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Proto talk:Super Castlevania IV

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Navigational Patch Codes

Hey. Who wants some patch/PAR codes? Anyone? Too bad, 'cause I made some~

Menu Select (00 - 06 -- Konami, Menu, Scroller, Game Start, Gameplay, Option, Password)
7E0032XX

Room Modifier (00 - 44)
7e0086XX

Simon Horizontal Position (Screen, Pixel)
7e054aXX + 7e054bXX

Simon Vertical Position (Screen, Pixel)
7e054eXX + 7e054fXX

I've been using these to bip-bop around where I'm not supposed to, such as Block B-2. Seriously, what's up with that place? I know those are supposed to be collapsing stairs, but why Konami decided to temporarily make them instant death and literally unclimbable (unless you toggle your life energy off while climbing, anyway) is beyond me.

Other than that, I've found a couple of fun things, such as Block A-1 having a weird, Mode 7 tower ($37; think the last level of Battletoads) and the secret room of Block 9-2 ($36), in this build… Maybe, there's more stuff to find…?

Have fun!

~ Jo Li (Info|Chat|Edits) 05:27, 4 August 2020 (UTC)

Oh, and if anyone's curious, I checked to see if Hard Mode was implemented at this point. Sadly, the final game's toggle (7E008801) doesn't seem to do a thing, here.
~ Jo Li (Info|Chat|Edits) 07:39, 5 August 2020 (UTC)
Which code would you use to be able to climb the stairs in B-2? All of the infinite health codes I found still knock you back. --Martin Strada (talk) 17:50, 5 August 2020 (UTC)
I completely gave up on trying to climb those death stairs and, instead, just set Simon's X/Y to the upper-left of the level, to get an idea of what the map looked like. It's physically impossible to get through the stairs as the kanji circles (I think the symbol says "sword") are solid objects – and even then, trying to actually use the stairs still kills the player. They are climbable when the player is officially dead, as at that point, the game completely disables all object interaction between the player and everything else except stairs in this build, but I never figured out the value for "dead, but not quite."
~ Jo Li (Info|Chat|Edits) 00:00, 6 August 2020 (UTC)

Stage Select Menu

(Splintered from the above conversation)

Also, have you found a way to access the level select screen in the final and the supposed earlier proto from the ad? --Martin Strada (talk) 17:50, 5 August 2020 (UTC)

The Stage Select screen doesn't appear to be a conventional screen in the final version. Watching the values for screens/menus, it goes straight to 04 ("gameplay") as the menu loads. Upon further research, however, I did find that the coding for the Stage Select menu is in the prototype! In fact, the coding is exactly the same as the final version's, right down to the last byte! It's located at 984C to 9980, in the prototype, so… maybe someone can figure out where to go from there? I tried subtracking 34B from the existing PAR codes, but it didn't change a thing, ha hah~
Also. I looked at the text strings for the menu, just to make sure they existed, and…
Proto (8A6A to 8ACC) Final (8D92 to 8E0A)
  STAGE SELECT  
 PAUSE    SELECT


             L  
 R   STAGE      
 B     START    
      STAGE     
          STAGE 
SELECT   S CPU  
 S PPU    S PPU 
   PAUSE AND SEL
ECT   THEN RETUR
N   USE L R AND 
START   STAGE   
 
The proto version has a CPU gauge and two PPU gauges in its menu! This makes sense, given that it was used for testing and debugging. Either way, hopefully… someone can do something with this (possibly new) information?
~ Jo Li (Info|Chat|Edits) 00:00, 6 August 2020 (UTC)
All I can think of is to edit the existing PAR code so it becomes activated at some other screen (like Password or Options) rather than at the Name Entry screen. --Martin Strada (talk) 02:11, 6 August 2020 (UTC)