. Sonic 2 also has two collision layers and each collision tile has their own collision descriptor to describe when the tile is fully solid or Sonic can collide on its floor but not when jumping from below it. This mechanic is fully ignored in this port.
Finally collisions are not perfect. The collision system is far more sophisticated in the Sonic MegaDrive trilogy, but here I have to resort to approximate collision replacements that helps to not allow Alucard to fall into the void or get stuck but still does not provide a smooth experience.
A lot of compromises, but still an interesting challenge!
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